Company Presentation May 2015
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1 Company Presentation May 2015
2 Some of G5 s best performing games 2
3 G5 Entertainment in brief Company overview Developer and publisher of casual free-to-play (F2P) games for tablets and smartphones G5 game portfolio (99 games) Platforms: ipad, iphone, Android, Amazon Kindle Fire Portofolio of 99 games: 11 F2P & 88 unlockable 10 F2P games (5 owned, 5 licensed) made over 85% of revenue in 15Q1 Distributed through App Stores 203 employees: Stockholm: 2, Malta: 2, San Francisco: 4, Moscow: 16, Kharkov: 179 Own Technology, Analytics, Publishing platforms Play on your mobile device Over 210 million downloads as of 15Q1 Listed on Nasdaq Stockholm since June 2014, public since October 2006 (3 SEK IPO price) 3
4 Worldwide Mobile Games Market Digi-Capital, May 2015: Worldwide mobile games revenue, $ Billion Newzoo, October 2014: Worldwide mobile games revenue, $ Billion Gartner, August 2014: Worldwide revenue from tablet games, $ Billion - Best monetising players are in the West - Fastest growing markets are elsewhere Total market CAGR forecast consensus 15-18% - Tablet games: fastest growing sub-segment at 30% CAGR
5 G5 is growing faster than the market Growing faster than the market in 2014 and 15Q Growth: 82%, 15Q1 Growth: 75% - faster than the market, even after removing FX effect Strong top-line growth (5-yr CAGR of 80.61%) % 160% % 140% % 120% 100% % 74% 82% 75% 80% % 24% 42% 60% 40% 20% % Annual Revenue (msek) Q1 Revenue (msek) Annual YoY Growth Q1 YoY Growth 5
6 G5: Monetizing the West, serving players worldwide Games localized to 10 languages on day one Diverse currency revenues, FX stability G5 revenue in 2014 Worldwide revenue in 2014: $21B Asia & ROW 22% Latin America 8% RoW 4% North America 18% EU 23% North America 55% Asia 54% Europe 16% Source: SuperData Research, Oct
7 Why G5 is interesting Growth in smartphone Double digit and growth tablet usage market Hardware penetration growth continues Strong growth in tablet and smartphone app usage Games are still the most popular activity on tablets and smartphones The only fast-growing segment of games market Focus only Well on games positioned for smartphones for further growth and tablets A lot of room to grow in the market Growing faster than the market Highly skilled, low-cost developers in own studios Own Technology, Analytics, Publishing platforms Network of 3 rd party partner studios Highly focused on genre and audience Tablets are primary devices Genres: Adventure, Puzzle, Management Dominant demographic: Women 35+ In some games, 55+ audience dominates Loyal players, growing demographic, low piracy Attractive business model Mix of in-house development and licensing to pursue opportunities and reduce risk Growing portfolio of successful F2P games, 50% owned Retaining players for many months, even years Simple yet wide-reaching distribution channels Performance marketing + Analytics 7
8 Attractive business model Development Publishing Distribution In-house development Outsourced development 3 rd party licensing Free-to-play 85% of Revenue Game portfolio Unlockable 15% of Revenue End users G5 develops own games internally using its own cross-platform Technology G5 also outsources work to its network of 3 rd party developers to scale the production of own games By using 3 rd party licensing, G5 can reduce risk to try new ideas, or scale product portfolio faster Revenue share on 3 rd party deals depends on the deal, but the starting point is 50% Portfolio approach provides a selection of games for target audience Hits are possible and welcome The company does not depend on a single game Users are re-engaged and offered new games through Publishing Platform Analytics platform ensures high return on investment in user acquisition Community is created and reengaged through , Facebook, G5 Friends Network, other channels Few large distributors: Apple, Google, Amazon, and Microsoft Worldwide reach with minimum effort Occasional app store promotions App store fees are 30% for billing, hosting and distribution G5 keeps 70% 8
9 Strong financial track record Comments Sales (msek) and EBIT margins Proven financial track record of growth since 2009 Successfully transformed to F2P business in ,00 250,00 CAGR 80.61% 100% 80% Re-investing profits into User Acquisition to speed up growth 200,00 150,00 26,9% 26,5% 22,3% 60% 40% High growth, profitable, cash flow positive Growth is organic: no capital injections, not burning through cash reserves 100,00 50,00 0,00 3,5% -11,1% -8,3% % 0% -20% Quarterly sales (msek) and EBIT margins User Acquisition investment ramp up started in 14Q3 Users Acquired are monetized over months and years, but User Acquisition expenses are NOT capitalized. They are taken as expense on PnL, the month they are made CQGR 14.9% 9,2% 4,1% -1,3% 2,9% 4,6% 30% 25% 20% 15% 10% 05% 00% 0 14Q1 14Q2 14Q3 14Q4 15Q1-05% 9
10 User Acquisition User Acquisition Quarterly Revenue and UA spending (msek) Every mature company in our sector spends on marketing 120 We can spend less, or we can spend more 100 For now, we choose to spend all we can, while we see that it is fundamentally profitable and therefore boosts growth We could reduce UA spending, immediately have higher margins, but we d have to accept slower growth ,894 7,597 9,003 15,23 20, Q1 14Q2 14Q3 14Q4 15Q1 It s not about what the next quarter brings, but about where we are heading 120 Quarterly sales (msek) and EBIT margins 30% How to value the company in such situation? % Think how big sales can be in 1-2 years, and apply reasonable or conservative profit margin ,2% 4,1% -1,3% 2,9% 4,6% 20% 15% 10% 05% 00% 0 14Q1 14Q2 14Q3 14Q4 15Q1-05% 10
11 How to read new PnL format Profit = Revenue Variable Costs Fixed Costs UA costs Revenue grows much faster than royalty, fixed costs High operational leverage High Gross Margin Variable and Fixed Costs take time and effort to change, if at all possible UA spending is 100% discretionary, can be stopped, no long-term commitments exist, real-time We decide what EBIT we will have in a quarter when decide on UA budget EBIT before UA grew 129% in 15Q1 We organically increased UA budget 252% in 15Q1 Cash on account about same, no new issues in
12 2014 / Free-to-play games are driving the business Top line growth higher than the market s Mastering of user acquisition and analytics Monetization improvement through updates Development of own games Listing on Nasdaq Stockholm Free-to-play games will dominate the business Focus on own games Max out investment in user acquisition while fundamentally profitable Continued improvement of games A number of new games (mostly own) coming to the market 12
13 Summary 1 HIGH GROWTH MARKET: Tablet games revenue set to triple in STRONG FINANCIAL TRACK RECORD: 5-year CAGR of 80.61% 75% sales growth in 15Q1 2 WELL POSITIONED FOR FURTHER GROWTH: Portfolio approach, focus on the audience, potential of hits 3 ATTRACTIVE AND SCALABLE BUSINESS MODEL WITH HIGH OPERATING LEVERAGE: Gross Margin of 48% and growing 13
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