Discussion Materials October 4, 2007 Summary • Very undesirable audience from a TV perspective • Limited reach to launch hit or demo-changing shows • Incremental improvements more difficult due to: declining ratings, fragmentation, return of game shows to broadcast, affiliate pressures • Ambitious re-orientation of business proposed to capitalize on growth of casual games off TV • Seek genuine multi-platform games biz model: packaging, online ad sales, online fees, formats, mobile • Key issue: can Game Show Network broaden to attract similar, but not identical, audience with similar but not identical consumer experience? Current Situation 2007 Forecast (000) Subscribers Revenues Ad Revenue (Net) Affiliate Revenue Participation Revenue Online Revenue Other Revenue* Total Gross Revenue Launch Support Total Net Revenue Operating Costs Programming Online/Interactive Participation TV Marketing SG&A & Other* Total Operating Costs EBITDA 3Q Fcst 2007 Budget 2007 56,664 57,376 66,528 68,021 697 905 1,080 137,231 (6,341) 130,891 3Q Fcst vs 2007 Bdgt 2007 Fcst vs 2006 Actual % % (712) -1% 1,769 68,207 66,830 8,236 2,297 1,811 147,381 (6,431) 140,949 (1,678) 1,191 (7,539) (1,392) (731) (10,149) 91 (10,058) -2% 2% -92% -61% -40% -7% -1% -7% 1,001 5,292 105 483 (348) 6,534 5,293 11,828 2% 8% 18% 114% -24% 5% -45% 10% 40,196 4,281 2,908 25,358 31,038 103,782 41,433 8,741 5,474 26,095 32,315 114,058 (1,237) (4,460) (2,566) (737) (1,277) (10,276) -3% -51% -47% -3% -4% -9% (1,529) (1,829) 1,998 (11) 2,397 1,025 -4% -30% 220% 0% 8% 1% 27,109 26,891 10,803 66% 218 1% * Other Revenue includes casino site fees, international series licensing, lottery ticket and merchandise licensing. SG&A & Other costs exclude benefit from appreciation plan settlement. 3% Historical financial performance (000) 2002 2003 Revenue Ad Revenue (Net) Affiliate Revenue Other Revenue* Total Gross Revenue Launch Support Amort Total Net Revenue 33,518 39,800 27 73,345 (20,031) 53,314 43,851 44,576 31 88,458 (12,813) 75,645 49,742 53,066 34 102,842 (15,287) 87,555 58,076 58,763 649 117,489 (14,449) 103,039 65,527 62,728 2,441 130,696 (11,633) 119,063 66,528 68,021 2,683 137,231 (6,341) 130,891 18% 12% 208% 16% -13% 22% 2% 8% 10% 5% -45% 10% Operating Costs Programming Online/Interactive Marketing SG&A & Other* Total Operating Costs 16,979 2,795 15,670 28,785 64,229 26,713 4,050 14,157 30,097 75,017 33,749 4,370 26,421 24,685 89,225 39,393 5,295 24,421 26,663 95,772 41,725 6,111 25,369 29,552 102,757 40,196 4,281 25,358 33,947 103,782 25% 22% 13% 1% 12% -4% -30% 0% 15% 1% 7,267 7% 16,306 14% 27,109 21% n/a 66% EBITDA Margin (10,915) -20% 628 1% 2004 (1,670) -2% 2005 2006 2007E 4-YR 06-07 CAGR GROWTH * Other Revenue includes online ad, online games, participation TV fees, casino site fees, international series licensing, lottery ticket and merchandise licensing. 2007 SG&A & Other costs include Participation TV and exclude benefit from appreciation plan settlement. Ratings trend 2007 0.40 0.35 0.30 0.25 0.20 0.15 0.10 0.05 P25-54 ratings Source: Nielsen Media Research, full-day average basis. 07 Budget targets 07 3Q 07 2Q 07 1Q 06 4Q 06 3Q 06 2Q 06 1Q 05 4Q 05 3Q 05 2Q 05 1Q 04 4Q 04 04 3Q 2Q 04 1Q 03 4Q 03 3Q 03 2Q 03 02 HH ratings 1Q 4Q 02 3Q 02 2Q 1Q 02 0.00 Efforts to broaden the audience: original programming Cash spend by genre (000): 2002 2003 2004 2005 2006 Game show Casino Reality Light sports Documentary Non-traditional / other 16,994 16,994 15,848 980 817 1,375 19,021 8,241 3,229 3,942 1,436 16,849 5,601 9,493 1,917 6,336 2,835 702 26,885 13,488 8,669 108 823 322 23,410 Game show Casino Reality Light sports Documentary Non-traditional / other 100% - 83% 5% 4% 7% 49% 19% 23% 9% 21% 35% 7% 24% 11% 3% 58% 37% 4% 1% * Does not include World Poker Tour, $2.8M spent in 2007, $4.1M due in 2008, plus $3.0M marketing commitment ($1.5M hard-dollars) in 2008. 2007E 14,931 8,726 * 3,287 26,944 55% 32% 12% 2007 programming & marketing spend Program Poker* Blackjack Casino Without Prejudice Lingo Other game shows Development Acquired Marketing Total spend % 5,772,853 2,953,353 8,726,206 847,500 847,500 6,620,353 2,953,353 9,573,706 15% 6% 21% 2,231,500 4,485,148 11,514,465 1,754,910 9,188,146 37,900,375 5,921,400 949,600 7,718,500 8,152,900 4,485,148 12,464,065 1,754,910 9,188,146 45,618,875 18% 10% 27% 4% 20% * Does not include World Poker Tour, $2.8M spent in 2007, $4.1M due in 2008, plus $3.0M marketing commitment ($1.5M hard-dollars) in 2008. Female skewing audience Audience composition: Male Female Total TV GSN total day GSN prime 48% 52% 34% 66% 38% 62% Source: Nielsen Media Research via Marketbreaks. 1/1/07-8/26/07. Older skewing audience Audience composition: P2-24 P25-54 P55+ Total TV GSN total day GSN prime 33% 43% 24% 11% 27% 62%* 12% 30% 58% * GSN median age = 61. Source: Nielsen Media Research via Marketbreaks. 1/1/07-8/26/07. Competitive ranker P25-54 VPVH prime DIY SC IFI DISC TV1 DSC I TOC TLC BRVO SPD FX SPIKE NGC DTMS SOAP 766 762 748 739 734 729 726 716 710 706 690 688 683 679 G4 TBSC ENT VS FOOD C MDY WE STYL C MT AEN HIST TNT TRAV BBC A 677 OXYG 676 DHLT 675 AMC 663 USA 652 ENN 647 TVGN 643 GAC 642 HGTV 639 LMN 626 HI 626 C OURT 626 ESPN 620 VH1 616 WGNC 616 MIL 553 MTV 412 610 GOLF 551 MTV2 379 609 BIO 550 C NN 374 606 ESPN2 545 GSN 372 597 FAM 544 HALL 326 597 BET 527 NAN 323 585 LIF 524 ADSM 311 571 TVL 523 FOXNC 303 571 TWC 518 NKTNS 300 570 ESPC L 511 NIC K 244 567 C NBC 502 TDSNY 241 567 APL 498 DSNY 224 565 MSNBC 463 TOON 211 554 HLN 441 Source: Nielsen Media Research via Marketbreaks. 1/1/07-7/29/07. M-Su 8p-11p. Moderate to low income audience Ra nk 21T 21T 45T 56T 56T 56T 56T 64T 64T FAM WE OX YG C OURT LIFE TVGN WGNC GSN HALL HH 53K 53K 48K 43K 43K 43K 43K 38K 38K P25-54 58K 58K 53K 48K 48K 48K 53K 53K 43K F25-54 58K 58K 53K 48K 48K 48K 53K 48K 38K Source: Nielsen Media Research via NPower. 1/1/07-7/29/07. M-Su 8p-11p. F18+ 48K 53K 48K 43K 38K 43K 43K 33K 33K Dayparts are not clearly differentiated DAY FRINGE PRIME LATE WEEKEND TIME M-F 9A-3P M-F 3P-7P M-SUN 7P-12M M-SUN 12M-4A SAT-SUN 9A-7P HH RATING 0.23 0.35 0.24 0.10 0.31 25-54 VPVH 335 291 429 362 402 CLASSIC LIBRARY GAME SHOW 100% 13% - 21% 44% MODERN LIBRARY GAME SHOW - 38% 50% 11% 22% GSN ORIGINAL GAME SHOW - 50% 36% - 33% CASINO - - 14% 11% - PARTICIPATION - - - 29% - OTHER - - - 29% - % OF SCHEDULE Current GSN schedule; ratings / VPVH for 3Q07. Majority of GRPs still from re-run game shows Formats as % of total GRPs: 100% 0% 1% 12% 17% 80% 2% 40% 60% 12% 40% 6% • Casino, reality, all other 21% • GSN original game shows 15% • Library game shows, modern 54% 58% • Library game shows, classic 2006 2007YTD 9% 4% 12% 20% 31% 22% 20% 22% 80% 20% 47% 46% 48% 2003 2004 2005 0% 2002 * 2007YTD is through end of 8/31/07. DR unit rates higher than general rate All-DR pro-forma 2007E 2007E General rate units sold Effective avg. unit rate Revenue 91,883 $260.35 23,921,739 DR units sold Effective avg. unit rate Revenue 136,728 $344.93 47,161,589 228,611 $330.02 75,446,202 Informercial revenue 7,296,088 7,296,088 Total gross revenue 78,379,416 82,742,290 (11,851,226) (12,494,086) 66,528,190 70,248,204 Agency commissions Total net revenue % General rate spots % DR spots 40% 60% Net - 0% 100% 3,720,014 Declining delivery creates make-good challenge 2007 ADU beginning balance $1,593,751 ADU created $6,940,199 ADU paid out ($5,237,722) ADU ending balance $3,269,228 Participatory elements are minor Revenue (000): 2005 2006 2007E 58,076 58,763 65,527 62,728 66,528 68,021 Online Participation TV 156 - 422 591 905 697 Other * 494 1,428 1,080 117,489 130,696 137,231 Advertising Affiliate Total Online / Participation as % 0.1% 0.8% * Other includes casino site fees, international series licensing, lottery ticket and merchandise licensing. 1.2% Online business still small Rank 1 2 3 5 7 12 16 17 30 Monthly unique visitors (000) Yahoo! Games MSN Games POGO.com AOL Games MINICLIP.com Big Fish Sites IWIN.com WorldWinner GSN.com 19,559 11,465 9,917 8,826 6,883 3,621 2,111 2,093 692 Source: Rank out of 125 listed games sites; ComScore, My Metrix, July 2007 Reach is low, new show launches a challenge Reach Rank 12 14 24 31 35 40 41 44 64 LIFE FAM WGNC COURT OXYG WE HALL TVGN GSN 52.0% 51.5% 44.1% 41.0% 39.1% 32.6% 32.1% 27.8% 19.1% Source: Nielsen Media Research , August 2007. Rank out of 72 major nets, total monthly cume, HH basis. Poker is an island % female comp: 7:00PM TUESDAY - SUNDAY MONDAY 59% 57% 60% High Stakes Poker 36% 8:00PM 9:00PM 10:00PM World Series of Blackjack 48% 11:00PM 12:00AM 62% Source: Nielsen Media Research, 1/1/07 – 9/21/07. 50% We are vulnerable to migrations • Migrations 2006-2007 YTD – Comcast: 6.0M EB subs lost (net loss = 2.1M) – Time Warner: 850K EB subs lost (net loss = 425K) • Threatened migrations through 2008 YE – Comcast: 4.8M EB subs (proj. net loss = 1.5M-2.2M) in Boston, Albuquerque, Sacramento, Pittsburgh, Florida – Charter: 2.5M EB subs (proj. net loss = 850K) in Los Angeles, Madison, Greenville – Time Warner: 350K EB subs (proj. net loss = 125K) in NE Ohio GSN’s strategic advantages • The only network in this space – 66.4 million Nielsen UE • Solid household core • Audience is highly engaged • Audience over-indexes on computer / internet usage • Casual games space has exploded • GSN demographic a plausible fit with casual games Opportunity Casual games opportunity • 55 million online casual gamers in the U.S. • The #2 activity on AOL, behind only email / IM • The “stickiest” form of online entertainment • Heavily female • Older than typical internet audience • Multiple but modest-sized revenue streams (ad, subscription, download, cash games, etc.) Casual games usage is heavily female Total time spent on game sites (US): (in millions of minutes) Women • F25-54 player averages: 55+ 1,300 Men – 9.0 days per month 923 – 22.1 min per usage day – 199 min of play per month 25-54 3,903 2,788 • F55+ averages: – 296 min per month 18-24 616 59% Source: ComScore Media Metrix, July 2007 326 41% “Stickiness” of best-in-breed sites Frequency Usage days Avg. visits per per visitor usage day per month Duration Minutes per visitor per month Avg. minutes per visit Pogo 7.2 2.3 378.5 22.5 MySpace 10.5 2.5 207.4 7.8 YouTube 4.3 1.5 103.7 15.6 Sources: ComScore Media Metrix, July 2007 GSN and casual games audience intersection All US TV HH GSN TV audience Casual games top sites WorldWinner Female comp: 51% 66% 60% 57% Age: 25-54 43% 29% 55% 62% Income: $30K - $75K 39% 35% 50% 55% HH size : 3-4 48% 35% 45% 53% Sources: ComScore Media Metrix; Nielsen Media Research High audience engagement Length of tune-in; rank out of 72 major nets: RANK RANK NET LOT RANK NET LOT 1 HALL 31.5 14 AEN 22.1 2 NICK 29.3 15 DTMS 21.6 3 NAN 28.7 16 TV1 21.3 4 ADSM 27.7 17 FOXNC 20.4 5 USA 26.4 18 HGTV 20.0 6 TVL 24.9 19 TBSC 19.0 7 LIF 24.7 20 DSCI 18.7 8 BIO 23.5 21 BET 18.4 9 TNT 23.5 22 HI 18.1 10 GSN 23.4 23 FAM 18.0 11 SCIFI 23.2 24 SPIKE 17.9 12 SOAP 23.1 25 HIST 17.9 13 COURT 22.9 Source: Nielsen Media Research, full-day HH basis. HALL LIFE GSN COURT FAM WE OXYG G4 1 7 10 13 23 35 36 50 Audience over-indexes on computer / internet usage Of 72 major networks, GSN ranks #1 in F25-54 and #4 in P25-54 for indexing of heavy computer / internet usage: GSN OXYG TVGN HALL WE WGN FAM LIFE COURT F25-54 P25-54 168 123 115 115 110 105 106 96 103 146 121 116 113 113 111 107 97 97 Source: MRI Doublebase 2006. P25-54 and F25-54. Heavy computer / internet = 10+ hours per week. What to do 6 key objectives in building business plan • Accept fundamentally older female demo, gradually seek to get marginally younger • Make play, accessible participation central to all programming • Focus on brand • Market untraditionally • Build multi-platform business models • Own, exploit our own IP Revitalize air while staying true to core • Game shows remain the workhorse of the schedule • Create sense of “lights on” at network – – – Interstitials Games Same-day promotion • IDEA: Utilize a substantial live-hosted block to establish unique tone, new business models, refresh library programming – – – – – Current thinking: fringe 4-7pm, 6-8 minutes per hour GSN, online promotion Live games with prizes Tied to programming Major sponsorship vehicle continued… – Substantial programming / marketing investment • Production costs estimated at $2 million per 13 weeks • Prizes estimated at $0.5 million per 13 weeks • Lost ad inventory to stay on clock, foregoing $1 million in revenue per 13 weeks • Single feed (some cost recapture) • Build greater differentiation between dayparts – Idea: use varying degrees of participation to define blocks, counter-program broadcast game shows • Poker as an island – Drop or create “male swim” Play games, utilize accessible interactivity all day • Trade technological innovation for accessibility • Vary levels of interactivity – – – – Interstitials Audience participation shows (e.g. “Bingo”) Playmania-type Long-term games, continuity • Real stakes – – – • • • • Invest in prizing Seek sponsorships, partnerships Create currency Cross-platform driver Encourage team, league play to build community Drive subscriber growth Partner with affiliates for walled garden games Build strong well-defined brand, targeting actual core audience • Look and feel of network, programming / marketing choices reflect: – – – – – – – Female Casual Accessible, not edgy Family friendly Competitive but fun Ever-present diversion Participatory but not technology driven • Focus on brand in everything we do • Focus on our community – GSN is “their” network – 4.9 million registered users • Embrace identity – – Celebrate, don’t run away from classics Tie classics to online games Market unconventionally • Shift off-air media resources to prizing • Focus marketing on community – – Focus on GSNtv.com community Games as continuity – build our own currency • Be TV partner of all major games sites – Barker channel for games community • Syndicate games widely – – – Affiliate sites Partner portals Advertisers • Arbitrage opportunities to showcase brand – – – GSN HD (see appendix 1) GSN radio (costs < $1 million / year) GSN location Build cross-platform business model • Packaging value: use online to monetize low-value TV audiences, TV to monetize free casual gamers – Targeting, engagement the key to ad pricing, not audience size • Merge WorldWinner into GSN.com (see appendix 2) – – Jump-start monetization online Greater sophistication regarding traffic, metrics • Acquire female-oriented casual games sites to achieve necessary scale (approx. 10 million uniques) – – – – Immediate need to expand model GSN slow starter – 700K monthly uniques Several sites at 1 to 3 million uniques can be bought for 5-7X revenues Advertising services agreements an alternative, complement continued… • Focus programming spend on sub-brands, formats that can thrive cross-platform • Create GSN mobile brand – – – Packaged with ad sales effort Acquire or partner Use prizes to build audience • IDEA: launch an all-participation network on revenue share model with affiliates Own IP as core of originals strategy • Focus on cross-platform franchises and rights • Experimental (shorter runs, varied formats) • Lower cost, higher frequency • Development lab (team of 7-10 people, cost < $1 million / year) • Build flexible production facility (see appendix 3) • Partner with Imagination Entertainment (see appendix 4) • IDEA: buy library, preferably Goodson (at least North America) – – – – Essential to secure base, defensive position Unlimited multi-platform rights Format, remake rights Clip flexibility • BUT, remain open to external development • Full freedom to monetize Team Senior management Build an equity culture • Current bonus programs have essentially no performance variability – Annual cost: $2.5 million • “Profit-sharing” scheme anything but – Annual cost: $425K • Need team focus on building long-term equity value, rather than annual EBITDA • Recent payout demonstrates problems with “valuation” approach to group compensation • IDEA: rolling deferred bonus plan (see appendix 5) Governance Proposed changes to governance • Remove normal operating decisions from required board approvals – – Greenlighting original shows Licensing IP • Replace approvals with approval thresholds – – – – Affiliate agreements impacting > 10% of subscriber base Budgeted line item increases or unbudgeted expenses > 0.5% of annual revenue Hiring approvals limited to CEO, CFO, and executives with guaranteed comp > $1.5 million over length of contract Approvals for commencing or settling litigation limited to cases with settlement or amount in controversy > 0.5% of annual revenue • IDEA: bring in outside board members to add perspective, establish relationships – Differentiation between owners’ required approvals (capital structure, M&A, CEO hiring, annual budget) and normal board operations Appendices Appendix 1: GSN HD • Upgrade current Bowtruss master control, operations center, and uplink infrastructure to full HD capabilities – Increased exposure for GSN within narrower HD channel lineups – Meet affiliate needs for HD programming volume – Modern acquired programming increasingly available in HD – GSN would begin building an original HD library • Financial impact – Facilities cap ex: $1.9 million – IRD receivers for MSO head-ends: $7.4 to $12.4 million over several years, pending MSO demand and receiver pricing declines – Incremental operating expenses: $822K per year – 15% premium to produce originals in HD Appendix 1: GSN HD Capital expenditure Master control upgrade Media operations Media management Terminal equipment & sub systems Integration IRD receivers (immediate to launch with top MSOs) Total capital expenditures Cost 464,655 390,285 78,750 579,285 220,000 4,200 Units 1 1 1 1 1 50 Extended 464,655 390,285 78,750 579,285 220,000 210,000 1,942,975 Incremental annual operating costs HD compression/uplinks/satellite Interconnection to HD uplink Total operating costs Cost 65,000 3,500 Months 12 12 Extended 780,000 42,000 822,000 Future IRD receivers remaining to purchase Current price IRD receivers (high) Future price IRD receivers (low) Cost Units Extended 4,200 2,950 12,390,000 2,500 2,950 7,375,000 Appendix 2: WorldWinner • The #1 ranked casual skill games site – – 2.1 million uniques Skill games provider to AOL, MSN, Pogo, GSN • Business model based on fees for administering online cash entry tournaments and competitions – – – Entry fees range from $1 to $10 per tournament Average entry fee: $1.90 WorldWinner retains 20% • High growth mode – – Revenue: 2007 = $43M; 2008E = $65M; 51% growth EBITDA: 2007 = $8M; 2008E = $12M; 50% growth Appendix 2: WorldWinner is an “upsell” for the most passionate online players PLAYING DAYS / MONTH: 12 DAYS+ (74% of users) AVG. = 4 DAYS Sources: ComScore Media Metrix, July 2007; WorldWinner study Appendix 3: GSN Studios production facility • Flexible production facility allows GSN to bring content from conception to air quickly, while saving costs – – – – Environment in which to rapidly pilot and test new concepts Produce more programming in-house; greater control and savings Increased live programming capabilities, interstitials Improved flexibility in advertising / sponsorship integration – Increased production of online broadband content, GSN radio, etc • GSN will realize financial and operational efficiencies – – $12.4 million capital outlay 14 FTEs decrease reliance on outside companies – $2.1 million annual operational savings (Bowtruss rent, studio rentals, outside production teams) 5.8 year payback period, assuming $0 rental revenues – Appendix 3: GSN Studios production facility Cost Life Accounting Basis Cash Basis - Capital expenditure Equipment & integration Facility buildout Supplemental HVAC Supplemental tech electrical Total capital expenditures 7,100,364 4,100,000 500,000 700,000 12,400,364 7 10 10 10 1,014,338 410,000 50,000 70,000 1,544,338 Annual operating costs Stage permanent staffing Stage freelance staffing Building operations Annual rent Total building operations 1,049,200 1,722,640 740,000 1,800,000 5,311,840 1 1 1 1 1,049,200 1,722,640 740,000 1,800,000 5,311,840 1,049,200 1,722,640 740,000 1,800,000 5,311,840 6,856,178 5,311,840 751,180 750,000 5,950,000 7,451,180 751,180 750,000 5,950,000 7,451,180 595,002 2,139,340 Total annual expense Savings Bowtruss rent (monthly) Development (pilots) Original programming (shows) Total annual savings Annual net savings Capital outlay Years to payback Cost 62,598 75,000 850,000 Qty 12 10 7 12,400,364 5.80 Appendix 4: Imagination Entertainment • A leading multi-platform games company – – – DVD-based games (considered inventor of category) Board games, puzzle books, desktop calendars, toys Produce TV, iTV, radio, mobile, online, console games • Broad international footprint – – – Distribution to 16,000 US retail outlets; 69,000 more in 42 countries 170 employees in US, Europe, Australia 2007E financials: $70M revenue, $15M EBITDA • Current GSN collaborations: – Lingo DVD game, “The Wrong Game” in original programming development, targeted ad buys for game show DVD/board games Appendix 4: Imagination Entertainment Summary P&L: in 000 US$ Revenue 2004 2005 $13,210 % of sales EBITDA % of sales 2007E $19,136 $42,998 $69,862 45% 125% 62% $6,878 $8,379 $23,626 $37,649 52% 44% 55% 54% $344 $1,315 $11,261 $15,351 3% 7% 26% 22% Growth rate % Gross profit 2006 Appendix 4: Imagination Entertainment Top titles: 2006 Rank Game Title Developer / Licensor 2006 Revenue 1 Deal or No Deal Endemol USA $16,794,458 2 Family Feud Fremantle $6,287,776 3 Pirates of the Caribbean Disney $3,363,981 4 Fact or Crap Imagination $3,015,479 5 Battle of the Sexes Imagination $2,704,737 6 Name That Tune Sandy Frank among others $1,387,483 7 Dance Dance Revolution Konami Digital Entertainment $1,222,329 8 Beat The Parents Imagination $230,657 Appendix 4: Imagination Entertainment Licensed games: • • • • • • • • • • Deal or No Deal • What’s My Line Family Feud • Beat the Clock Who Wants to be a Millionaire • Tetris Planet Earth (pending) • Whac-A-Mole Pirates of the Caribbean • Disney Trivial Pursuit Dance Revolution • Let’s Make a Deal Shout • Jumble Would You Rather • Big Brother Name that Tune • Cricket Trivia To Tell the Truth • Pass Out • Family Fortunes Strategy: Proprietary games: • • • • • • • • • • • • Press Your Luck The Price is Right Blankety blanks Backwords Temptation Derby Day In Order to Win Party Bingo Sudoku The Brain Game Charades Bunco • Use scale and retailer relationships to secure most attractive IP licenses • Pick-up games already successful on TV and radio (no guessing) • Speed to market; Imagination owns its studio and produces the games, it is faster than competitors • • • • • • • • • Battle of the Sexes Fact or Crap Brain Game Beat the Parents The Wrong Game Left Center Right Snipe It Mind Twist Wethead • Leverage distribution relationships to commercialize owned games, which offer higher margins • Aggressively buy or trademark public domain game concepts • Imagination has build a “library” of game concepts waiting to be exploited Appendix 5: Rolling deferred bonus plan Base Year EBITDA (Act. Prior Year) Grant 1 26,000,000 Grant 4 50,781,250 Grant 5 63,476,563 Target EBITDA Growth % YR 1 EBITDA Target YR 2 EBITDA Target YR 3 EBITDA Target Cum EBITDA Target 12% 12% 12% 12% 29,120,000 36,400,000 45,500,000 56,875,000 32,614,400 40,768,000 50,960,000 63,700,000 36,528,128 45,660,160 57,075,200 71,344,000 98,262,528 122,828,160 153,535,200 191,919,000 12% 71,093,750 79,625,000 89,180,000 239,898,750 Actual EBITDA Growth % YR 1 EBITDA Actual YR 2 EBITDA Actual YR 3 EBITDA Actual Cum EBITDA Actual 25% 25% 25% 32,500,000 40,625,000 50,781,250 63,476,563 40,625,000 50,781,250 63,476,563 79,345,703 50,781,250 63,476,563 79,345,703 0 123,906,250 154,882,813 193,603,516 142,822,266 79,345,703 0 0 79,345,703 % Target Over Goal Overage % Credited as Bonus Pool Bonus Pool Funding Plan Salaries Base Pool % Base Pool Funding 126% Grant 2 32,500,000 126% Grant 3 40,625,000 126% 25,643,722 15% 3,846,558 32,054,653 15% 4,808,198 40,068,316 15% 6,010,247 7,732,500 20% 1,546,500 8,119,125 20% 1,623,825 8,525,081 20% 1,705,016 Partial Grant Funding % Total Base Pool & Bonus Pool 74% (49,096,734) (160,553,047) 15% 15% 0 0 8,951,335 20% 1,790,267 67% 5,393,058 6,432,023 7,715,264 33% 1,193,511 9,398,902 20% 1,879,780 33% 626,593 Appendix 5: Rolling deferred bonus plan Grant 1 Number of Participants Plan Start Forfeiture % Number of Participants After Forfeiture Average Payout Per Participant % Payout Per Participant Base Salary Grant 2 33 Grant 3 33 Grant 4 33 10% 10% 10% 30 181,584 77% 30 216,566 88% 30 259,773 101% Grant 5 33 10% 33 10% 30 40,186 15% 30 21,097 7% Example: Employee Employee A Employee B Employee C Employee D Grant 1 Salary 150,000 200,000 300,000 400,000 Target 12% 18,000 24,000 36,000 48,000 Grant 1 Payout 116,242 154,990 232,484 309,979 Grant 2 Payout 132,034 176,046 264,069 352,092 Grant 3 Payout 150,835 201,113 301,669 402,226 Grant 4 Payout 22,222 29,630 44,444 59,259 Grant 5 Total Payout Payout 11,111 432,445 14,815 576,593 22,222 864,889 29,630 1,153,186 % Salary 288% 288% 288% 288%
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