GAME Digital 2016/17 Interim Results 29 March 2017 GAME DIGITAL PLC | INTERIM RESULTS 2016/17 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 forwardlooking 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 MARTYN GIBBS Chief Executive Officer 3 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 H1 Group Headlines Performance reflects divergent dynamics across our major retail markets • UK business impacted by market headwinds and the market wide underperformance of certain titles • Positive Spanish trading performance, with reported GTV up +22% (3.1% in local currency) Cost savings and operational improvements delivered in response to UK market conditions • UK retail costs reduced by over £5m year on year • Ongoing positive supplier engagement to improve trading arrangements • Continued focus on costs and property optimisation, with over 240 lease events over the next 2 years • Strong cash and liquidity maintained Strategic progress made across the Group • Strong growth achieved in digital and new retail categories, up 28% and contributing 25% of Group GTV • 9 in-store gaming arenas now trading under the new BELONGTM brand; with 30 targeted by the end of 2017 • Continued development of Events, Esports and Digital businesses, with sales more than doubled New product launches and greater VR supply underpin an improving market outlook • Nintendo SwitchTM launched on 3 March, to strong consumer demand • • 1) GTV of Core Retail1 up 20% in first 7 weeks of H2 Strong line-up of titles building for peak 2017, with Project Scorpio also launching in H1 17/18 1. UK and Spain combined 44 MARK GIFFORD Chief Financial Officer 5 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 H1 2016/17: Group financial summary • H1 2016 H1 2017 VAR, % 608.0 566.3 (6.9) GTV excluding Hardware 450.8 448.7 (0.5) GTV of New2 retail categories 112.3 144.1 28.3% 23.8% 24.7% +90bpts (102.7) (105.7) (2.9) Adjusted EBITDA 33.1 23.3 (29.6) Adjusted Profit before tax 27.7 16.9 (39.0) 12.2p 7.9p (35.2) All figures in £m (unless stated) Gross Transaction Value (GTV)1 Gross Margin % Operating costs pre exceptional & adjusting items Adjusted (basic) EPS Dividend – Interim 1.67p 1.00p Group GTV down 6.9%, predominantly explained by the decline in low margin hardware sales • Group GTV (ex hardware) decline of 0.5% • New2 retail categories up 28.3% • Events, Esports & Digital up 120.5% • Gross margins benefiting from shift to higher margin categories • Strong cost discipline across the business, with over £5 million of costs savings realised in UK Retail • • Overall cost increase largely explained by exchange rate impact of Spanish operations and expansion of Events, Esports & Digital divisions Positive cash generation continued in the period • Group remains well funded with net cash of £73.0 million and facilities of over £80 million • Dividend of 1p reflects prioritisation of capital into strategic growth initiatives • Positive start to H2 with GTV up in UK and Spanish Retail (40.1) Strong growth in key focus categories and significant cost savings delivered in UK Retail 1) 1. 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 2) 2. ‘New’ retail categories defined as preowned technology products, digital content, PC and other non-console accessory and peripheral products, virtual reality headsets, licensed merchandise and services, as well as Marketplace. 66 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Group GTV by category All figures in £m (unless stated) H1 2016 H1 2017 VAR, % • Old Gen down 70%, all other software sales flat 204.4 184.7 (9.6) • 62.8 77.4 +23.2 Poorer market performance of certain annually released top titles plus no equivalent new release to match performance of Fallout 4 launched in the prior year 267.2 262.1 (1.9) • Strong growth in console and non-console digital content Preowned (core) 81.7 71.4 (12.6) Preowned tech 23.1 24.3 +5.2 • New gen software +15.4%, Old Gen software down 41.6% Total Preowned 104.8 95.7 (8.7) • Continued range extension in Spain and greater margin focus in UK Core A&O 74.9 82.3 +11.4 • 3.9 8.6 +120.5 PC accessories +12.9%, Licensed Merch +27.8%, Marketplace +47.1%, VR sales of £10.2m (2016: nil) 78.8 90.9 +15.4 Sub-total (ex Hardware) 450.8 448.7 (0.5) • Total Hardware 157.2 117.6 (25.2) Stronger line up of events with larger like for like events and new contract events plus new digital contracts and revenue streams established Total 608.0 566.3 (6.9) • Ongoing impact of lower average selling prices and lower volumes Physical software Digital content Total Content Events, Esports & Digital Total A&O Strong GTV growth across digital, pre-owned tech and accessories (inc VR) & other (inc events) GAME Digital Final Results 2015/16 7 7 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 GAME DIGITAL PLC - FIRST HALF RESULTS 2015/16 Group gross margin (as % of GTV) by category GROSS PROFIT MARGIN, OF GTV H1 2016 % H1 2017 % %pt Change Content 22.8 22.1 (0.7) Preowned 37.0 34.6 (2.4) A&O 32.5 29.2 (3.3) Sub-total 27.8 26.2 (1.6) Hardware 3.4 4.9 +1.5 Total 21.5 21.8 +0.3 • Digital margins flat year-on-year • Underlying software margins decreased in half due to greater market wide promotional activity and relative strength of exclusive proposition in PY • Strong improvement of preowned tech margins, up 4.2ppts • More than offset by mix effect of increased preowned tech and lower core pre-owned margins • Mix effect, predominantly VR sales at lower margins and lower E,E&D margins in the half • Hardware margins up 1.5%, benefiting from improved terms and new console iteration launches Note: Calculated as % of GTV Greater mix of higher margin categories drove a 30ppt increase in GM% 8 8 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Group performance overview by division £m H1 2016 H1 2017 Gross Transaction Value (GTV) VAR, % UK Retail • • 18.1% decline in GTV, with gross profit down £13.5m to £82.4m Decline offset in part by cost savings of over £5m, with UK Retail Adjusted EBITDA of £13.4m 608.0 566.3 (6.9) UK Retail 447.7 366.7 (18.1) Spain Retail 156.4 191.0 +22.1 3.9 8.6 +120.5 130.7 123.4 (5.6) UK Retail 95.9 82.4 (14.0) Total Retail Spain Retail 33.8 39.7 +17.5 • • 1.0 1.3 +30.0 33.1 23.3 (29.6) UK Retail 22.2 13.4 (39.6) Spain Retail 11.6 12.7 +9.5 Events, Esports & Digital (0.7) (2.8) (300.0) Events, Esports & Digital Gross Profit Events, Esports & Digital Adjusted EBITDA Spain Retail • • • GTV growth of 3.1% in local currency Benefiting from FX movement on reported growth Adjusted EBITDA up 9.5% to £12.7m in GBP Adjusted EBITDA of £26.1m, down 22.8% PBT of £22.1m, down £2.8m Events, Esports & Digital • • Sales up over 120% driven by strong growth from Multiplay’s events and digital divisions Further cost investment ahead of anticipated sales growth • Multiplay costs of £2.8m, up £1.1m • BELONGTM live gaming H1 costs of £0.8m • 1st time inclusion of Ads Reality and GAME Esports (Spain) costs of £0.5m Strong growth in Spain and E,E&D more than offset by the decline in UK Retail despite significant cost savings LC = Local Currency (EUR) 9 9 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Group operating costs Group Continuing Costs1 £m (unless otherwise stated) H1 2016 H1 2017 VAR, £m Selling & Distribution costs 79.4 78.8 0.6 Administrative costs 23.3 26.9 (3.6) 102.7 105.7 (3.0) 5.1 5.6 (0.5) 97.6 100.1 (2.5) 16.1% 17.7% Total Operating expenses Less: Underlying Depreciation & Amortisation Total Operating expenses before D&A as % of GTV Group Continuing costs by division1,2 £m (unless otherwise stated) H1 2016 H1 2017 VAR, £m 95.9 96.0 (0.1) UK Retail 73.7 69.0 4.7 Spain Retail 22.2 27.0 (4.8) Spain Retail, €m 30.5 31.6 (1.1) 1.7 4.1 (2.4) Core Retail Events, Esports & Digital • Total underlying operating costs1 of £105.7m, up 2.9% • Continuing costs1 excluding depreciation and amortisation up 2.6% to £100.1 million • Significant cost savings and operational efficiencies realised in the UK • UK Retail costs down £4.7m or 6.4% to £69.0m • Spain Retail costs up €1.1m or 3.6% in local currency, broadly in line with GTV growth • Events, Esports and Digital costs1,2 increased £2.4m to £4.1m, reflecting the continued expansion of these operations, including the first time addition of BELONGTM, Ads Reality and GAME Esports (Spain) Strong cost control in UK Retail with continued investment in high growth E,E&D opportunities 1) 1. Excludes exceptional and adjusting items 2) 2. Before depreciation and amortisation 10 10 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Underlying operating cost bridge1 UK Retail £m Spain Retail 105 (6.4%) +21.6% : £ +3.6% : € 100 +141% +2.6% +0.1% +0.8 +2.4 +4.0 (5.3) 95 • +0.6 90 97.6 • • • 85 • £2.6 million reduction in store payroll and store variable costs £0.8m reduction in in property costs Distribution savings and efficiencies of over £1.3 million Net marketing and other savings of £0.6 million 97.7 • • • Underlying costs up 3.6% in euros, in line with sales increase Selected further investment in central costs to drive new growth initiatives First time inclusion of BELONGTM, Ads Reality and SocialNat (GAME Esports, Spain) 100.1 Scaling up of Multiplay operations • • Winning significant new contracts Delivering expanded existing operations 80 H1 15/16 Selling & Distribution Administrative Selling & Distribution Administrative Total Core Retail Events, Esports & Digital H1 16/17 Cost control and savings in core retail activities; investment continued in high growth opportunities 1) 1. Excludes exceptional and adjusting items and depreciation and amortisation 11 11 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Cash flow generation £m H1 2016 H1 2017 22.8 17.3 Proceeds from sale of property - 13.3 Exceptional profit on sale of assets - (6.3) 9.6 10.4 EBITDA & property proceeds 32.4 34.7 Capital expenditure (6.9) (5.8) Taxation (3.5) (1.4) Net interest (0.6) (0.9) FREE CASH FLOW pre change in W/C 21.4 26.6 Working capital & other items 38.3 6.6 FREE CASH FLOW 59.7 33.2 Operating Profit Depreciation & amortisation • Positive free cash flow before working capital movement of £26.6m, up £5.2m • Continuing investment for growth with capital expenditure of £5.8m in the first half • Working capital benefit in H1 of £6.6m • YOY timing differences in working capital given period end reporting date 28 January 2017 vs 23 January 2016 Continued strong free cash generation 12 12 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Cash flow and net cash £m H1 2016 H1 2017 Var, £m (20.0) Opening cash 63.1 43.1 Free cash flow before w/c 21.4 26.6 Working capital, tax, interest & dividends 45.7 9.8 Capex (6.9) (5.8) Movement in borrowings Movement in cash Closing net cash Finance Leases Net Funds (0.2) (0.7) 5.2 • Increased available facilities of over £80m (2016: £60m) • UK ABL facility of up to £50m, rising to £75m in peak • Total facilities in Spain of €34.7m 1.1 (0.5) 29.9 (30.1) 123.1 73.0 (50.1) (4.0) (1.1) 69.0 (51.2) 120.2 Strong net cash position of £69.0m, after the deduction of finance lease liabilities (35.9) 60.0 (2.9) • • As at 28 January 2017, both facilities were undrawn • Impacted by working capital timing differences due to 53rd week in 2015/16 • Net cash position of £50.6m on 4 February 2017, £12.1m above LY Strong cash position and increased available facilities 13 13 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Current trading and outlook Total Mint • Market trends seen in H1 have continued into the early part of H2 in both territories for core Xbox and PlayStation categories • Strong Nintendo Switch™ launch has brought positive impetus to the overall market – H2 sales highly dependent on stock availability (both hardware and software) • • • Market1 7 weeks to 18 March YoY, % UK +22.0% Spain (€) +50.7% UK & Spain combined (£) +32.2% 7 weeks to 18 March YoY, % Growth from new retail categories, as well as Events, Esports and Digital expected to continue Current Trading Currently anticipated sales of the Nintendo Switch™, together with other sales initiatives are expected to offset the expected effects of H2 Xbox and PlayStation market declines Spain Retail GTV (€) +38.1% Total Retail GTV (£) +19.8% Mint Market Share1 7 weeks to 18 March UK market share 31.8%, (1.0)% points Spanish market share 42.4%, (2.3)% points Further supportive market developments are expected in the second half of the calendar year, with the launch of Microsoft’s Project Scorpio and several major new game titles already announced, including Red Dead Redemption 2 and Super Mario Odyssey UK Retail GTV +6.8% More positive market outlook for balance of 2017, though sales dependent on stock availability 1 Source GfK Chart-track 14 14 MARTYN GIBBS Chief Executive Officer 15 Building the most valuable community for gamers 19 million insight database 4.5 m i l l i o n a c t i v e ( LT M ) EVENTS GAME DIGITAL PLC – INTERIM RESULTS 2016/17 GAME Changing strategy recap: Pillars and 2017 priorities Maximise retail potential in the UK and Spain 1. Enhance our specialist offer 2. Build new categories & services 3. Multichannel development 4. Store optimisation GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Expand live and online gaming services for gamers and publishers 1. Local competitive gaming and esports, headlined under BELONGTM 2. Insomnia Gaming Festival 3. Major third party contract events Develop new markets through digital enterprise services Optimise the Group's efficiency whilst investing for the future 1. Managed game server hosting 1. Fixed and variable store costs 2. Distribution efficiencies 3. Procurement and business process improvements 4. Supplier arrangements 2. Augmented reality based visual marketing 17 17 Strategy recap: Illustrative strategic value creation plan Value Today Cost efficiencies New markets New retail categories Core console retail FY15/16 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Note: Chart not to scale, indicative only New retail categories Core console retail FY18/19 18 18 UK action plan: Driving business efficiency and optimisation 1 2 3 SUPPLIER ARRANGEMENTS PROPERTY CASH AND WORKING CAPITAL 4 ORGANISATIONAL DESIGN 5 OPERATIONAL COSTS & BUSINESS PROCESSES GAME DIGITAL PLC – INTERIM RESULTS 2016/17 • Improved supplier terms driving better hardware margins • Positive discussions around ongoing specialist support, including exclusives • Good engagement on broader strategic dialogue around live gaming initiatives • Further property cost savings of £0.8m achieved in H1 • Total annualised benefits of c£2m since programme implemented • Planning for over 240 lease events over the next 2 years • Strong cash position at end-Jan, improved with sale & leaseback • Appropriate facilities in place • Stock management and controls strengthened • Structures optimised to reflect future growth areas • Ongoing reviews to ensure teams set up to deliver commercial and strategic intent • Ongoing areas of focus include central, stores, online and customer service operations • Driving improved customer service (ways to receive) and efficiency benefits 19 19 UK action plan focus: UK operational efficiencies and cost savings have continued • • • • Property savings including rent and rates Payroll cost savings from organisational redesign and store staffing efficiencies Business wide savings from efficiency measures and procurement activities Pursuing further savings across property, payroll, distribution and procurement in H2 16/17 Annualised FY16 savings Additional savings targeted in FY17 Total savings realised in H1 Annualised FY16 + expected FY17 savings Property 1.0 1.0+ 0.8 2.0+ Payroll 2.6 1.0+ 2.6 3.6+ Other procurement, distribution and efficiency savings 2.6 1.0+ 1.9 3.6+ Total 6.2 3.0+ 5.3 9.2+ £m Continued delivery of efficiency initiatives, procurement benefits and other cost saving actions GAME DIGITAL PLC – INTERIM RESULTS 2016/17 20 20 UK action plan focus: Property optimisation programme update • Successfully realising opportunities to significantly reduce UK estate costs prior to any store closures • Total annualised group rent reduction of c.£2m to date1 UK LEASE PROFILE UK Lease Profile 200 180 160 140 • 67 leases renewed to date2 120 100 • • • Average rent reduction of c.20% Average length to first break remains 1.2 years 80 60 40 20 Planning for over 240 UK lease events over the next 2 years • 0 <1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 yrs yrs yrs yrs yrs yrs yrs yrs yrs yrs yrs yrs yrs yrs Total annual rent of c.£16m No of leases to exit : Break or Expiry No of Leases by Expiry 1 Includes impact of a net 8 store closures since 23 January 2016 2 Since UK action plan initiated in January 2016 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 21 21 Market Update 22 Market update: Headlines The most powerful console ever. • Peak 2016 impacted by several factors: • weaker new release line-up • maturing console cycle • digital growth • successful VR launches (restricted supply) • Expect structural headwinds to persist, however more positive market dynamics in 2017: • new product developments • stronger peak line up • increased VR stock availability • maturing digital penetration • Arrival of the next generation of consoles expected 2019 • Esports industry continues to develop and grow rapidly GAME DIGITAL PLC – INTERIM RESULTS 2016/17 23 UK software market impacted by weaker year-on-year line up and softer performance of key titles… • Number of strong titles (i.e. FIFA, Pokémon, Forza) demonstrates enduring demand for physical products • • However, overall market impacted by: • • FIFA COD (1) Fallout 4 Battlefront / Battlefield Est. 80%+ of AAA titles sold physically Pokemon H1 16 (2) Underperformance of certain major ‘annual’ titles, notably the latest Call of Duty title The absence of a major AAA in 16/17 to mirror Fallout 4 from 2015/16 Forza Metal Gear Solid V Gears of War WWE 2K Unchartered H1 17 Source: GfK Chart-Track, Spanish market, units sold in H1 17 vs. H1 16 1. Infinite Warfare vs. Black Ops III 2. Sun & Moon vs. Sapphire and Ruby GAME DIGITAL PLC – INTERIM RESULTS 2016/17 24 24 …resulting in 13% year-on-year decline in the overall UK software market UK physical software market, H1 17 vs. H1 16 change, % Top 30 selling titles +18.1% (2.9%) (13.2%) (18.0%) New release Catalogue All other Total software Source: GfK Chart-Track, 26 weeks to 28 January 2017 GAME Digital Final Results 2015/16 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 25 25 Strong Spanish software market, supported by higher PlayStation and Nintendo penetration • FIFA 17 Pokemon (1) Call of Duty (2) Grand Theft Auto V Top 10 titles units sold up 19% y/y in aggregate Battlefield 1 / Battlefront H1 16 Source: GfK Chart-Track, Spanish market, units sold in H1 17 vs. H1 16 1. Sun & Moon vs. Sapphire and Ruby 2. Infinite Warfare vs. Black Ops III GAME DIGITAL PLC – INTERIM RESULTS 2016/17 GAME Digital Final Results 2015/16 Just Dance NBA 2K Fallout 4 Watchdogs 2 Pro Evolution Soccer H1 17 26 26 Full Game Downloads: 3rd party forecasts and surveys point to a maturing in the direct channel for full games • Significant majority (c.80%) of AAA games continue to be purchased physically • Range of consumer surveys indicate proportion purchased digitally likely to settle at c25% Over three-quarters of gamers still prefer to buy games in-store 24% AAA Full Games Purchased Digitally (UK) +3.1% 30.0% 26.2% 26.2% +16.6% 25.0% 20.0% 23.1% 76% 17.1% 15.0% 11.4% 10.0% 5.1% Buy games in-store 5.0% 0.0% 0.0% 0.5% 2012 2013 Download games directly to console Source: SurveyMonkey, BofA Merrill Lynch Global Research, December 2016 2014 2015 2016 2017E 2018E 2019E Source: IHS, Company estimates GAME DIGITAL PLC – INTERIM RESULTS 2016/17 27 27 Digital market continues to represent a significant growth market for GAME… £m Total digital content market, £m (UK only) GAME digital sales (GTV), £m +18% CAGR 110.2 95.4 1,034 Y/Y +25% 77.3 73.5 67.0 875 62.0 725 580 2017E 2016 2015 2014 2013 429 2013 2014 2015 2016 H1 16 H1 17 Source: IHS GAME DIGITAL PLC – INTERIM RESULTS 2016/17 28 28 … though the pace of digital growth is forecast to moderate as penetration plateaus £m • • • Digital represented 54% of the total content market in 2016, up from 22% in 2012 Driven by console and digital platform developments and the growth in ‘add-on’ downloadable content (DLC) Digital/physical split expected to plateau from 2017, based on trends in other media forms Total console content market split by physical / digital, £m (UK) 2000 1800 1600 1400 1200 1000 800 600 400 200 Physical content 2020E 2019E 2018E 2017E 2016 2015 2014 2013 2012 0 Digital content Source: IHS GAME DIGITAL PLC – INTERIM RESULTS 2016/17 29 29 2017: Major market drivers • The most powerful console ever. Successful Nintendo SwitchTM launch • Ongoing hardware and software sales dependent on stock availability • Growing adoption of VR • Further stock availability and growing content library • Total UK installed base forecast to reach 1.2m by end-17 • Xbox Project Scorpio launching ‘Fall-2017’ • 4.5x more powerful than Xbox One, 4K and VR ready • Further details expected at E3 • Strong line-up building for peak • Red Dead Redemption 2, from Rockstar Games • Several SwitchTM titles including Super Mario Odyssey • Star Wars Battlefront 2 (EA) and Destiny 2 (Activision) GAME DIGITAL PLC – INTERIM RESULTS 2016/17 30 Beyond 2017: Improving outlook to medium term dynamics Total mint market size, £m (UK & Spain combined) +14.8% +1.3% +5.2% 1,279 662 831 492 332 1,027 1,216 1,303 1,342 1,242 1,319 961 1,154 1,293 1,005 732 871 2012 2013 1,152 2014 892 813 782 950 825 724 752 892 2015 2016 2017 2018 2019 Hardware Software 1,222 2020 Digital Mint console market forecast to return to growth in 2018 driven by Nintendo SwitchTM, with further growth in 2019 and 2020 driven by the next generation of consoles GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Source: Company compiled industry market estimates, UK and Spanish markets combined 31 31 Business and strategy update i. Maximising Core retail 32 Maximising Core Retail: Priorities 1. Maximise the value of our core markets 2. Expand beyond our core retail categories 3. Increase multichannel engagement 4. Optimise the store estate GAME DIGITAL PLC – INTERIM RESULTS 2016/17 33 1. Maximise the value of our core markets #1 market positions maintained #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 50% 50% 682 40% #1 663 625 40% 610 260 30% 30% 20% 20% 332 10% 323 321 319 313 311 263 264 275 254 237 247 267 270 270 236 311 10% 0% 2008 2009 2010 2011 2012 2013 2014 2015 2016 # H1 H2 2017 HTD Market position 0% 2008 2009 2010 2011 2012 2013 2014 2015 2016 # of stores H1 H2 2017 HTD market share1 1 Source: GfK-Chart Track. Share of console gaming hardware, software, accessories and digital products at retail GAME DIGITAL PLC – INTERIM RESULTS 2016/17 34 34 1. Maximise the value of our core markets GAME remains a high street destination Cumulative footfall, 000 (UK) 4,000 80,000 3,500 70,000 3,000 60,000 2,500 50,000 2,000 40,000 1,500 30,000 1,000 20,000 500 10,000 0 0 12/13 13/14 14/15 15/16 16/17 Year to date Y/Y footfall (LFL): -3% Wk 1 Wk 3 Wk 5 Wk 7 Wk 9 Wk 11 Wk 13 Wk 15 Wk 17 Wk 19 Wk 21 Wk 23 Wk 25 Wk 27 Wk 29 Wk 31 Wk 33 Wk 35 Wk 37 Wk 39 Wk 41 Wk 43 Wk 45 Wk 47 Wk 49 Wk 51 Wk 1 Wk 3 Wk 5 Wk 7 Wk 9 Wk 11 Wk 13 Wk 15 Wk 17 Wk 19 Wk 21 Wk 23 Wk 25 Wk 27 Wk 29 Wk 31 Wk 33 Wk 35 Wk 37 Wk 39 Wk 41 Wk 43 Wk 45 Wk 47 Wk 49 Wk 51 5 year weekly footfall trends, 000 (UK) 12/13 13/14 14/15 15/16 16/17 Footfall remains robust, despite wider high street trends and lower overall games market in 2016 1 Source: GfK-Chart Track. Share of console gaming hardware, software, accessories and digital products at retail GAME DIGITAL PLC – INTERIM RESULTS 2016/17 35 35 1. Maximise the value of our core markets Several initiatives ongoing to further enhance our specialist proposition • New Reward membership service to launch in H2 • Total reward customers up 100k in H1 to 4.5 million with swipe rates up 2.3% in the UK • New online trade-in tool launching in H2 • Significant expansion of our new repair service in Spain, with sales up 49% in the half, to €0.5m • New live gaming services launched • • Experiential and challenge zones rolled out to 180 stores • Roll-out of BELONGTM gaming arenas underway Continued development of our award winning elearning platform for store and central teams Exclusives Attractive reward programs 4.5m Wide range across physical and digital; mint & preowned active reward customers - LTM (2016: 4.4m) Specialist stores, teams & engagement Specialist gaming services DRIVING LOYALTY & CUSTOMER LIFETIME VALUE GAME DIGITAL PLC – INTERIM RESULTS 2016/17 36 36 2. Expand beyond our core retail categories Identified ‘gaming lifestyle’ markets are large and growing Gaming lifestyle categories - est. UK Market Size, £m (2016) 2,000 2,000 1,800 1,600 Total market value: 1,400 £4.5 billion (vs. £2.2 billion console gaming market, UK, 2016) 1,200 1,000 800 800 600 600 500 400 170 200 250 0 Non-console PC gaming digital gaming (hardware, content accessories) (PC/mobile) VR devices Preowned Gadgets and Licensed (hardware mobile phones tech merchandise only) and tablets accessories Sources: IHS, IDG, OC&C, Radiant insights, The Licensing Letter, John Peddle Research, GAME Digital internal growth estimates GAME DIGITAL PLC – INTERIM RESULTS 2016/17 37 2. Expand beyond our core retail categories Ongoing developments to drive new category growth Total ‘New’ Category Sales1, £m • Curation of in-store ranges targeting gaming lifestyle categories • +28% Successful Red5 trial for VR, drones etc., now rolled out to 257 stores • Improving visual merchandising and fixtures for VR and PC gaming 144 112 • Remerchandising space to newer, higher margin categories • Continued development of the ‘GAME Marketplace’ online proposition • over 400 vendors and 100k products H1 15/16 H1 16/17 Digital content PO Tech Licensed Merch VR PC & mobile accessories Marketplace Services & other 1 Measured as Gross Transaction Value. Includes sales of the following: Digital products, Preowned tech (GAMEtronics), Licensed Merchandise, PC and other non-console accessories, Marketplace and services GAME DIGITAL PLC – INTERIM RESULTS 2016/17 38 38 3. Increase multichannel engagement mComm & App development • mComm represented 47% of UK online sales in H1, up 4%pts from 2016 • GAME app a central pillar of our ‘mobile first’ focus and customer engagement strategy • • • 4.3 million lifetime downloads UK App relaunched October 2016 • Daily downloads up 33% since relaunch • 750k downloads since relaunch • 4.5* rating on the App Store, up from 3* for prior version Driving strong engagement • 98% of all registered downloads since relaunch have become a Reward member • 1.2 million competition entries to date • 650,000 customers signed up for push notifications GAME App relaunched in H1, further App and mComm development planned for H2 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 39 39 3. Increase multichannel engagement UK eComm site relaunched + new delivery services • UK eCommerce site relaunched in October • Overall conversion up 12 bpts since relaunch • ‘Test and learn’ programme underway to further improve performance and conversion • Improved Click and Collect service launched in October – now represents c10% of online sales • Click & reserve launched Conversion rates following site relaunch (Nov ’16 – Mar ‘17) Total sessions GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Product page Basket Total conversion 40 40 3. Increase multichannel engagement New media content and insight programmes • • • • Greater content focus across all channels Reviews, interviews, ratings, staff picks, competitions, editorial etc.. Increased use of personalised CRM campaigns Encouraging initial customer feedback GAME DIGITAL PLC – INTERIM RESULTS 2016/17 41 41 4. Optimise the store estate Real estate optimisation strategy underway Ensuring each store is ‘fit for purpose’ according to its location • • • • • Top 50 – 100 locations Highest footfall, premium locations Most profitable stores Investing in customer experience BELONGTM arena roll-out • • • • • • 50-100 locations Larger centres and higher footfall 2 into 1 and other opportunities Reviewing all lease events Concession partnership opportunities Challenger and VR zones in all stores • • • • • BELONGTM gaming arenas GAME DIGITAL PLC – INTERIM RESULTS 2016/17 50-100 locations Smaller towns and lower footfall locations Potential relocation opportunities to smaller / lower cost sites Concession partnership opportunities Exiting lower contribution stores 180 stores with challenger zones, VR zones 42 4. Optimise the store estate Property optimisation progress Store Action Metro Centre 2 into 1 Cwmbran 2 into 1 Trafford Centre Relocation Southampton Relocation Aberystwyth Relocation Leamington Spa Relocation Edinburgh Waverley Relocation Romford 2 into 1 Livingston 2 into 1 Peterborough 2 into 1 Net contribution margin (% of GTV)1 10.0% 9.1% 9.0% 8.0% 7.0% UK store average (LTM) 6.0% 5.0% 4.0% 3.5% 3.0% 2.0% 1.0% 0.0% Average Net Contribution Margin across 10 stores Pre 1) GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Post Net contribution margin calculated as store EBITDA (excludes central overheads) as a % of store sales. Preconversion ratio calculation based on LTM actuals/estimate. New store ratio analysis based on trading to date plus forecast trend data to cover 12 month period 43 43 4. Optimise the store estate Portfolio activity H1 UK Spain Group 313 267 580 Openings 3 3 6 of which concessions 2 0 2 (5) (0) (5) 4 0 4 Stores at end of half 311 270 581 Avg. Years to first break 1.2 1.0 1.1 1,265 806 1,053 Stores at beginning of half Closures Relocations and 2 into 1s Average sq. footage GAME Digital Final Results 2015/16 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 45 44 44 Business and strategy update ii. Live gaming services 45 Expanding the Group’s live gaming services BELONGTM Gaming Arenas • Leisure-led live gaming format launched July 2016 • Driving new customers into stores • 1 in 5 BELONGTM customers new to GAME • Higher dwell time, with average playing time over 1.25 hours • New revenue streams added (Pay to Play, Food & Beverage) • Halo effect on core sales, particularly PC / digital • Nine in-store arenas opened to date; plans to open a further 20 more during 2017 • BELONGTM brand launched in December • Gross capex per refit of c.£50-100k, dependent on store configuration. Targeting: • • 6-18 month payback 12% operating margin • Strong supplier support GAME DIGITAL PLC – INTERIM RESULTS 2016/17 47 47 Expanding the Group’s live gaming services BELONGTM Gaming Arenas BELONG customers New customer 21% Existing GAME customer 79% Attracting a new audience… Annual Average Customer Value, £ 384 191 Avg. GAME Avg. GAME + BELONG …and appealing to a valuable demographic GAME DIGITAL PLC – INTERIM RESULTS 2016/17 48 48 Expanding the Group’s live gaming services Initial BELONGTM performance has been encouraging • Direct arena sales1 up more than 3x in first 4 months • Limited marketing to date 2017 BELONGTM opening locations: Open/Tranche 1 Avg. Arena sales Tranche 2 (all arena stores rebased to 100 at week 1) 350% 300% 250% 200% 150% Week 22 Week 21 Week 20 Week 19 Week 18 Week 17 Week 16 Week 15 Week 14 Week 13 Week 12 Week 11 Week 10 Week 9 Week 8 Week 7 Week 6 Week 5 Week 4 Week 3 Week 2 Week 1 100% Source: Company data 1 Arena sales comprise Pay to Play (console & VR), venue hire, Food & Beverage and PC and VR category sales in arenas GAME DIGITAL PLC – INTERIM RESULTS 2016/17 49 49 Expanding the Group’s live gaming services BELONGTM: Positive impact on retail • Strong improvement to both console and PC gaming categories since opening • PC gaming revenue uplift +180% against base, compared with pre-launch period against avg. GAME store • Core console sales +14% uplift on same basis Uplift to avg. weekly PC/VR sales, pre/post launch Uplift to avg. weekly console sales, pre/post launch +180% uplift to relative performance post launch Post launch performance vs. 8 weeks prior to launch GAME avg. GAME DIGITAL PLC – INTERIM RESULTS 2016/17 GAME+BELONG avg. +14% uplift to relative performance post launch Post launch performance vs. 8 weeks prior to launch GAME avg. Source: Company commercial and insight data Average uplift data based on stores with a BELONG arena open for more than 10 weeks GAME+BELONG avg. 50 50 Expanding the Group’s live gaming services BELONGTM: Future roadmap and priorities • Driving utilisation and performance of existing arenas • Ongoing roll-out of new arenas • Development of online platform • Phase 1 launched in March • Creation and recruitment of initial wave of local teams (‘tribes’) • Developing a growing programme of grassroots esports tournaments Building an integrated, content rich physical and digital ecosystem GAME DIGITAL PLC – INTERIM RESULTS 2016/17 51 52 51 Expanding the Group’s live gaming services BELONGTM: Forms one element of our expanding esports proposition, with local activity supported by a content rich multichannel experience Major arena event production Active social engagement GAME Digital Final Results 2015/16 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 National online / offline esports tournaments BELONGTM arenas Content production and in-house broadcast studio Esports consultancy services Nationwide local community activity (competitive and non-competitive) Online platform (Phase 1 launched Mar-17) 52 5252 Expanding the Group’s live gaming services Continued progress on major gaming events • Events sales growth of 49% in H1 • Targeting FY sales of over £9m • Senior team hires to drive future performance • Record Insomnia sales Total Event divisional Sales, £000s 10000 9000 H2F 8000 • Largest ever Insomnia event held in August 2016 7000 • Universal Music / Island Records partnership for April 2017 6000 • New branding and website launched 5000 • 3-year UK franchise deal for Brick Live signed 4000 • 4 events per year including London and Birmingham 3000 • Strong 3rd party contract events sales • Delivery partner for MineCon 2016, Anaheim, US H2 H1 H1 +49% 2000 1000 0 FY16 FY17F 16/17 H1A GAME DIGITAL PLC – INTERIM RESULTS 2016/17 16/17 H2F 53 Strategic Update iii. Digital markets 54 Developing digital markets Managed server hosting • Digital sales up 120% in H1, to £2.2m, following the recent contract to provide the global hosting for Titanfall2 • Growing pipeline of future opportunities with several major developers and publishers • Continue to focus on the smooth implementation of current server provisioning whilst further developing the Clanforge technology, team and infrastructure GAME DIGITAL PLC – INTERIM RESULTS 2016/17 55 55 Developing digital markets Ads Reality: Augmented Reality • Work undertaken for major retail and consumer goods companies in the half • Partnership with WPP store agreed • Continued progress on technology roadmap • Key team hires in marketing and business development to drive future growth • Strong interest in technology from a wide range of industry sectors - growing pipeline of business opportunities GAME DIGITAL PLC – INTERIM RESULTS 2016/17 56 56 Closing ClosingRemarks Remarks H1 Summary Tough half for UK retail in core console markets • growth delivered in Spain and new categories Business strengthened through ongoing action plan • • good progress realising efficiencies and cost savings focused on cash generation and disciplined use of capital Clear strategy and plans to address long term structural changes in our markets • • • • improving customer proposition to maximise core retail markets building new categories and live gaming proposition targeting major new growth markets across the group positive start to H2 Prepared for positive market developments • • new innovations to drive growth and impetus in 2017 investment in multichannel and our differentiated, specialist proposition positions us well 58 58 Future Priorities Continued optimisation of the core retail business • Realising efficiencies and cost savings • Focus on cash generation and disciplined use of capital Capitalising on our exceptional store estate flexibility • Exploring potential partnership opportunities Roll-out and development of BELONGTM live gaming and esports • Transforming our customer proposition Maximising new product launches and driving new category growth • New games releases and consoles • PC, VR, digital and tech 59 59 59 QUESTIONS Appendix 61 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 H1 Titles, Year on Year Other Top Selling ‘Non-Perennial’ AAA H1 16/17 Perennial AAA H1 15/16 star 62 62 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Gross Transaction Value (GTV) by segment Spain Retail (€) UK Retail Events, Esports & Digital £m €m £m 500 250 10 400 250 200 117.7 350 300 56.5 76.0 200 77.4 150 55.2 63.3 100 54.4 25.2 39.7 46.6 700 600 8 170.8 50 95.9 UK Retail Y/Y % Spain Retail Content -13.5 Content Preowned -16.7 Preowned 300 104.8 95.7 267.2 262.1 H1 16 H1 17 37.7 8.6 4 106.0 200 2 3.9 100 0 H1 16 90.9 5 0 H1 17 78.8 6 1 H1 16 400 32.1 50 0 117.6 500 3 197.5 157.2 7 150 100 £m 9 450 Group (£m) 0 H1 17 H1 16 Y/Y % E,E&D +10.5 -5.0 H1 17 Y/Y % Group, £ Y/Y % Content n/a Content -1.9 Preowned n/a Preowned -8.7 A&O -2.3 A&O +27.4 A&O +120.5 A&O +15.4 H/W -34.2 H/W -14.3 H/W n/a H/W -25.2 Total -18.1 Total +3.1 Total Total -6.9 +120.5 63 63 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Statutory revenue by segment UK Retail Spain Retail (Local) Esports, Events, Digital £m €m £m 700 350 7 600 300 6 205 216 500 144 76 250 45 400 78 65 66 123 137 79 200 26 135 150 65 52 300 120 63 65 28 34 56 61 £m 900 800 269 254 200 89 96 116 169 183 185 300 335 333 311 FY13 FY14 FY15 FY16 700 5 600 42 4 67 3 100 200 Group (£m) 6.1 500 73 400 172 300 4.2 2 113 200 100 243 207 241 FY13 FY14 221 50 117 114 117 FY14 FY15 121 0 0 FY15 FY16 1 0 FY13 FY16 0.0 0.0 FY13 FY14 0 FY15 FY16 Y/Y Change Y/Y Change Y/Y Change Y/Y Change 100 Content 16.4 1.2 -9.4 -2.4 2.4 3.7 11.6 -0.7 -6.4 Preowned 2.1 11.9 -1.6 -12.9 8.0 9.7 -1.4 8.3 1.0 A&O 25.2 1.8 18.6 7.8 19.2 22.6 21.8 8.5 20.7 H/W 177.5 -5.3 -29.9 40.9 2.4 17.3 137.1 -5.4 -21.2 Total 41.2 1.1 -11.3 3.7 5.4 10.5 31.0 0.6 -6.2 46.7 46.7 64 64 GAME DIGITAL PLC – INTERIM RESULTS 2016/17 Gross profit by segment UK Retail Spain Retail (Local) £m 160 17 140 1 7 23 4 100 80 52 47 1.6 40 71 78 4 70 2 7 4 9 4 8 69 25 24 FY13 FY14 FY15 FY16 1.0 140 26 120 0.8 33 1.3 FY14 Margin FY15 FY16 Margin 3 24 63 32 29 71 67 7 40 67 100 60 40 84 94 101 94 FY13 FY14 FY15 FY16 20 0.0 FY13 10 20 80 1.1 0.2 0 0 160 0.4 31 200 1.2 20 28 220 180 0.6 30 £m 1.4 30 10 20 24 Group (£m) 12 50 60 60 80 47 43 40 £m 60 120 18 €m 29 22 Esports, Events, Digital 0 FY13 FY14 FY15 FY16 Margin Margin Content 28.9 29.4 32.0 31.4 26.0 24.5 26.3 27.0 28.0 28.0 30.4 30.1 Preowned 36.0 38.3 38.1 34.9 38.4 42.2 40.0 39.3 36.7 39.3 38.5 36.1 A&O 34.6 34.2 35.4 36.9 28.0 27.9 26.8 29.4 32.8 32.6 32.7 34.1 H/W 1.4 7.9 3.6 2.9 5.0 6.2 6.0 5.0 2.6 7.6 4.0 3.4 Total 26.7 24.4 24.7 25.9 25.6 24.2 24.6 24.5 26.4 24.3 24.7 25.5 27.5 27.5 22.0 22.0 65 65
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