IBIS Capital Global Video Games Investment Review
Transcription
IBIS Capital Global Video Games Investment Review
Global Video Games Investment Review 2011 June transaction update www.digi-capital.com © Digi-Capital Limited 2011 Contents Executive summary Market trends: fundraising, investment, M&A and JV opportunities Market analysis – Massively Multiplayer Online (MMO) – Casual/Social Online – Mobile – Console – In-game advertising About Digi-Capital Disclaimer: This document has been produced by Digi-Capital Limited and is furnished to you solely for your information and may not be reproduced or redistributed, in whole or in part, to any other person. No representation or warranty (expressed or implied) is made as to, and no reliance should be placed on, the fairness, accuracy or completeness of the information contained herein and, accordingly, Digi-Capital Limited does not accept any liability whatsoever arising directly or indirectly from the use of this document. 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Digi-Capital Limited is authorised and regulated by the Financial Services Authority. 2 Executive summary 3 The rise of online/mobile, China and the time to invest for growth Games investment has fundamentally shifted to online/mobile Video games investment has changed fundamentally, shifting to online/mobile games Many major console publishers are struggling to adapt to online/mobile, and are not driving online/mobile games investment Quality investment demand still exceeds supply for high growth, high profitability online/mobile games companies Despite major publisher/media consolidation, with multiple high profile acquisitions China, not America, could dominate the global games market Online*/mobile games should grow total video games market size to $87B and take 50% revenue share at $44B, with the historically strong pure console+ sector flat to down Asia Pacific and Europe should take 90% revenue share for online/mobile games (China 49%, Europe 17%, Japan 14%, South Korea 11% in 2014F), although North America remains important China’s domestic strength has produced high volume (up to 20M peak concurrent users), low ARPU**, cost efficient online/mobile games businesses with up to 50% operating margins, enabling significant investment in foreign markets Online/mobile games independents: invest for growth or exit now Online/mobile games are high growth (18% CAGR 09-14F), but the market remains unconsolidated Games investment and M&A are accelerating, with the value of fundraising growing by 52% and M&A by 60% in 2010 But the opportunity will not last forever, particularly if the results from some of the high profile acquisitions do not deliver in 2011 The time to act is now, whether raising funds to accelerate growth prior to consolidation, create joint ventures and strategic partnerships to enter major foreign markets (particularly from and to China, Japan and South Korea), or exit to take advantage of the strong M&A market and valuations Conglomerates subsidising change, harder for console pureplays Console game investment is accelerating, with investment no guarantee of success, with major console publisher strategies appearing to have converged on fewer franchises, refreshed more often with higher marketing budgets Large console franchises still remain highly cash generative, despite current market challenges to overall corporate profitability Although adapting to meet fundamental changes in the market with online/mobile organic investment and acquisitions, pureplay console publishers must prove that their repositioning can deliver sustainable profits Conglomerates with diversified revenue streams may find it easier to invest in the change to online/mobile games There is significant opportunity to invest in 2011 The video games market is changing across sectors (casual/social online, middleware, smartphone/tablet, browser based MMO ++, online skill based gaming, pure console, retail MMO, gambling) As online/mobile games grow and fragment the games market, supported by high growth, high profit business models With opportunity for online/mobile games growth capital funds to invest in the strongest independent companies And clear investment, M&A, JV and strategic partnership opportunities for corporate and financial investors 4 *Note: Online includes MMO, casual and social games +Note: Pure console excludes MMO **Average Revenue per User ++Massively Multiplayer Online Games investment has fundamentally shifted to online/mobile Global video games private placements Video games investment has changed fundamentally VC games investment approached 2007 levels in 2010 in terms of funds raised, but number of investments declined Top 10 investments accounted for ~60% of total games investment in 2010, with a fundamental shift to online/mobile games company investments General VC market weakness and limited knowledge and relationships across complex, fast moving online/mobile games sectors still make generalist VC games investment challenging $1,200M 140 $1,000M 120 100 $800M 80 $600M 60 Major console publishers struggle to adapt to online/mobile Major console publishers are focused on existing large console games franchises, as the console games market is flat to down, with declining profitability Major publishers’ core competencies focus on management of $20m+ serial, high risk, complex developments, launches and commercialisation Online/mobile games require rapid, multiple, small scale parallel development platform investments, completely different to major publishers’ business cultures Major publishers are not driving online/mobile games investment Major publishers are wary of large scale online/mobile video games M&A in early stage, fragmented markets where market dominance is not yet clear High quality, high growth (100% annual revenue growth, 20-50% operating margin) online/mobile games companies are seeking investment to accelerate growth Outside the major investment deals, online/mobile games companies still find it challenging to find high quality investors $200M 20 $0M 0 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Funds raised Number of investments Global video games mergers and acquisitions 80 70 $2,500M 60 $2,000M 50 $1,500M 40 30 $1,000M Despite major publisher/media consolidation 40 $3,000M Quality investment demand still exceeds supply $400M 20 $500M Console publisher/online: Electronic Arts/Playfish $400M Media/online: Disney/Playdom $763M Online/mobile: DeNa/Ngmoco $400M Major online/online: Tencent/Riot Est. $350M-$400M Online publisher/online: Shanda/Mochi Media $80M 10 $0M 0 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 Transaction value 5 Number of transactions Sources: CapitalIQ (excludes Vivendi Activision and Vivendi Universal Publishing deals), NPD Group, Charttrack, GfK, Activision Blizzard, GamesBeat Companies, Bloomberg, VentureBeat Note: Funds raised/transaction value only includes disclosed or estimated amounts China, not America, could dominate the global games market Online† and mobile games should grow total video games market size to $87B and take 50% revenue share at $44B (18% CAGR 09-14F). The historically strong pure console* sector is flat to down Asia Pacific and Europe should take 90% revenue share for online and mobile games (China 49%, Europe 17%, Japan 14%, South Korea 11% in 2014F). North America remains important China’s domestic strength has produced high volume (up to 20M peak concurrent users), low ARPU**, cost efficient games businesses with up to 50% operating margins, enabling significant investment in foreign markets Global Video Games Sector Revenue ($B) 100 90 80 70 60 50 40 30 20 10 0 2004 2005 Console games 2006 2007 2008 Online games 2009 2010E 2011F 2012F 2013F 2014F Mobile games PC games In-game Advertising Regional Online/Mobile Games Revenue ($B) 50 45 40 35 30 25 20 15 10 5 0 2005 10% 17% 73% 2006 6 2007 2008 2009 Asia Europe 2010E 2011F North America Sources: PWC (excludes hardware revenue), Companies * Note: Pure console excludes MMO † Note: Online includes MMO, casual and social games ** Average Revenue per User 2012F 2013F 2014F Online/mobile independents: invest for growth or exit now Online/mobile games are high growth but unconsolidated Consolidation Curve for Video Games 2009 $19B revenue = 32% of global video games revenue 2014F $44B revenue = 50% of global video games revenue >200M casual online unique users, >700M social online monthly active users, >20M MMO subscribers, >10B iPhone apps (55% games) downloaded Barriers to entry remain low (outside of Facebook social games), with strong competition but limited market dominance by major competitors Independents are competing successfully with more established competitors High revenue growth (100%+) and operating margins (50%+) are being delivered by strongest independents Sector Consolidation Sector Launch Sector Growth for Scale Sector Consolidation Sector Equilibrium Pure Console High Retail MMO Investment and M&A are accelerating Video games fundraising was 52% higher in 2010 than 2009 Video games M&A was 60% higher in 2010 than 2009 Online/mobile games valuations for both investment and M&A have been rising, with major deals attracting significant interest Major corporate acquirers are increasingly looking to external investments, acquisitions, joint ventures and strategic partnerships for online/mobile games growth and diversification Strong Asian players (China, Japan and South Korea) are actively seeking foreign opportunities to leverage their capabilities internationally, as well as to source international IP and knowledge for large domestic markets Casual/Social Online Medium Browser based MMO Mobile Middleware Social-Mobile But the opportunity will not last forever Public companies are subject to intense analyst scrutiny of high valuation investments and acquisitions Not all current online/mobile games investments and M&A are likely to deliver as expected during 2011, with a potentially negative impact on valuations Low - VC Investment - Some small M&A The time to act is now In-game Advertising Raising funds to accelerate growth prior to consolidation Joint ventures and strategic partnerships to enter major foreign markets (particularly from and to China, Japan and South Korea) Exit to take advantage of strong M&A market and valuations 7 - Growth equity investment - High volume, mid-market strategic M&A - Leveraged buyouts - Low volume, large scale strategic M&A Sources: Digi-Capital, PWC, CapitalIQ *Note: some outlier deals may occur, e.g. Microsoft/Massive acquisition - Limited M&A/ investment - Cost focus - Alliances or spinoffs Expected Deal Activity* Conglomerates subsidising change, harder for console pureplays Console game investment is accelerating Console games are hit driven, with investment no guarantee of success 120 16 100 14 80 12 10 60 8 40 6 4 20 Although video games now rival Hollywood 18 2 0 Hardware: $22B Revenue* Software: $55B Revenue* Total $77B video games vs $85B film global revenue* Up to $60 per game sold vs $10-20 per cinema ticket/DVD Console games are flat to down, with console growth hoped for from next console hardware cycle in 2014-2016 0 Development Cost ($M) Conglomerates have the best chance to adapt Major console publisher strategies appear to have converged on fewer franchises, refreshed more often with higher marketing budgets Although adapting to meet fundamental changes in the market with online/mobile organic investment and acquisitions, pureplay console publishers must prove that their repositioning can deliver sustainable profits Conglomerates with diversified revenue streams may find it easier to invest in the change to online/mobile games Disney has invested significantly with the Playdom social games and Tapulous smartphone games acquisitions, as well as an apparent intention to invest less in console games Microsoft invested significantly in developing and launching Kinect, revitalising the sales and market share of XBox360 and related games software Franchises selling tens of millions of units are lower risk 250 200 Global Unit Sales (M) Sales (M Units) 150 100 50 0 Mario Pokemon 8 Tetris The Sims Need for Speed Final Fantasy Grand Theft Auto FIFA Sources: Companies, IDC, Gamasutra, VGChartz, Gamezone, IndustryGamers, Mainichi Shinbun, The Ledger, News Limited, GameSpy, GameSpot, VideoGaming247, LA Times, NTV, Digital Battle, IGN, Time Magazine, Forbes, MontrealTechWatch, Newsday, Gamesindustry.biz, Wired Note: Development Cost excludes marketing and distribution * Global revenue figures from 2009 Madden NFL Legend of Zelda M Units Average game development costs have grown: XBox360, PS3: $15-30m Wii: $5-7M Strong development project management is crucial Marketing costs can equal development costs or more Retail, distribution and hardware royalties are significant 30-40% of retail turnover 500K to 1M units just to break even (ex-overheads) $M Market trends: fundraising, investment M&A and JV opportunities 9 The video games market is changing across sectors Casual online Browser based Massively Multiplayer Online (“MMO”) Simple single player online games Played on online casual games platforms Example company: PopCap Games Thousands of simultaneous online player games Played on browser based online MMO platforms Example company: Bigpoint Social online iPhone/iPad and other smartphone/tablet Multiplayer online games Played on social platforms (e.g. Facebook) Example company: Zynga Mobile casual, social and MMO games Played on smartphones/tablets Example company: Rovio Online/smartphone/tablet middleware Retail MMO Technology for online/smartphone/tablet games Software as a Service B2B business model Example company: Jambool Thousands of simultaneous online player games Played on PC/Console via retail or digital download Example company: Activision Blizzard Pure console Retail/digital download console games Played on PS3, XBox360 or Wii Example company: Electronic Arts 10 As online/mobile games grow and fragment the market Online*/mobile growing scale and share 2009 $19B revenue = 32% of global video games revenue 2014F $44B revenue = 50% of global video games revenue As consumer markets fragment Wii grew Casual Console market (85M+ Wii’s sold) Apple grew Casual/Social Mobile market (10B+ Apps sold) WoW grew Hardcore Online market (12M+ subscribers) Zynga, Spil, Playfish, Yahoo!, Big Fish Games grew Casual/Social Web market (700M+ Monthly Active Users+ [“MAU”]) Bigpoint bridged Casual to Hardcore browser market Onlive hopes to expand delivery across TV and web (no console) Console/PC Supported by profitable business models Best companies growing revenue 100%+ annually while also generating 20-50%EBITDA margins App Store: free (with in-game virtual items) to $10 per game WoW: $12.99-$14.99 monthly fee Spil: free, advertising supported Zynga: free, micro-transactions Bigpoint: free, subscription, micro-transactions, no advertising Big Fish: try before you buy, downloads, retail, multi-platform Casual Gamers Hardcore Gamers And requiring specific skills and approaches Multiple, parallel game development business platforms (not “one game” hit driven companies) Multiple distributors (not just Facebook) across platforms and geographies Rapid, low cost game development and continuous daily redevelopment cycles for rapid market response Fast failure (cut commercial losers, back commercial winners) Strong analytics (to maximise commercial returns) Aimed at delivering true scalability and category leadership, with profit margins increasing as revenue grows Web/Mobile 11 Sources: PWC, Bigpoint, Companies, Casual Gaming Association, TechCrunch, Inside Network *Note: Online includes MMO, casual and social games +Note: MAU is total monthly active users, not unique users With opportunity for online/mobile games growth capital funds Investing in quality online/mobile video games companies* Example Fund Structure 50-100% annual revenue growth 20-30%+ operating margins or potential $10M+ revenue Domestic strength with East/West ambitions (Asia to Europe/US or Europe/US to Asia) Strong management teams, intellectual property and commercial track records with clear exit strategies Specific sector focus+ Casual/social online iPhone/iPad, other smartphone/tablet Browser based MMO Online/smartphone/tablet middleware With a clear investment strategy to manage risk and optimise returns $10M average investment ($5-15M range) Focus on growth capital investment returns (30%+ IRR, 3-5x money multiple) Working capital (debt convertible into equity via convertible loan notes) Pure equity capital Equity capital plus bank debt Direct Western and Asian investments US investment with Tier 1 co-investment partners Clear exit paths via trade sale to strategic video game and media corporates as market consolidates IPO potential for later stage investments depending on market conditions Growth capital fund structure $100M+ committed funds 2011-2014 investment period (aim to invest 75%+, remainder for follow on rounds) 2011-2017 fund lifetime Committed funds fee basis 2% annual management fee 2011-2104, reducing to 1.5% in 2015-2017 20% General Partners carry Return of funds invested before carry Return of fees before carry 8% hurdle return before carry, with catch-up 12 Limited Partners Investors Tencent, Shanda and Giant Interactive have invested in games funds Game Fund $100M+ funds committed 4 year investment period 7 year fund lifetime General Partners Source, invest in, oversee and exit portfolio companies Portfolio Companies * Corporate investments, not project funding/publishing of individual games + Not pure console or retail MMO due to investment risk There are clear investment, M&A and JV opportunities For Major Video Games Companies Sector Investment, M&A and JV Opportunities Console MMO Casual/ Social Core franchise organic investment Limited new IP investment until 8th generation consoles Avoid large, value destroying M&A Acquire economically challenged AAA independents to control internal costs JV with major media for licensed games/ marketing investment Explore strategic options for underperforming assets Invest in growth capital game fund Mid-market strategic M&A Avoid large, value destroying M&A Focused new IP investment in nonfantasy MMO market growth Focused new IP investment in casual/ social subscription/ microtransaction MMO market JV with major media for licensed MMO marketing/ investment Invest in growth capital game fund Mid-market strategic M&A in subscription /micro-transaction and middleware markets Avoid large, value destroying M&A Focused new IP investment in parallel low cost subscription/ microtransaction game development JV with major media for licensed casual/social marketing/ investment 13 Mobile Invest in growth capital game fund Small strategic M&A Avoid large, value destroying M&A Focused new IP investment in parallel, low cost mobile game development JV with major media for licensed mobile games marketing/ investment In-game Advertising Small strategic M&A Avoid large, value destroying M&A Limited organic investment due to small market size There are clear investment, M&A and JV opportunities (cont) For Independent Video Games Companies Sector Investment, M&A and JV Opportunities Console MMO Casual/ Social Organic investment (if possible) Exit to major video games company JV with major media for licensed games/ marketing/ investment Restructure to focus on self publishing, downloadable content, casual/ social or mobile markets, with parallel development and low cost/ offshoring Organic investment for new IP in nonfantasy MMO market growth (if possible) VC fundraising for casual/social subscription/ micro-transaction non-fantasy MMO market Growth equity buyout for casual/social subscription/ micro-transaction MMO market JV with major media for licensed MMO marketing/ investment VC fundraising for subscription/ microtransaction and middleware markets Growth equity buyout for subscription/ micro-transaction market Exit to major video games/ media company JV with major media for licensed casual/social games marketing/ investment 14 Mobile VC fundraising Exit to major video games company JV with major media for licensed mobile games marketing/ investment In-game Advertising VC fundraising Exit to major video games/ media company There are clear investment, M&A and JV opportunities (cont) For Venture Capital and Private Equity Firms Sector Console MMO Casual/ Social Mobile In-game Advertising Venture Capital Investment Opportunities Avoid pure console investments due to risk profile and sector consolidation Invest in casual/social subscription/ micro-transaction non-fantasy MMO market Avoid hardcore MMO market due to risk profile Invest in casual/social subscription/ microtransaction and middleware markets Avoid pure advertising supported market because of business model Invest in parallel, low cost mobile game development Invest in in-game advertising technology Avoid in-game advertising agencies due to business model Private Equity Buyout Opportunities Avoid pure console buyouts due to risk profile and sector consolidation LBO in hardcore MMO market Growth equity buyout in casual/social subscription/ micro-transaction MMO market Growth equity buyout in casual/social subscription/ microtransaction and middleware markets Avoid pure advertising supported market because of business model Develop sector relationships in anticipation of sector maturity Develop sector relationships in anticipation of sector maturity 15 There are clear investment, M&A and JV opportunities (cont) For Major Technology, Media and Telecoms Companies Sector Investment, M&A and JV Opportunities Console MMO Casual/ Social Mobile JV with major/ independent video games companies for licensed games/ marketing/ investment Strategic M&A of independent studios to build internal capability for significant IP portfolios and leveraging marketing platforms Explore strategic options for underperforming assets Invest in growth capital game fund JV with major/ independent video games companies for licensed MMO marketing/ investment Mid-market strategic M&A to build internal capability for significant IP portfolios and leveraging marketing platforms Avoid large, value destroying M&A Invest in growth capital game fund JV with major/ independent video games companies for licensed casual/social games marketing/ investment Mid-market strategic M&A to build internal capability for significant IP portfolios and leveraging marketing platforms Avoid standalone organic investment due to different core competencies Invest in growth capital game fund JV with major/ independent video games companies for licensed mobile games marketing/ investment Small strategic M&A to build internal capability for significant IP portfolios and leveraging marketing platforms Avoid standalone organic investment due to different core competencies 16 In-game Advertising Small strategic M&A to build internal capability for significant IP portfolios and leveraging client relationships Avoid large, value destroying M&A Avoid standalone organic investment due to different core competencies Massive Multiplayer Online (“MMO”) Sector 17 The MMO sector is both high growth and consolidated The MMO sector is highly cash generative MMO subscribers (M) MMOs are video games with thousand of simultaneous players Business models are retail, subscription, micro transactions (in-game currency commission and items) and advertising WoW customers pay $12.99-14.99 monthly fees MMOs operate across all major platforms Market growth rates are forecast to accelerate There are currently over 20M paying MMO subscribers globally, with a strong presence in China and South Korea The MMO subscription market is forecast to reach 30 million by 2012 based on regression analysis The substantial Chinese MMO market is dominated by domestic Chinese companies But MMOs are also hit driven and high risk Many retail MMOs have grown during their launch year, followed by up to 3 years of stability before an often sharp decline MMOs that rely purely on digital distribution tend to grow slowly MMO expansion packs help to manage churn and ongoing retail presence Poor launches are generally fatal: NCSoft shut $69M Tabula Rasa after 15 months of sales and a 7 year development Global MMO subscriptions Second Life, 1% City Heroes - Villains, 1% Age of Conan, D&D, 1% 1% LOTR, 1% EVE Online, 2% Final Fantasy XI, 2% Others, 5% Everquest II, 1% World of Warcraft currently skews the market Global MMO genres Science Fiction, 2% Other, 3% Dofus, 3% World of Warcraft accounts for ~60% of subscriptions, and is a significant profit driver for Activision Blizzard The strength of the “fantasy” MMO market (>90% subscriptions market share) has prompted many copycat offerings, with 35+ males the largest player demographic There appears to be significant untapped potential for MMOs in other game genres, suggesting a “Blue Ocean Strategy” approach to opening new genres (as with Nintendo Wii in the console market) Yet opening a new segment is not without risk: RealTimeWorlds raised >$100M in total, then went into administration after launch of APB Lineage, 4% Lineage II, 4% RuneScape, 6% World of Warcraft, 60% Aion, 12% 18 Sources: MMOData Feb 2011, Companies, CapitalIQ, GLG Note: data not publically available for all MMOs Fantasy, 95% Yet remains an early stage market with evolving dynamics Subscription NCSoft takes MMO mobile NCsoft released Aion Exchange in October 2010, a new iPhone/iPad application enabling subscribers to MMO Aion to track their accounts, virtual equipment, and trends Warner Bros/LOTR Post-acquisition, Lord of the Rings Online triples revenue with change to freemium Casual Hardcore Tencent/Riot Tencent continues its international expansion with purchase of League of Legends developer Virtual items/micro-transactions 19 Sources: MergerMarket, IMDB, Companies And a clear hierarchy of successful business models Business models are solidifying Revenue Potential • Subscription-based models generate highest revenue, but require substantial development and marketing investment Tens of Advertising / • Browser based “freemium” models millions of Marketing have established a significant dollars presence, delivering solid results and blurring the line between MMO and casual/social games. The business model allows the majority of users to play for free, with a minority paying Freemium / for additional virtual items (“microHundreds of millions of dollars Micro-transactions transactions”) and subscriptions • Browser based games are cheaper to develop and market, but generally generate less revenue with lower Average Revenue per User (“ARPU”). This is changing. Pure Subscription / Hundreds of millions of dollars Time-based Hybrid retail sales and subscriptions Billions of dollars 20 MMO is helping to deliver strong public company valuations USD millions, except per share data Company Activision Blizzard, Inc. Changyou.com Limited Giant Interactive Group, Inc. NCSoft NetEase.com, Inc. Perfect World Co., Ltd. Shanda Games Limited Shanda Interactive Entertainment Ltd. Sohu.com Inc. Tencent Holdings Ltd. Enterprise Value Multiples Price (10-Jun-11) % of 52 Week High Market Cap Net Debt Enterprise Value 11.46 36.91 7.41 257.23 41.75 20.22 6.35 36.90 69.39 26.31 90.6% 78.1% 78.4% 93.1% 75.9% 58.8% 82.5% 68.1% 63.4% 88.7% 13,882 1,903 1,685 5,084 5,421 1,014 1,812 2,125 2,655 48,317 (3,508) (351) (885) (548) (1,358) (233) (493) (953) (575) (2,084) 10,374 1,552 800 4,537 4,063 781 1,319 1,172 2,080 46,233 Median Mean Source: CapitalIQ Note: Calendarized to December year end 21 CY2009 Revenue CY2010 CY2011 CY2009 EBITDA CY2010 CY2011 2.42 x 5.80 x 3.98 x 7.74 x 7.01 x 2.36 x 1.78 x 1.45 x 4.04 x 24.09 x 2.33 x 4.75 x 4.06 x 7.56 x 5.07 x 2.11 x 1.97 x 1.42 x 3.39 x 15.39 x 2.60 x 3.79 x 3.31 x 7.62 x 4.17 x 1.83 x 1.81 x 1.21 x 2.72 x 11.51 x 13.8 x 9.3 x 5.7 x 19.2 x 12.2 x 4.3 x 4.4 x 3.2 x 9.3 x 47.1 x 10.4 x 7.6 x 6.5 x 18.5 x 10.0 x 4.9 x 5.6 x 5.8 x 8.2 x 28.2 x 6.8 x 6.4 x 5.4 x 14.8 x 8.2 x 4.3 x 5.1 x 4.6 x 6.7 x 20.9 x 4.01 x 6.07 x 3.73 x 4.81 x 3.02 x 4.06 x 9.3 x 12.9 x 7.9 x 10.6 x 6.5 x 8.3 x MMO M&A activity is increasing Selected M&A Deal value Revenue multiple EBITDA multiple Target description 30 May 11 $50m n.a. n.a. US MMO developer Strategic acquisition for US and global online growth outside China, as well as R&D capability 26 April 11 $350m n.a. n.a. Web based MMO developer and publisher Summit Partners and TA Associates bought out prior private equity owners to leverage Bigpoint’s leading market position 25 April 11 $68.3 n.a. n.a. Chinese online game developer Accelerates Changyou's position in China's online games industry and adds a new category of web based games to its portfolio 16 March 11 $17.7m 12.8x n.a. South Korean MMO developer Following its merger with Wemade, Joymax continues to expand its portfolio in South Korea and beyond 24 Feb 11 n.a. n.a. n.a. Lego Universe MMO development team Lego acquired Lego Universe development team to bring the game internally 02 Feb 11 n.a. n.a. n.a Two South Korean MMO developers and publishers Merger of Joymax and Wemade enables the companies to leverage each others’ complementary development, portfolio, distribution and platform capabilities globally 04 Feb 11 Est. $350M$400M n.a. n.a. League of Legends MMO developer and publisher Tencent acquired a majority stake in Riot Games, having previously been an investor and Chinese distributor 06 Dec 10 n.a. n.a. n.a. South Korean developer of MMO EverPlanet Nexon was the EverPlanet publisher in Japan and South Korea, and should now leverage the acquisition by publishing internationally 04 Nov 10 n.a. n.a. n.a. Designs, develops, and markets multiplayer middleware solutions to the games industry Date Target Acquirer 22 Comments Ubisoft will continue further development on Quazal’s technology to strengthen Ubisoft’s new online services Sources: CapitalIQ, Mergermarket, Bloomberg, VentureBeat MMO M&A activity is increasing (continued) Selected M&A Deal value Revenue multiple EBITDA multiple Target description Comments $10.2m 7.0x n.a. MMO developer The acquisition diversifies Gravity’s products and services 28 Sep10 n.a. n.a. n.a. Operates a 3D virtual community Website The acquisition extends Microsoft's reach into online advertising markets 03 Aug 10 $71m 4.9x 30.5x German based publisher of online virtual worlds and MMOGs Frogster is to be continued as an independent company with the existing management and the team at the existing sites 20 Apr 10 n.a. n.a. n.a. Developer of Lord of the Rings Online Warner Bros. acquisition moves it further into the free to play micros-transactions MMO sector 19 Apr 10 $21m n.a. n.a. Development and provision of online games, in particular MMOGs Expands product portfolio $80m n.a. n.a. China-based developer of 3d MMORPGs The acquisition is in line with KongZhong’s strategy to expand into the two fastest growing video games segments in China (MMORPGs and Mobile games) $75m 4.4x US based developer of massivelymultiplayer online role playing games The acquisition will reduce risks in internal development of future online games and improve margins through the low-cost structure of Cryptic’s engine Date 28 Sep10 Target (50.8% stake) Acquirer (77%) (29%) 15 Dec 09 09 Dec 08 Shanghai Dacheng Network Technology 23 Sources: CapitalIQ, Mergermarket, Bloomberg, VentureBeat The MMO sector is ripe for investment Selected private placements Date Target Investor 14 June 11 Deal value Target description $4m Kids virtual world developer 22 Dec 09 Date Target Investor 4 investors Deal value Target description $18m Develops, publishes, and licenses multiplayer online games including EVE 02 May 11 n.a. $4m Sports themed virtual world developer 15 Dec 09 $3m Develops and licenses MMO tech platform and develops third party racing games 24 Mar 11 n.a. $8.1m MMO middleware provider 30 Nov 09 n.a. Develops and operates online games in China 08 Mar 11 Dr. Patrick SoonShiong $15m MMO developer 29 Oct 09 $4m Develops multiplayer games and platforms for iPhone 13 Dec 10 Stelt Holding NV $10m MMO developer and publisher $12m Develops MMOs for console and PC 27 Sep 10 QuantAM $12m Operates an MMO games portal 31 Jul 09 $1m Develops, produces and distributes MMOs for kids $4m $4m Asynchronous massive multiplayer online games for iPhone 16 Feb 09 08 Jul 10 A worlds and MMO games production company $20m Develops multiplayer online games and entertainment 07 Oct 08 $1m 22 Mar 10 Offers MMO games for casual gamers $1m $21m MMO games developer Publishes online computer games with a focus on virtual worlds $20m Develops and operates online games in China $50m MMO games developer $3m Develops and publishes browserbased casual MMOs and social games Jan 10 n.a. 20 Jan 10 06 Jan 10 4 investors 01 Aug 09 25 Jul 08 24 14 Apr 08 47 investors Undisclosed Angel investor Private investors including CEO Sources: CapitalIQ, Mergermarket, GLG With clear investment, M&A and JV opportunities Firm Type Investment, M&A and JV Opportunities Major Video Games Independent Video Games Venture Capital Private Equity Major Technology, Media & Telecoms Invest in growth capital game fund Mid-market strategic M&A Avoid large, value destroying M&A Focused new IP investment in nonfantasy MMO market growth Focused new IP investment in casual/ social subscription/ micro-transaction nonfantasy MMO market JV with major media for licensed MMO marketing/investment Organic investment for new IP in nonfantasy MMO market growth (if possible) VC fundraising for casual/social subscription/microtransaction nonfantasy MMO market Growth equity buyout for casual/ social subscription/ microtransaction MMO market JV with major media for licensed MMO marketing/ investment Invest in casual/ social subscription/ micro-transaction in non-fantasy MMO market Avoid hardcore MMO market due to risk profile LBO in hardcore MMO market Growth equity buyout in casual/ social subscription/ microtransaction MMO market Invest in growth capital game fund JV with major/ independent video games companies for licensed MMO marketing/ investment Mid-market strategic M&A to build internal capability for significant IP portfolios and leveraging marketing platforms Avoid large, value destroying M&A 25 Casual/Social Online Sector 26 Casual/social online games are growing extremely rapidly Casual/social online games have two primary forms Casual/social online games require little experience or time commitment, with simple rules and gameplay accessed through a web browser Most casual/social games offer a free element, coupled with subsequent game purchase, in-game virtual item purchase, subscriptions or advertising The primary forms of casual/social online games are: Casual: single player, played on a casual games platform such as Big Fish Games or Spil Social: multiplayer, played either on a casual/social games platform (e.g. Bigpoint) or via a social network such as Facebook (e.g. Zynga) The global market is high growth $2.25B revenue 2007, $3B revenue 2009* >200M casual monthly unique users >700M social Monthly Active Users+ (“MAU”) Casual/social games have a high proportion of paying female customer (74%) Popular casual games include: Bejeweled (PopCap Games) QQ Games Collection (Tencent China) Diner Dash (Playfirst) Mystery Case Files (Big Fish Games) Popular social games include: Cityville, Farmville, Frontierville, Mafia Wars (Zynga) Dark Orbit , Deepolis, Farmerama (Bigpoint) Millionaire City (Digital Chocolate) Pet Society (Electronic Arts) 100M 80M 60M 40M 20M 11 Nov 10 Jan Casual players: 52% women Casual payers: 74% women Men 26% Men 48% Women 52% Women 74% Social players: older (so wealthier) than expected With multiple business models Explosive growth – Cityville after 41 days Monthly Active Users Subscription and in-game item sales (micro-transactions) models most profitable Advertising supported models are cyclical, with generally lower margins Bigpoint (browser “core” – between hardcore and pure casual gameplay): free, subscription and in-game item sale, limited advertising Zynga (social): free, in-game item sales (micro-transactions) Spil (casual): free, advertising supported, micro-transactions Big Fish Games (casual): try before you buy, downloads, retail, multi-platform Casual/social game development costs of less than $500k are much lower than console game development costs 27 25% 20% 15% 10% 5% 0% <18 18-21 22-29 30-39 40-49 Sources: Casual Games Association, DFC Intelligence, Inside Network, ISG (US/UK age statistics 2010) *Note: Casual Gaming Association includes casual/social games played on mobile, iPhone, social networks, PC, Mac and Xbox LIVE Arcade platforms, using different definitions to the earlier PWC definitions +Note: MAU is total monthly active users, not unique users 50-59 60+ Social games market dynamics are changing Top 40 Facebook app publishers MAU* (M) Social games are the leading social applications ~70% of the Monthly Active Users for top 40 Facebook application publishers come from games Half of the top 40 Facebook applications are games Driven by the nature of social networks Cross-promotion using social networks and social games platforms is critical to the growth of social games Investment in “on platform” cross-promotion and marketing generally produces much higher return on investment than “off platform” The strongest social games are built around game design focused on acquiring users, generating revenue from virtual items and increasing user engagement and lifetime Daily Horoscope 8 Telaxo 7 Social Zoosk 7 Cie Games 8 Myspace 6 Graph 7 GSN 8 Photobucket 7 Frases Boyaa 9 Diarias 9 Kabam 9 MindJolt 9 Digitware Conduit 9 9 Yelp 10 LOLapps 10 TubeYou 10 MiniMax 11 Yahoo! 11 So a portfolio of distribution and games is needed HTC 6 Zynga 278 RockYou! 14 Popcap 15 Wooga 16 Microsoft 16 Social Point 16 RootMusic 17 CrowdStar 42 Digital Chocolate 19 AppBank 19 Badoo 40 Electronic Arts 36 @Apps 21 Takeoff Monkey 23 The major social networks dominant positions make them excellent marketing and distribution partners Social games companies which are primarily dependent on one social network have more limited leverage in commercial negotiations 70:30 revenue split between games developers and social networks is not uncommon, but there are market rumours of more extreme splits in favour of some social networks Social networks’ commercial policies can have significant impact across both social games developer and middleware sectors 50 Cubes 6 SNAP 15 But the social networks also pose a significant challenge Funzio 6 6 Waves 25 Causes 26 Playdom 25 Broader distribution Fewer games More games As in any industry, reliance on one product or one distribution channel poses potential risks Diversified social games companies with a portfolio of games and distribution channels generally have the greatest control over the destiny of their businesses, and hence lower long term risks Narrower distribution 28 Source: InsideNetwork *Monthly Active Users Feb 2011 Online/mobile games middleware offers another way to play Today’s online/mobile games middleware market: disparate, unintegrated solutions Technology Development Monetization Analytics Optimization Delivery Marketing/ Distribution Payment Services delivered Games development engine/SDK Virtual item (microtransactions), virtual currency, subscription, in-game advertising, and sales tools Measure and analyse key online/mobile game metrics for continuous feedback loop Optimize game performance across multiple platforms Deliver games across platforms Distribution on social/casual/ browser based and mobile platforms Payment across platforms and geographies Security Anti-fraud, anti-piracy, revenue assurance Example company There is the potential for an integrated games middleware solution Development Monetization Analytics Optimization Delivery Marketing/ Distribution Payment Integrated online games middleware solution Across casual, social, browser based, smartphone, set-top box, connected console, PC, including all major platforms and devices 29 Security There are opportunities across the casual/social value chain Developer Creation, design and development of a game Publishers Funding, distribution and project management More Zynga acquisitions? Disney and GameStop buys Zynga ‘s series of acquisitions in 2010 to leverage its position may continue in 2011 Disney buys Playdom for $763M and GameStop buys Kongregate Portals Aggregators Casual/social game destination websites Next after Playfish/Playdom? Zynga, Bigpoint and GameForge are subject to constant speculation about IPO or exit 30 Intermediary between developers, publishers and portals Chinese major investments? Chinese games companies set to accelerate foreign investment in 2011 in line with 12th 5 year plan Middleware Enable the creation and distribution of casual/ social games Middleware consolidation Visa’s acquisition of Playspan and Google’s acquisition of Jambool may lead to more early stage consolidation Sources: Mergermarket, Companies, PaidContent, TechFlash, Financial Times Particularly for integrated online companies like Tencent is the greatest games company may not know well China has 29% internet penetration, but 382M users China forecast to reach 56% internet penetration (754M users) by 2015 Tencent holds dominant or leading stakes in many Chinese online/mobile markets (IM, games, eCommerce, search, mobile services) Tencent’s Chinese games market share was 20% in 2009 with forecast 27% by 2012 Total peak concurrent users across all games categories of ~20M Tencent’s market cap is substantially more than Activision Blizzard, Electronic Arts, GamesStop, Take2, THQ, Atari, Game Group and Ubisoft combined Tencent Games quarterly revenue (RMB M) 2,500 2,000 Casual/social online 1,500 Board & chess 1,000 Tencent’s integrated model is where the market is headed Tencent generates ~50% operating margin Online/mobile games (MMO, board & chess, casual/social) generate >40% revenue Business model appears to be migrating from virtual items (higher Average Revenue per User) to subscriptions (short term revenue reduction, but lower volatility) Integrated model with upgrades/privileges across online, mobile and offline (not just games) is a significant advantage for customer acquisition, development and retention Enhanced capabilities to cross-promote, upsell and cross-sell 500 MMO 3Q09 4Q09 1Q10 2Q10E Tencent Chinese revenue leadership ($M) Tencent will be in your market soon, if it isn’t already Tencent is growing through domestic partnerships: China Unicom (fixed line, 3G, operations, “QQ Wallet”) Hunan TV (talent, animation, online/mobile games) China Merchants Bank (financial services) Tencent is expanding with international partnerships/investments: Riot Games (League of Legends MMO) Digital Sky Technologies (Facebook, Zynga, Mail.ru investor) Vina Games (Vietnamese online games/internet) MIH India Global Internet (licensed software, content & trademarks) Naspers (36% Tencent investor) with global reach in high growth markets $760M investment fund, including games focus Western video games and media are learning from Tencent 31 3Q10E Source: CapitalIQ, Credit Suisse, Company, Shanghai Securities News, Reuters, People’s Daily 4Q10E Casual/social games are driving larger company valuations USD millions, except per share data Company US and Europe Electronic Arts Inc. G5 Entertainment AB GigaMedia Ltd. RealNetworks Inc. Enterprise Value Multiples Price (10-Jun-11) % of 52 Week High Market Cap Net Debt Enterprise Value 22.81 3.40 1.17 3.47 92.0% 79.6% 47.0% 80.5% 7,624 25 65 471 (1,971) (0) (37) (334) 5,653 25 28 136 Median Mean CY2009 Revenue CY2010 CY2011 CY2009 EBITDA CY2010 CY2011 1.49 x 16.61 x 0.17 x 0.24 x 1.51 x n.a. 0.44 x 0.34 x 1.45 x n.a. 0.75 x 0.38 x n.m. n.m. 6.9 x n.m. 21.7 x n.a. n.a. n.m. 10.2 x n.a. n.a. 4.4 x 0.87 x 4.63 x 0.44 x 0.76 x 0.75 x 0.86 x 6.9 x 6.9 x 21.7 x 21.7 x 7.3 x 7.3 x 1.70 x 8.43 x 1.43 x 4.71 x 0.99 x 2.59 x 7.01 x 2.36 x 1.78 x 1.45 x 24.09 x 1.77 x 14.81 x 1.42 x n.a. n.a. 2.46 x 5.07 x 2.11 x 1.97 x 1.42 x 15.39 x 1.70 x 13.66 x 1.30 x n.a. n.a. 2.14 x 4.17 x 1.83 x 1.81 x 1.21 x 11.51 x 8.1 x n.m. 8.3 x 18.5 x 13.6 x 6.1 x 12.2 x 4.3 x 4.4 x 3.2 x 47.1 x 5.7 x n.a. n.a. n.a. n.a. 6.0 x 10.0 x 4.9 x 5.6 x 5.8 x 28.2 x 5.4 x n.a. n.a. n.a. n.a. 5.0 x 8.2 x 4.3 x 5.1 x 4.6 x 20.9 x 2.36 x 5.14 x 1.78 x 5.00 x 2.11 x 5.16 x 1.87 x 4.06 x 1.83 x 4.37 x 1.75 x 3.49 x 8.2 x 12.6 x 8.1 x 12.1 x 5.8 x 9.5 x 5.9 x 11.0 x 5.1 x 7.7 x 5.1 x 7.6 x Asia Asiasoft Corporation Astro Corporation Gamania Digital Entertainment Co., Ltd. InterServ International Inc. IPVG Corp. Kingsoft Corporation NetEase.com, Inc. Perfect World Co., Ltd. Shanda Games Limited Shanda Interactive Entertainment Ltd. Tencent Holdings Ltd. 0.36 2.45 1.73 2.44 0.03 0.54 41.75 20.22 6.35 36.90 26.31 93.2% 91.0% 88.6% 55.3% 62.9% 77.6% 75.9% 58.8% 82.5% 68.1% 88.7% 111 161 287 68 20 609 5,421 1,014 1,812 2,125 48,317 (27) (3) (31) (23) 9 (201) (1,358) (233) (493) (953) (2,084) Median Mean Median Mean Source: CapitalIQ Note: Calendarized to December year end 32 84 159 256 45 29 408 4,063 781 1,319 1,172 46,233 Generating substantial M&A Selected M&A Date Target Acquirer Deal value Revenue multiple EBITDA multiple Target description Comments 01 Jun 11 n.a. n.a. n.a. Australian social games developer 20 May 11 $45m n.a. n.a. Israeli social games developer 18 May 11 n.a. n.a. n.a. Social games developer 29 Apr 11 n.a. n.a. n.a. San Francisco based social games developer PopCap expands social games capabilities 19 Apr 11 n.a. n.a. n.a. Social games network Mindjolt continues its social games rollup strategy 05 Apr 11 n.a. n.a. n.a. Online poker statistics portal Zynga acquires gambling focused statistics portal n.a. n.a. n.a. Social games developer NewsCorp makes small entry into social games market 09 Feb 11 $190m n.a. n.a. Virtual goods payment platform Visa’s acquisition moves its traditional business more actively into the virtual goods payment sector 21 Jan 11 n.a. n.a. n.a. US-based developer of social and branded games Zynga New York will form part of Zynga’s continuing growth across social and mobile games 22 Oct 10 n.a. n.a. n.a. US-based developer of social games WonderHill becomes Kabam’s San Francisco studio 08 Sep10 $95m n.a. n.a. Online game development studio in Korea The acquisition will combine Shanda Games' online game platform with Eyedentity's game development capabilities 26 Feb 11 MAKING FUN 33 RockYou expands social combat and strategy games Major gambling company enters social games market Zynga acquires gambling focused social games developer Sources: CapitalIQ, MergerMarket, TechCrunch, Companies Generating substantial M&A (continued) Selected M&A Date Target Acquirer Deal value Revenue multiple EBITDA multiple Target description Comments 13 Aug 10 Est. $70m n.a. n.a. Social Gold virtual currency platform Google extends its presence in the games sector with Jambool’s monetization platform 06 Aug 10 Est. $228m n.a. n.a. Widget maker for social networks Google extends its presence in the social games sector with Slides widgets 27 Jul 10 $763m n.a. n.a. Social games developer Strengthen digital gaming portfolio, acquire management and extend reach on social networks Facebook and MySpace 27 Jul 10 n.a. n.a. n.a. Social gaming platform Strengthens GameStop's digital platform and its strategy to be the gaming aggregator of choice 03 Jun 10 n.a. n.a. n.a. US-based developer of multiplayer Web-based fantasy games Challenge Games' Co-Founder will become Zynga' s General Manager and Vice President. The Challenge Games' 35 employees will join Zynga’s workforce 26 May 10 n.a. n.a. n.a. 26 Apr 10 n.a. n.a. n.a. 08 Apr 10 n.a. n.a. 03 Mar 10 n.a. 26 Feb 10 Enables online friends to converse privately over the Web; and share Web pages, pictures, and audio and video files Publishes games from casual game developers on PC, console, and iPhone platforms Lloyd Melnick, Founder of Merscom and team of 20 producers, designers, artists and engineers will join Playdom n.a. Australian-based casual games developer Consolidation of the Australian casual games market n.a. n.a. Offers massively multiplayer online and casual games on Facebook The founders of Offbeat are joining Playdom in leadership roles, and the 12 developers and designers of Offbeat will join Playdom's existing 15-person Seattle studio n.a. n.a. n.a. Develops FunCards, a card game for playing cards with friend Acquired an unknown minority stake to enter a high growth market n.a. n.a. n.a. US-based social games developer Hi5 added several of Big Six's executives to its management team and strengthened its online games presence The engineering team of Sharegrove will join Facebook (Undisclosed stake) 24 Feb 10 Big Six Games, Inc 34 Sources: CapitalIQ, MergerMarket, TechCrunch, Companies Generating substantial M&A (continued) Selected M&A Date Target Acquirer 12 Jan 10 Deal value Revenue multiple EBITDA multiple Target description Comments US-based operator of online The combination of Shanda’s games and Mochi’s games advertising network for distribution platform will create a better online game developers, advertisers and game media platform publishers $80m n.a. n.a. $180m n.a. n.a. US-based online social games The acquisition raised capital to fund growth and expansion whilst also putting off an IPO of the company 09 Nov 09 $400m n.a. n.a. Developer of free-to-play casual social games that can be played on social networking platforms Electronic Arts continues to expand away from its core console games sports offerings into high growth casual games, but at a price 04 Nov 09 n.a. n.a. n.a. Ireland-based publisher and developer of online games The deal improved Gamestop’s digital media business and helped it extend outside the US 05 Aug 09 $132m 8.1x n.a. US-based provider of video game compression software, games and social networking The acquisition was in line with Google’s strategy of pursuing innovation and video quality on the web 27 Jul 09 $30m n.a. n.a. Canadian based owner of online games and social networking sites The acquisition will allow the combined entity to provide a full suite of social advertising solutions for developers and advertisers 08 Dec 09 (Undisclosed stake) Tiger Global Management LLC (Majority stake) 35 And attracting significant investment Selected private placements Date Target Investor Deal value Target description Date Target Investor Deal value Target description 01 Jun 11 n.a. Developer and publisher of social games middleware and games 20 Apr 11 n.a. Social games developer 31 May 11 $5m Russian social games developer and publisher 18 Apr 11 $3m Social games developer 30 May 11 $24m German social games developer and publisher 12 Apr 11 $10.7m Social MMO games developer $85m Social MMO developer and publisher 31 Mar 11 n.a. German social games developer and publisher 26 May 11 7 investors $5m Turkish and Middle Eastern social games developer and publisher 29 Mar 11 $6m Indian social games developer 25 May 11 $12m Finnish hardcore social MMO developer and publisher 23 Mar 11 $5m Social games developer 13 May 11 $23m Social games developer and publisher 14 Mar 11 n.a. Spanish online game developer $5m UK social sports game developer and publisher 22 Feb 11 $12m Casual game developer and publisher $1.5m US based cloud-based social analytics company 22 Feb 11 $1.4m German social-mobile games developer 10 Feb 11 $15m Gamer social network $760m Tencent investment fund, including games focus $30m Social games developer and publisher 25 May 11 Early Bird 13 May 11 n.a. 12 May 11 Cervin Ventures and TiE Angels n.a. 11 May 11 10 May 11 27 Apr 11 Various educational games projects US based interactive gaming for movie theatres and stadiums $20m US social-mobile games developer 24 Jan 11 $20m Various educational games projects 20 Jan 11 36 To be invested in next 2-3 years Sources: CapitalIQ, Mergermarket, Wall Street Journal, New York Times, Shanghai Securities News, Reuters, People’s Daily And attracting significant investment Selected private placements Date Target Investor Deal value Target description Date 10 Nov 10 $16m Multi-platform casual-games platform, with expertise in PC, online and mobile 03 Feb 10 20 Oct10 $20m Publishes, and distributes online games for social networks and web communities 31 Jan 10 29 Sep 10 $6m Develops, publishes, and provides casual games, including Diner Dash 25 Jan 10 15 Jun 10 $150m+ Largest Facebook social games company 20 Jan 10 14 May 10 $20m Develops location based social games 09 Apr 10 n.a. $1m 01 Apr 10 9 investors Target Investor Deal value Target description $10m Allows employees to connect and share by posting messages $1m Publishes and delivers casual video games n.a. Develops and publishes social games in Russia $20m Develops and operates online games in China 20 Jan 10 $18m Develops social games applications Operates as a social network in Latin America, Europe, Asia, and Africa 14 Dec 09 $2m Develops social games for networking sites Produces social games for platforms 07 Dec 09 $4m Provides an online social and games community for children aged 6 to 14 01 Dec 09 $11m Operates a virtual currency platform for social media developers Undisclosed investors Shenzhen Fortune Venture Capital Management 25 Mar 10 n.a. Develops social web games 19 Mar 10 $2m Offers Hangout.net, a casual 3D social networking site 01 Dec 09 11 investors $2m Develops multi-platform social games 09 Feb 10 $3m Offers a social networking website 24 Nov 09 Undisclosed investor $5m Develops, publishes, and operates free to play online games 37 Sources: CapitalIQ, Mergermarket, Wall Street Journal, New York Times, Shanghai Securities News, Reuters, People’s Daily With clear investment, M&A and JV opportunities Firm Type Investment, M&A and JV Opportunities Major Video Games Independent Video Games Venture Capital Invest in growth capital game fund Mid-market strategic M&A in subscription/ micro-transaction and middleware markets Avoid large, value destroying M&A Focused new IP investment in parallel low cost subscription/ micro-transaction game development JV with major media for licensed casual/social marketing/investment VC fundraising for subscription/microtransaction and middleware markets Growth equity buyout for subscription/microtransaction market Exit to major video games/media company JV with major media for licensed casual/ social games marketing/ investment 38 Invest in casual/ social subscription/ micro-transaction and middleware markets Avoid pure advertising supported market because of business model Private Equity Major Technology, Media & Telecoms Growth equity buyout in casual/ social subscription/ microtransaction and middleware markets Avoid pure advertising supported market because of business model Invest in growth capital game fund JV with major/ independent video games companies for licensed casual/ social games marketing/ investment Mid-market strategic M&A to build internal capability for significant IP portfolios and leveraging marketing platforms Avoid large, value destroying M&A Avoid standalone organic investment due to different core competencies Mobile Sector 39 Mobile games have been reinvigorated by smartphone growth Smartphone marketshare is accelerating Global mobile phone penetration 67% in 2009, 5B subs in in 2010E Mobile phone penetration >100% in many developed markets Total global mobile phone market volume growth Q1 2010 = 21.7% Global smartphone market volume growth Q1 2010 = 56.7% (18.8% of total market volume in Q1 2010 vs 14.4% in Q1 2009) Global mobile games revenue ($B) 14 12 10 Driving mobile games revenue growth 8 6 Global mobile games market forecast to grow to >$13B by 2014 The mobile games market landscape is adapting to consumer trends and market demand: Mobile game publishers are bypassing network operators to sell directly to consumers via iTunes and Android Market High connectivity and multiplayer games becoming mass market due to unlimited data packages In-game advertising being used to supplement mobile game revenues Integrated applications increasing to allow converged gameplay with console/MMO/casual/social games New players have entered from multiple markets Network operators (e.g. Vodafone Live!) Manufacturers (e.g. Apple App Store) Web advertising platforms (e.g. Google) Console games majors (e.g EA Mobile) Independent games companies (e.g. Rovio) 4 2 0 2005 2006 2007 2008 2009 2010E 2011F 2012F 2013F 2014F Global mobile broadband penetration 60% 50% 40% 30% 20% 10% With low barriers to entry 0% Development costs tens to hundreds of thousands, not millions >10B iPhone Apps downloaded, many of which are independently developed games App stores enable direct sales, bypassing network operators 2003 2004 2005 Developed 40 2006 2007 World 2008 Developing Source: ITU, PWC, IDC * Note: Online includes MMO, casual and social games 2009 2010E Attracting major corporates and multiple independents Japan's DeNa $400m Ngmoco acquisition DeNA acquisition to leverage Mobage globally EA claims market leadership But 40% of mobile games revenue still from “feature” phones, not smartphones Public Mobile pureplay MultiPlatform Lupis Labs THQ smartphone focus THQ sells THQ Wireless Operations and Global Carrier division to focus on smartphones CLAPFOOT GAMES iPhone/Android App stores revolutionise independents Independents now sell direct via App stores, bypassing operators Microsoft and Nokia To address “burning platform” questions, the giants are joining forces against Apple and Google Private 41 Source: Companies Apple is aiming to be the mobile/tablet entertainment company Apple is far down the path of migrating from electronics and software to mobile communications and entertainment Apple’s strength is providing all components of the mobile entertainment value chain in elegantly integrated consumer products and services, including hardware, software, eCommerce, applications and content iPad is the next stage of Apple’s mobile entertainment strategy, already spawning many imitators. This may change the video games market in ways that are likely to have greater impact, but take much longer to occur, than anticipated. The tablet/smartphone browser market remains early stage, with significant room for commercial development as 46M tablets are forecast to be sold in 2011E Aiming for a complete mobile offering The App Store iPod Touch iPhone4 iMac functionality, iPhone mobility 350,000 Mobility Number of Available Apps 300,000 iPad2 Macbook-Air Macbook 250,000 200,000 150,000 100,000 50,000 Entertainment functionality 42 Source: IDC Sep-10 Jul-10 May-10 Mar-10 Jan-10 Nov-09 Sep-09 Jul-09 May-09 Mar-09 Jan-09 Nov-08 Jul-08 - iMac Sep-08 iPod The App Store services iPhone, iPod Touch and iPad with >10B apps downloaded to date App Store should generate an increasing proportion of Apple’s non-hardware revenues, with unrealised profit potential 70/30 App Seller/Apple revenue split for payment/promotion is attractive, compared to Facebook Credits 70/30 (ex promotion) and some other distributors’ 40/60 split But Google and Apple are fighting for market dominance Apple remains the dominant mobile games platform in the US Apple has >2x more mobile apps than Android Android apps growth rate 5x Apple apps growth rate Apple mobile apps are paid for at twice the rate of Android apps 55% of the top 100 iPhone paid and free apps are games But Google is threatening its global position Mobile Applications 2010 (US) 350,000 600% 300,000 500% 250,000 Global smartphone sales grew substantially in 2010 to 297M units (+72% on 2009) Global smartphone marketshare changed dramatically in 2010 compared to 2009: Nokia 38% (-20%), Google 23% (+482%), RIM 16% (-20%), Apple 16% (+9%), Microsoft 4% (-52%) • Apple’s tablet marketshare dropped from 95% to 75% between Q3 and Q4 2010 due to Android tablets (particularly Samsung), with Android tablets forecast to increase share 300% 150,000 100% 50,000 0% “Freemium” models with in-game micro-transactions and/or advertising support are increasingly common 17% of iPad games have in-App purchases vs 4% of iPhone games Rovio’s blockbuster Angry Birds is sold for 99c on iPhone, but now also generating substantial revenue via free app with advertising on Android Apple’s model has appeared more commercially attractive to game developers, but increased competitive action from Google may change perceptions Apple Google Total Apps Game genre share (revenue/volume) and average price (US) 20% 200% 100,000 - Casual/social games business models have migrated 25% 400% 200,000 Nokia Paid Apps RIM Annual growth Games share of top 100 apps by platform (US) $9 60% $8 50% $7 15% $6 40% $5 30% $4 10% 5% $3 20% $2 10% $1 $0 Revenue Share Volume Share 0% iPad Ac t io n Ar ca Ad de ve nt ur Si e m ul at io n Sp or t s St ra te gy Fa m ily Pu zz le R Ro a c in le Pl g ay in g Bo ar d M us ic Tr iv ia Ed Ca rd uc at io na l Ki ds W or d Ca sin o Di ce 0% iPhone RIM Paid Nokia Free Average Price 43 Source: Gartner, Distimo (US data), IDC Palm Microsoft Mobile games are driving strong public company valuations USD millions, except per share data Enterprise Value Multiples Price % of 52 Market Net Enterprise (10-Jun-11) Week High Cap Debt Value CY2009 CY2010 CY2011 CY2009 CY2010 CY2011 Com2uS Corporation 10.44 62.8% 99 (35) 64 2.20 x 2.49 x 1.35 x 11.0 x 16.5 x 4.1 x Dena Co. Ltd. 39.27 93.8% 5,791 (746) 5,045 8.90 x 4.19 x 3.07 x 18.9 x 8.3 x 6.4 x GameLoft SA 7.18 91.2% 544 (36) 508 2.78 x 2.54 x 2.24 x 18.1 x 13.0 x 10.2 x GAMEVIL Inc. 28.86 87.9% 160 (41) 119 5.26 x 4.50 x 3.54 x 9.3 x 8.2 x 6.4 x Glu Mobile, Inc. 4.70 81.7% 272 (24) 248 3.12 x 3.85 x 3.87 x n.m. n.m. n.m. Gree, Inc. 23.67 95.8% 5,428 (288) 5,140 16.77 x 8.30 x 5.91 x 29.4 x 16.5 x 12.2 x Mixi, Inc. 3,746.18 60.4% 581 (164) 417 2.53 x 2.06 x 1.75 x 9.6 x 9.1 x 7.9 x Median 3.12 x 3.85 x 3.07 x 14.5 x 11.0 x 7.1 x Mean 5.94 x 3.99 x 3.10 x 16.0 x 11.9 x 7.9 x Company Revenue EBITDA Source: CapitalIQ Note: Calendarised to December year end 44 Sources: CapitalIQ, Mergermarket, Companies With significant M&A activity Selected M&A Deal value Revenue multiple EBITDA multiple 07 Jun 11 n.a. n.a. n.a. German mobile games middleware provider Blackberry maker RIM hopes to enhance platform leveraging Scoreloop’s iOS and Android middleware platform 01 Jun 11 n.a. n.a. n.a. Finnish animation studio Rovio intends to use Kombo’s animations to leverage its brands 19 May 11 n.a. n.a. n.a. Dutch mobile games developer Ngmoco brings strong mobile games developer inhouse for Mobage 12 May 11 $24m n.a. n.a. Mobile games service provider 24MAS extends its mobile network games reach with Selatra’s distribution in 55 countries 03 May 11 n.a. n.a. n.a. Mobile post-production solution provider EA expands its mobile technical capabilities 03 May 11 n.a. n.a. n.a. Australian mobile games developer EA expands its mobile games portfolio and capabilities n.a. n.a. n.a. Smart phone game and application developers Title Consulting Services expands into mobile games 25 Apr 11 n.a. n.a. n.a. Mobile games developer Zynga expands capabilities in the socialmobile sector 22 Apr 11 $104m n.a. n.a. Social-mobile games network Gree expands global social-mobile footprint and capabilities 19 Apr 11 n.a. n.a. n.m. Social-mobile games developer MindJolt continues its social-mobile games rollup 28 Mar 11 n.a. n.a. n.m. Multi-platform games developer DNA Dynamics expands its games capabilities Date 02 May 11 Target T3 Apps & Best LLC Acquirer 45 Target description Comments With significant M&A activity (continued) Selected M&A Date Target Acquirer Deal value Revenue multiple EBITDA multiple Target description Comments Zynga expands its mobile games development capabilities 18 Mar 11 n.a. n.a. n.a. Casual and mobile games developer 03 Mar 11 n.a. n.a. n.a. Finnish HTML 5 games developer Disney expands its cross-platform capabilities 23 Feb 11 n.a. n.a. n.a. Mobile games developer Gaijin expands its mobile games capabilities 12 Feb 11 $10.1m n.a. n.a. Chinese mobile games developer (part of Oberon Media) Cash expands Chinese mobile games presence 02 Dec 10 n.a. n.a. n.a. Develops games for mobile Words With Friends and Chess With Friends The new Zynga With Friends studio should form part of Zynga’s push into mobile games 19 Oct10 n.a. n.a. n.a. iPhone games publisher (publisher, but not owner, of Rovio’s original Angry Birds) EA is using Chillingo to increase market share on the iPhone platform 12 Oct10 $400m n.a. n.a. Develops games and entertainment experiences for the iPhone DeNA plans to integrate its Mobage software with Ngmoco's own social networking platform Plus+ 01 Jul 10 n.a. n.a. n.a. Developer of music games for the iPad, iPhone, and iPod Touch Strengthens Disney’s portfolio of games and entertainment offerings in mobile 23 Jan 08 $36m 1.5x n.m. Development and publishing of 2D and 3D mobile games Expands upon Glu’s development capabilities and pipeline for new game releases 46 And high volumes of early-stage investments Selected private placements Deal value Target description 20 May 11 $2m Canadian mobile games publisher 05 Feb 11 11 May 11 $10m Mobile application and games developer 11 Jan 11 $6m $18m Chinese Android social-mobile games network 08 Nov 10 $9m Date Target Investor Keystone Ventures 27 Apr 11 Date Target Investor Tiger Global Management Deal value $20m Target description Mobile App store (including games) Publishes lifestyle and children's content, including applications for iPad and iPhone Operates as a mobile social network 19 Apr 11 n.a. $3.5m Augmented reality mobile game developer and publisher 20 Oct10 $12m 31 Mar 11 5 investors $6.1m Mobile game creation platform provider 30 Sep10 n.a. $2.5m Mobile games developer 11 Aug 10 n.a. Develops games and entertainment experiences for the iPhone $13.5m Design, marketing, and sale of mobile games worldwide 29 Jun 10 $20m Provides a mobile service that mixes social, locative, and games elements 23 Jun 10 $11m Mobile application distribution and developer community in the United Kingdom 21 Mar 11 15 Mar 11 n.a. n.a. Social-mobile games network focused on South America, India, Asia and Africa 30 Jun 10 10 Mar 11 10 Mar 11 $42m $1.2m Noise Toys 25 Feb 11 8 investors Angry Birds developer Social-mobile games developer $18m Social-mobile games developer 24 Feb 11 Promotora de Proyectos $1.3m Colombian media and animation studio (including mobile games) 23 Feb 11 4 investors $2.5m Finnish location based mobile games developer 47 Owns and operates a gaming portal that offers mobile phone video games Develops 3D MMO games for Apple's suite of mobile products 21 Jun 10 Trinad Management, LLC $3m Publishes and distributes entertainment content for third generation mobile networks worldwide 09 Jun 10 Angel investors n.a. Develops applications and games on mobile devices 28 May 10 7 investors Sources: CapitalIQ, Mergermarket Nominal amount Develops games for personal computers and mobile phones And high volumes of early-stage investments (continued) Selected private placements Date Target Investor 26 May 10 Target description Date $4m Augmented reality mobile game developer and publisher 15 Sep 09 $20m Develops location based social games Deal value Target Investor Private investors Deal value Target description $1m Develops games for personal computers and mobile phones 04 Sep 09 $1m Provides a mobile service that mixes social, locative, and games elements Chart Venture Partners 14 May 10 06 May 10 Accredited investors $5m Offers videogames, Internet platform and Internet/mobile gaming for flash and smartphone 18 Aug 09 $3m Operates as a social games platform for mobile devices 08 Apr 10 19 investors $3m Online platform, engages in aggregating, promoting, and delivering mobile entertainment content directly to members 13 Aug 09 $3m Develops multiplayer and social games platforms for mobile devices and wireless networks $2m Develops massively multiplayer online (MMO) mobile games 04 May 09 $2m Conceives, develops and deploys mobile games and mobile applications for publishers 06 Apr 10 27 Mar 10 Angel $10m Provides a mobile service that mixes social, locative, and games elements 16 Feb 10 Debt Nominal amount Develops mobile games for social networks 14 Dec 09 $4m Operates a community of game enthusiasts to build and play location based mobile games 25 Nov 09 $4m Develops mobile, casino and online games 05 Nov 09 $3m Develops and publishes mobile games in China 17 Sep 09 n.a. Provides mobile content services for direct to consumer and B2B business segments in Italy, Spain, Turkey and Brazil 48 Sources: CapitalIQ, Mergermarket With clear investment, M&A and JV opportunities Firm Type Investment, M&A and JV Opportunities Major Video Games Invest in growth capital game fund Small strategic M&A Avoid large, value destroying M&A Focused new IP investment in parallel, low cost mobile game development JV with major media for licensed mobile games marketing/investment Independent Video Games VC fundraising Exit to major video games company JV with major media for licensed mobile games marketing/ investment 49 Venture Capital Private Equity Major Technology, Media & Telecoms Invest in parallel, low cost mobile game development Develop sector relationships in anticipation of sector maturity Invest in growth capital game fund JV with major/ independent video games companies for licensed mobile games marketing/ investment Small strategic M&A to build internal capability for significant IP portfolios and leveraging marketing platforms Avoid large, value destroying M&A Avoid standalone organic investment due to different core competencies Console Sector 50 Console games are no longer driving market growth A consolidated sector driven by hardware cycles Worldwide pure console* software market Wii dominates current 7th generation console unit sales globally with 46% of consoles sold to date, followed by Xbox360 at 28% and PS3 at 26%. 2010 sales of Xbox 360 were 42% higher than 2009, driven by 8M Kinects sold in its first 60 days Market forecast of $37B revenue by 2014E, fuelled by North American and European growth from anticipated 8th generation platforms (2014-2016). Asia-Pacific growth limited by piracy and high share of MMO/casual/social online games Console games profits for Sony/Microsoft come from software, as consoles generally sold at a loss. The lower cost Wii has generated hardware profits for Nintendo Software pureplays can be highly cash generative, but decline in packaged goods retail sales has led to challenges (e.g. EA’s last profitable year in 2007, Activision Blizzard profitable driven by console and MMO franchises, but revenue guidance down for 2011F) 8th generation console cycle forecast to drive growth, but such growth is likely to be constrained by growing MMO, casual/social online and mobile games marketshare The launch of Apple’s iPad and imitators may change the console market in ways that are likely to have greater impact, but take much longer to occur, than anticipated Digital downloadable content and game delivery (such as OnLive) reduce likelihood of a 9th generation console cycle, creating potentially significant long term issues for Sony, Microsoft, Nintendo and GameStop $40B $35B $30B $25B $20B $15B $10B $5B $0B 2005 2006 2007 2008 Asia Pacfic 2009 EMEA 2010E North America 2011F The console market has gone through 7 overlapping platform/technology cycles 1st generation 1970 3rd generation 1975 1980 1985 2nd generation 2600 5200 5th generation 1990 4th generation 1995 7th generation 2000 2005 6th generation 7800 Colour TV game 51 Sources: PWC, VGChartz, Companies * Note: Pure console excludes MMO games 2012F Latin America 2013F 2014F As the mature value chain is changing Changes in industry dynamics impact all stages of the value chain Development Publishing Distribution Retail Inhouse development Outsourced development IP & technology licensing Financing Manufacturing Marketing Physical distribution Digital distribution Retail negotiation Physical retail Web retail Downloadable content Majors have multiple in-house game development studios globally Independents receive advances from Majors for game development to cover costs, with royalties after agreed sales target reached Technology providers license game engines, motion capture, facial animation etc Third-party independent studios often used for licensed IP games and assistance on inhouse development For example, BioShock 2 was developed for Take-Two by inhouse and outsourced developers Inhouse: 2K Marin, 2K Australia, 2K China Outsourced: Digital Extremes (multiplayer) Arkane Studios (level design assistance) Major publishers and banks finance game development Ancillary services such as market research, advertising and technology assistance provided Game bonders increasingly carry completion risk Console manufacturers charge publishers a royalty for each game manufactured at time of manufacture Publishers carry inventory risk Due to increasing marketing budgets and consumer focus on hits, major publishers are reducing the number of games published Project management is provided to manage quality control and risks Major publishers often distribute their own games, although Take-Two sold its distributor Jack of All Games to Synnex Physical retail continues to be challenged by web retailers such as Amazon Retailers such as market leader GameStop make more profit from used than new software sales 52 Shift to digital distribution likely to reduce the role of physical distributors in the medium term Digital distribution growing through Xbox Live Arcade, Playstation Network, Wii Ware, OnLive and major independent distributors such as Valve’s Steam Independent publishers rely on third party distributors such as Synnex and Ingram Micro Used sales cannibalise new sales Majors using downloadable content to combat used market Downloadable content share growing with fast broadband Downloadable add-on game modules generate postlaunch sales Retail remains highly seasonal, with almost half of all sales in Q4 Sources: Companies, Credit Suisse Although the console market is still driven by major publishers PS4 in 2014-16? Sony has announced development of an 8th generation console for potential launch in 2014-16 Integrated Publisher Microsoft Kinect Controller without a controller generates 8M sales in first 60 days Niche Game Portfolio Independent market challenging Many independents have sold to large consolidators, some have ceased trading, others are repurposing to online/mobile, some quality AAA independent studios still performing Diversified Game Portfolio OnLive goes live The console without a console launches, with the impact of console game delivery over broadband to be tested in the market in 2011 Independent Developer 53 Sources: Companies, Mergermarket Console to digital Major console publishers trying to adapt to online/ mobile. Diversified conglomerates such as Disney and Microsoft more able to support reinvestment But sector economics are increasingly risky Publishers’ gross profit is approximately 1/3 of retail price VAT/Sales Tax 15% Publisher Gross Profit 35% Distribution Margin 5% Retail Margin 25% Hardware Manufacturer Royalty 20% For major AAA $60 retail console game, 1-2M unit sales are needed to break even* 200 150 $M 100 50 0.5 1.0 1.5 Units Sold (M) 2.0 2.5 -50 Retail Revenue Publisher Retail Profit Publisher Gross Profit 54 Publisher Net Profit * Assuming $25M development and $15M marketing spend 3.0 And development financing is becoming like film financing Complex financing structures to effectively manage risks, with significant transaction costs Royalties Co-pub/distribution agreement Parent Company/ Developer Publisher/ Distributor IP Milestone Approvals Game development and delivery of Gold Master Candidate Bank IP Borrower/Developer (via Special Purpose Vehicle) Loan of budgeted costs including transactional costs (payable per milestone) Development Completion Agreement First priority Completion Guarantee Agreement Completion Bond Guarantor (e.g. IFG) Reporting Cost reporting Due diligence, development progress monitoring and milestone approvals Specialist Auditor (e.g. Games Audit) Security interests in developer’s rights 55 Sources: International Film Guarantors, Games Audit Second priority So valuations reflect a mature industry in transition USD millions, except per share data Enterprise Value Multiples CY2009 Revenue CY2010 CY2011 CY2009 EBITDA CY2010 CY2011 2.42 x 1.49 x 0.45 x 1.09 x 0.26 x 2.33 x 1.51 x 0.43 x 1.03 x 0.28 x 2.60 x 1.45 x 0.41 x 0.91 x 0.26 x 13.8 x n.m. 5.0 x n.m. 0.9 x 10.4 x n.m. 4.8 x 12.6 x 3.5 x 6.8 x 10.2 x 4.7 x 7.9 x 7.3 x 1.09 x 1.14 x 1.03 x 1.11 x 0.91 x 1.12 x 5.0 x 6.6 x 7.6 x 7.8 x 7.3 x 7.4 x 1.21 x 0.88 x 0.40 x 0.66 x 0.71 x 0.43 x 1.03 x 0.90 x 0.41 x 0.84 x 0.70 x 0.51 x 0.98 x 0.87 x 0.40 x 0.84 x 0.67 x 0.51 x 7.5 x 6.2 x 5.7 x 2.4 x 5.6 x 2.3 x 5.9 x 6.7 x 5.4 x 4.2 x 3.8 x 3.2 x 5.5 x 6.2 x 4.7 x 4.8 x 3.4 x 3.2 x 0.69 x 0.72 x 0.77 x 0.73 x 0.76 x 0.71 x 5.6 x 5.0 x 4.8 x 4.9 x 4.7 x 4.6 x 0.69 x 0.12 x 2.74 x 0.80 x n.a. 0.13 x 2.50 x 0.74 x n.a. 0.13 x 2.23 x 0.68 x 8.6 x 1.7 x n.m. 18.3 x n.a. 2.7 x 12.8 x 3.9 x n.a. 2.7 x 10.3 x 2.6 x Median Mean 0.75 x 1.09 x 0.74 x 1.12 x 0.68 x 1.02 x 8.6 x 9.5 x 3.9 x 6.5 x 2.7 x 5.2 x Median Mean Source: CapitalIQ Note: Calendarised to December year end 0.95 x 1.34 x 0.93 x 1.28 x 0.85 x 1.15 x 9.5 x 12.2 x 5.2 x 6.7 x 4.0 x 5.2 x Company US Activision Blizzard, Inc. Electronic Arts Inc. GameStop Corp. Take-Two Interactive Software Inc. THQ Inc. Price (10-Jun-11) % of 52 Week High Market Cap Net Debt Enterprise Value 11.46 22.81 26.26 15.59 3.51 90.6% 92.0% 91.6% 88.7% 53.8% 13,882 7,624 3,976 1,334 239 (3,508) (1,971) 66 (192) (9) 10,374 5,653 4,042 1,142 229 Median Mean Asia Capcom Co. Ltd. Konami Corp. Namco Bandai Holdings Inc. Nintendo Co. Ltd. Sega Sammy Holdings Inc. Square Enix Holdings 21.92 22.84 11.92 203.33 19.85 15.81 98.1% 97.7% 96.7% 55.6% 82.5% 65.5% 1,295 3,048 2,819 26,002 5,250 1,819 (190) (53) (839) (13,397) (1,728) (863) 1,105 2,995 1,979 12,605 3,522 956 Median Mean Europe Atari Game Group plc GameLoft SA Ubisoft Entertainment SA 3.89 0.72 7.18 10.35 62.3% 49.6% 91.2% 71.3% 83 250 537 980 37 103 (36) 79 56 120 353 501 1,059 In the advanced stages of consolidation Selected M&A Deal value Revenue multiple n.a. n.a. n.a. Console games developer Loyalize expands in the gamification market $89.6m 1.0x 5.3x Japanese console games developer and publisher Three-way merger n.a. n.a. n.a. PC games developer Plans to refocus development on browser based games 06 Apr 11 n.a. n.a. n.a. Games hardware controller makers (merger) Merger of two force-feedback hardware controller developers 31 Mar 11 n.a. n.a. n.a. Japanese games developer Ultizen will refocus Red Entertainment on online and mobile games 31 Mar 11 n.a. n.a n.a Romance based games developer Agency buys female focused games developer to deliver broader services for female focused clients n.a. n.a n.a. Downloadable content technology provider GameStop continues its efforts to capture more of the digital download market 01 Mar 11 $36m n.a. n.a. PC/console/handheld user interface middleware provider Expansion of Autodesk’s existing games middleware offering 19 Jan 11 n.a. n.a. n.a. Console games developer Purchase of music games developer 13 Jan 11 n.a. n.a. Polish console games developer Consolidation within the Polish developer market Date Target Acquirer 17 May 11 10 May 11 and Liveware Legendary Investments 06 May 11 31 Mar 11 EBITDA multiple (part of Stardock) n.a. 57 Target description Comments Sources: CapitalIQ, Mergermarket, Companies In the advanced stages of consolidation (continued) Selected M&A Deal value Revenue multiple EBITDA multiple Target description Comments 23 Dec 10 n.a. n.a. n.a. Developer of Rock Band and Guitar Hero Viacom/MTV disposal following challenging trading conditions 11 Nov 10 n.a. n.a. n.a. Developer of Chronicles of Riddick and The Darkness Zenimax adds another quality console developer to its studios 28 Oct 10 n.a. n.a. n.a. Resident Evil creator’s game development studio Zenimax adds another quality console developer to its studios 15 Sep10 n.a. n.a. n.a. A third party developer of video games for Capcom and 2K games (Take-Two Interactive) A strategic purchase as Blue Castle developed Capcom’s hit Dead Rising 2 05 Jun 10 $58m 5.9x 12.4x n.a. n.a n.a. n.a. n.a. n.a. $4m n.a. n.a. Switzerland based developer of video games Expand SouthPeak Interactive geographically into Europe 02 Mar 10 n.a. n.a. n.a. UK based video games developer of PlayStation Games Increase development capabilities for games for Sony’s PlayStation platform 22 Feb 10 n.a. n.a. n.a. Publishes software for the Mac and iPhone platforms The acquisition expanded NgMoco’s portfolio to the Mac (as well as more iPhone games) 21 Dec 09 $43m 0.2x US-based marketer and distributer of video games Synnex gains an established footprint in the video game hardware and software market as well as retaining distribution rights with the major publishers such as EA and Nintendo Date Target Acquirer Video games publisher in South Wemade increased in presence in its core South Korea Korean market by expanding beyond online games (26%) 03 May 10 (65%) 04 Apr 10 (50%) 31 Mar 10 IRP GmbH n.a. 58 Develops online, video, and console games in Korea, North America, and Japan Expansion in the South Korean market The consideration for the acquisition will be used UK based developer and publisher in part to pay down Codemasters’ £52 million ($79 of video games million) debt Sources: CapitalIQ, Mergermarket In the advanced stages of consolidation (continued) Selected M&A Date Target Acquirer Deal value Revenue multiple EBITDA multiple Target description Comments Id Software’s expertise in first person shooter games will compliment ZeniMax’s Bethesda Softworks’ division’s roll playing games such as ‘Fallout 3’ 24 Jun 09 n.a. n.a n.a. US-based developer of video games such as “Doom” and “Quake” 21 May 09 $115m 0.5x n.a. US-based developer of video games Warner Bros purchased the Midway assets out of bankruptcy and included the Joust, Mortal Kombat, Spy Hunter and Wheelman franchises $7m 0.5x n.a. South-Korean based developer of games software The acquisition will allow Wigo Global to improve its competitiveness in game development $63m 0.4x 5.5x Japan-based video game content developer Game portfolio expansion in its core Japanese market 12 Feb 09 $83m 0.4x neg Developer of Video games including the Tombraider franchise The acquisition allows Square Enix to expand its games franchises to more focus on western markets 03 Feb 09 n.a. n.a. n.a. Canadian-based video games developer Geographical expansion and the acquisition of 110 skilled game developers 02 Dec 08 n.a. n.a. n.a. South-Korean based developer of PC-based games Geographic expansion into the development of games for the Asian market $19m 0.1x n.a. US-based developer of video games The sale of the majority of the company comes as Midway had a $800m debt due by the end of the year Wigo Global Co. Ltd 22 Apr 09 09 Mar 09 D3 Inc Mark Thomas (Private investor) 02 Dec 08 (87.2% stake) 59 Sources: CapitalIQ, Mergermarket With limited pure console investment Selected private placements Date Target Investor 05 June 11 Deal value Target description Date $7m PC game developer 26 May 10 $3m China based console and PC games developer 17 May 10 n.a. Finnish games developer Target Investor Deal value Target description $4m Publishes augmented reality and entertainment games across platforms Chart Venture Partners Vickers Venture Partners 13 May 11 06 May 11 Grand Cru Oy 17 April 11 n.a. $12.2 Console and PC game controller hardware developer 31 Mar 11 n.a. $1.25m Game controller hardware developer $14m Low cost, emerging market game consoles 13 May 10 $9m Driving game developer in the United Kingdom 30 Nov 09 $8m Low cost, emerging market game consoles 20 Nov 09 $5m US-based console software developer 19 Oct 09 $6m Provides a 3D game development tool $23m Designs, develops and publishes casual/PC video games $12m Develops entertainment software and games for consoles, handhelds and PCs 08 Feb11 $40m A pioneering service providing console games without a console over the internet 30 Sep10 $150m Major publisher consolidating the games industry across platforms 02 Oct 09 30 Sep10 n.a. Third party game developer with clients such as Konami and EA 01 Aug 09 One investor Socius Capital Group, LLC 47 investors 24 Sep10 n.a. $10m Develops console games 06 Jul 09 $8m Develops and publishes video games for consoles and PCs 13 Aug 10 One investor $15m Low cost, emerging market game consoles 21 May 09 n.a. Develops and publishes games that join consoles, PCs, mobile and the Internet $7m Develops and publishes interactive entertainment software for consoles 09 Mar 09 $6m Low cost emerging market game consoles 16 Jul 10 60 One investor Sources: CapitalIQ, Mergermarket And clear investment, M&A and JV opportunities Firm Type Investment, M&A and JV Opportunities Major Video Games Independent Video Games Venture Capital Private Equity Major Technology, Media & Telecoms Core franchise organic investment Limited new IP investment until 8th generation consoles Avoid large, value destroying M&A Acquire economically challenged AAA independents to control internal costs JV with major media for licensed games/ marketing investment Explore strategic options for underperforming assets Organic investment (if possible) Exit to major video games company JV with major media for licensed games/ marketing/ investment Restructure to focus on self publishing, downloadable content, casual/ social or mobile markets, with parallel development and low cost/ offshoring Avoid pure console investments due to risk profile and sector consolidation Avoid pure console investments due to risk profile and sector consolidation JV with major/ independent video games companies for licensed games/ marketing/ investment Strategic M&A of independent studios to build internal capability for significant IP portfolios and leveraging marketing platforms Explore strategic options for underperforming assets 61 In-game Advertising Sector 62 In-game advertising is early stage In-game advertising is small but growing US Online PC games advertising revenue by category In-game advertising is seen by publishers as an additional revenue stream to traditional game sales In-game advertising delivers targeted advertising Console: 68% male, median age 26 Casual/social: 50% male, median age 36 Mobile: 64% female, median age 31 Global market > $1B revenue, 12.9% CAGR forecast 2009-2014 Multiple formats (static and dynamic): In-game Around-game Advergames Dynamic formats hold the greatest potential, whether via console (Xbox Live Arcade, Playstation Network), web or mobile, because of the ability to dynamically target and update in-game advertising Microsoft “redeployed” its Massive advertising business in October 2010, 4 years after its estimated $200-400M acquisition Sony PS3 in-game advertising is open, with players such as IGA and Double Fusion partnering with Sony and major game publishers Google Ad-Sense for Games focuses on casual/social web games, with a view to expanding to console games $2.5bn $2.0bn $2.0bn $1.5bn $1.5bn $1.2bn $1.0bn $0.9bn $0.7bn $0.5bn $0.5bn $0.4bn $0.0bn 2005 2006 2007 In-game Relatively few firms Corporate $2.3bn 2008 2009 Around game 2010E 2011F 2012F Advergame Online in-game advertising: static or dynamic media advertising that appears inside the game or during the game while its being loaded or played Online around game advertising: static or rich media advertising that appears outside of the videogame but shown in conjunction with it Online advergames: custom made games specifically created to communicate a marketing message designed around a product or service Independent 63 Sources: PWC, IDC With limited, high profile M&A Selected M&A Deal value Revenue multiple EBITDA multiple Target description Comments 18 May 10 n.a. n.a. n.a. US based provider of online video game services and in-game advertising services Playdom had raised $43m as part of a Series A funding round and said that the proceeds from the raising would be used for acquisitions and to expand the company’s portfolio of titles 11 Jan 10 $80m n.a. n.a. Flash game advertising network and payments platform Shanda extended its online video games strength in China into mobile 17 Mar 07 n.a. n.a. n.a. Delivers advertising content to on-line enabled game platforms Google was looking for ways to extend its advertising program and in-game advertising offered a logical extension 04 May 06 est. $200m $400m n.a. n.a. Date Target Acquirer Microsoft’s acquisition further expanded its Offers advertisers platforms to presence into the area of online advertising, an area reach games audience in real time in which Microsoft sees future growth as well as competition with Google Selected Private Placements Date Target Investor 12 May 11 Deal value Target description Date $1.4m Mobile in-game advertising platform 5 Jul 10 $20m US social advertising network with significant games presence Target Investor Deal value n.a. $1.5m Chicagoland Entrepreneurial Center – Investment Arm 23 Mar 11 64 Sources: CapitalIQ, TechCrunch Target description Mobile in-game advertising platform And clear investment, M&A and JV opportunities Firm Type Investment, M&A and JV Opportunities Major Video Games Small strategic M&A Avoid large, value destroying M&A Limited organic investment due to small market size Independent Video Games Venture Capital VC fundraising Exit to major video games/media company Invest in in-game advertising technology Avoid in-game advertising agencies due to business model 65 Private Equity Develop sector relationships in anticipation of sector maturity Major Technology, Media & Telecoms Small strategic M&A to build internal capability for significant IP portfolios and leveraging client relationships Avoid large, value destroying M&A Avoid standalone organic investment due to different core competencies About Digi-Capital 66 About Digi-Capital Digi-Capital is a digital investment bank • Focused on high growth digital companies across America, Europe and Asia (China, Japan, South Korea) • Video games, digital media, digital services, mobile, software and media industry specialist • Regulated by the Financial Services Authority with US SEC Regulation 15a-6 coverage • UK and China, US operating relationship Managing high growth digital companies’ investment banking needs • Fundraising • Exit/sale • Acquisition/investment • Venture partner • Restructuring Leveraging broad experience • Investment banking, software engineering and corporate Working with leading clients Global video games Global media Global media Global online casual games Global business media Global online games Media, communications, tech focused private equity Global growth private equity iPhone/Android games iPhone/iPad games and apps Working in partnership with global network banks 67 Private social networking Global Video Games Investment Review 2011 June transaction update Contact: tim.merel@ digi-capital.com www.digi-capital.com © Digi-Capital Limited 2011