Global Gaming Technology
Transcription
Global Gaming Technology
17 August 2015 Global Gaming Technology Initiating Coverage Executive Summary - (Pg 3) Global Lottery Industry- (Pg 7) Gaming Hardware- (Pg 18) Class II Revival - (Pg 25) Video Lottery Terminals - (Pg 26) Gaming Operations- (Pg 29) Electronic Table Games- (Pg 33) Interactive Gaming - (Pg 37) IGT - Buy - (Pg 50) SGMS - Hold - (Pg 58) Expectations Rightsized, Now Worthy of a LookInitiating Coverage of IGT & SGMS On the back of a much anticipated wave of consolidation, we are initiating coverage of the gaming technology sector. 2015 and 2016 will serve as integration periods for these transactions, as manufacturers work to extract efficiency from their respective mergers. The industry backdrop remains mixed, though continued stability within the lottery segment and better regional gaming trends do offer some level of optimism. We are assuming coverage of International Game Technology, PLC with a Buy rating and $24 PT and Scientific Games with a Hold rating and $14 PT. The global lottery business represents a platform of stability. We believe the traditionally stable lottery market will persist, with inflation + type growth rates. We do expect some nearterm uncertainty to cash flow from volatility in currency and a handful of key lottery contracts over the next two years. Overall the lottery business represents the primary cornerstone of the gaming technology segment. The Interactive sector represents the smallest segment for gaming manufacturers, but also the area with the most upside. We remain optimistic about the interactive segment, but do see M&A as the primary driver of growth in the segment, limiting the ability of some participants. While small, we view interactive as another important cornerstone of growth for the gaming manufacturing segment. Gaming Hardware, remains more competitive than ever. While IGT and SGMS represent the largest of the group, competition persists from those looking to close the gap. Today, replacement demand remains lackluster while new opening demand is volatile and well off prior peaks. We believe that both IGT and SGMS will struggle to materially expand ship share beyond current levels, despite their recent mergers. The Gaming Operations segment has faced multi year headwinds that appear to be stabilizing. IGT faced the most acute challenges in this environment. Improving regional gaming trends should help bolster yield performance. We see IGT’s gaming operations starting to stabilize, and believe SGMS will struggle to grow its footprint, as a result. Analysts Christopher Jones Tel: 702-691-3212 chris.jones@uniongaminggroup.com John DeCree Tel: 702-691-3213 john.decree@uniongaminggroup.com (IGT, Buy, $24) Our positive outlook and $24 price target on IGT is predicated on a compelling execution story, backed up by a free cash flow story driven by a commanding position in the lottery business. The company is on track to achieve $230MM in merger synergies with 2/3 expected in 2015 and the benefits to be felt in 2016. These synergies will support strong flow through and add to a free cash flow story with a dividend yielding 5.4% today. Add to this a commanding interactive business that continues to grow. Further, encouraging trends are emerging from IGT’s gaming hardware business along with early indications suggest stabilization within its gaming operations business. (SGMS, Hold, $14) The recent consolidation gives the combined SGMS's a broad set of complementary products and services to drive efficiency. Management has guided to $235MM of cost synergies related to its most recent acquisition. While soft targets like cost synergies have been accelerated, deleveraging has been far slower to commence. We are confident that the SGMS team can achieve the identified cost synergies. However, our Neutral view is predicated on our view that thus far, a challenging operating environment has offset these benefits; and believe things are moving along slowly for SGMS from the perspective of deleveraging. We look to the call option on the company’s bank debt and lack confidence SGMS will be in a position to refinance this debt by year-end owing to softer than expected free cash flow. In the end we are left with a show me story in a race to refinance. *Please see analyst certification and required disclosures starting on page 67 of this report. © 2015 Union Gaming Group. All rights reserved. No part of this report may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying or by any information storage and retrieval system, without permission in writing from Union Gaming Group. August 17, 2015 Gaming Technology - North America Contents Contents ........................................................................................................2 Executive Summary........................................................................................3 Global Lottery Industry ..................................................................................7 Gaming Hardware ........................................................................................ 18 Class II Revival—Oklahoma .......................................................................... 25 Video Lottery Terminals ............................................................................... 26 Gaming Operations ...................................................................................... 29 Electronic Table Games ................................................................................ 33 Interactive Gaming ...................................................................................... 37 International Game Technology ................................................................... 50 Scientific Games Corp................................................................................... 58 2 August 17, 2015 Gaming Technology - North America Executive Summary We are initiating research coverage of the gaming equipment, technology, and lottery sector and are assuming coverage of International Game Technology, PLC (IGT, Buy, TP: $24) and Scientific Games Corporation (SGMS, Hold, $14). Industry Executive Summary The Gaming Technology sector has finally seen the wave of consolidation investors have been waiting on for years. 2015 and 2016 will serve as integration periods as both manufacturers work through merger synergies and look to extract efficiencies from their respective transactions. The industry backdrop remains mixed, with the lottery and interactive businesses providing pillars of support while the traditional gaming technology segments remain more challenging, though better regional gaming trends do offer some level of optimism. The global lottery business represents a platform of stability for an otherwise unstable gaming operations and hardware business. We believe that the traditionally stable lottery market will persist with inflation-plus type growth rates. Only in the face of the most severe economic corrections has the lottery segment experienced negative growth. We therefore remain optimistic for the lottery segment overall. We do, however, expect to see some near-term uncertainty to cash flow from volatility in currency. In addition, a handful of key lottery contracts will create some uncertainty within the lottery business. These include IGT and its Italian Lotto contract along with increasing competitive pressure for upcoming instant ticket contracts, including Massachusetts, Ohio and Michigan. Longer term, we see the convergence of the lottery business and the gaming business to potentially change the face of the gaming industry. Overall, the lottery business represents the primary cornerstone of the gaming manufacturing segment today and represents a level of stability to cash flow not seen in the gaming manufacturing segment for years. Please see page seven for an in-depth review of the global lottery business. The Interactive sector represents the smallest segment for gaming manufacturers, while also representing the area for the most upside in terms of topline growth. It also represents the space with the most competition globally, primarily on the social media front. The expansion of Asia and other emerging economies are shifting the interactive segment to mobile, a trend that gaming manufacturers are struggling with given their level of heightened regulation relative to more traditional mobile game developers. The recent explosion of Fantasy Sports in North America magnifies the challenge this segment faces in the interactive sector. However, we believe the regulated channel will eventually emerge as the winner here. Real money online gaming has been a disappointment to traditional gaming technology manufacturers, though we maintain that over time, we will see more US states legalize online gaming. We remain especially optimistic about the interactive segment, but do see M&A as the primary driver of growth in the segment, limiting the ability of some participants. While small, we view interactive as another important cornerstone of growth for the gaming manufacturing segment today. Please see page 37 for an in-depth review of the Interactive segment as it pertains to the gaming manufacturers. Gaming Hardware, despite the recent spate of M&A, remains more competitive than ever, with little to suggest this will change soon. Back at the last peak in gaming 3 August 17, 2015 Gaming Technology - North America manufacturing sales around 2007, there was one dominant player (IGT) and a handful of smaller players. Today, there are at least five manufacturers that command at least five percent or more of the casino floor share. While IGT and SGMS represent the largest of the bunch, considerable competition persists from the likes of Aristocrat and Konami looking to close the gap, while Aruze, Ainsworth and others look for their moment to shine as well. Today, replacement demand remains lackluster and new opening demand is volatile and well off prior peak levels. We expect unit shipments to be especially volatile by manufacturer, as innovation and bundling drive demand and operators have little reason to support the growth of the major manufacturers. We believe that short of a technological innovation, gone are the days of disproportionate floor shares driven by IP. We believe that both IGT and SGMS will struggle to materially expand ship share beyond current levels, despite their recent mergers. We are neutral to negative on the gaming hardware segment, as we believe recent mergers did little if anything to change the increasingly competitive nature of the market. Please see page 18 for an in-depth review of the gaming hardware business. Gaming Operations: The gaming operations segment has faced challenging headwinds, as casino operators have been converting portions of their leased and daily fee games to for sale machines in an effort to retain more of the economics. In addition, the space has seen considerable movement in terms of talent, primarily impacting IGT and Aristocrat, but other manufacturers as well. One could make the argument that the recent spate of mergers has actually helped fuel the volatility in gaming operations, as talent moves around the field. Several competitors also drove the challenges in the business, as manufacturers started offering more content in 80/20 revenue share programs and lower daily fees. Finally, there is evidence to suggest that operators have allowed floor share devoted to gaming operations to reach its lowest levels in years. The one positive is that improving regional gaming trends should help bolster yield performance, but we view the space as challenged, perhaps permanently. We see IGT’s gaming operations starting to stabilize, benefiting from the inclusion of Spielo titles and improving market conditions. We believe SGMS will struggle to materially grow its footprint, as the primary share donor in the space is finally showing signs of recovery. We are neutral on the gaming operations segment. Please see page 29 for an in-depth review of gaming operations business. International Gaming Technology - Investment Case Summary We are initiating coverage of International Gaming Technology (IGT) with a Buy rating and a $24 price target. We view IGT as an execution story, backed up by a strong free cash flow profile. Unlike SGMS, IGT does not face a heavy debt burden. IGT’s challenges are related largely to operational execution, mainly righting several wrongs on the traditional gaming front. As such, the company is on track to achieve $230MM in merger synergies with twothirds expected in 2015 and the benefits to be felt in 2016. The important part is that these synergies will be achieved without highly disruptive headcount reductions in customer facing positions. These synergies will support strong earnings flow-through and only add to the free cash flow story with the annualized dividend yielding 5.4% today, supported by a dominant position in the system side of global lottery business. Add to this a commanding interactive business that continues to grow and provide IGT access to the large and growing mobile and interactive segment detailed in this report. With this is the foundation of the story, we see additional building blocks to support our more optimistic view. Encouraging trends within IGT’s gaming hardware business, as 4 August 17, 2015 Gaming Technology - North America two new cabinets, the Crystal Dual and the S3000, are beginning to gain traction. There are some early indications that IGT is seeing some stabilization within its gaming operations business. Collectively, these two items represent the most challenging part of the IGT story, but also the area that could potentially drive the most upside. The new leaders of IGT have already started to address the human capital issue that has plagued the legacy IGT in recent years. The change, while filling gaping holes in management is also changing the culture, which over the last several years, had been to lead from the top, exclusively. Providing some level of divisional and regional autonomy will go a long way to reversing the talent drain at IGT. Chatter on the street suggests that IGT could announce some more high profile additions sooner than later. Please see page 50 for our full investment thesis on IGT. Scientific Games - Investment Case Summary We are initiating coverage of Scientific Games Corp. (SGMS) with a Hold rating and a $14 price target. The recent consolidation of WMS, Bally, and SHFL under the SGMS umbrella gives the combined company a broad set of complementary products and services to market and a considerable opportunity to drive efficiency across the supply line. Management has guided to $235MM of cost synergies related to its most recent acquisition (of Bally) while also suggesting that some synergies remain from previous acquisitions. With the release of its 2Q15 earnings, the company announced that it had pulled forward expectations for its ability to achieve synergies. Although we are confident that the SGMS team can achieve the identified cost synergies, we believe a challenging operating environment will push out implementation or offset the benefits in the face of slower demand on the traditional gaming front. SGMS recently reported 2Q15 earnings, which sent the company’s shares down 15%. Although this made for a more attractive entry point, we are not convinced the company is out of the woods yet. We believe things are moving along slowly for SGMS from the perspective of shareholders and, more importantly, for bondholders looking for a quick move in deleveraging. We look to the call option on the company’s bank debt and see investors worried that SGMS won’t be in a position to refinance this debt by year-end owing to softer than expected free cash flow earlier in the year. While soft targets like cost synergies have been accelerated, deleveraging has been slower to commence in the face of softer performance by gaming operations, softness in the for sale segment of WMS, and question marks around the commencement of video lottery operations in Greece. The instant ticket business and interactive performance remain bright spots, but these are offset by other challenges. In the end we are left with a show me story in a race to refinance the companies considerable leverage position. Will 2H15 performance be enough to give the company the lift it needs to hit the refi market? Leverage is our primary concern out of the gate. On a 2015 consolidated pro forma basis, we estimate SGMS’s total leverage (excluding EBITDA from JVs) at roughly 8.6x. Despite the high debt leverage, we peg interest coverage above 1.5x, which we expect to improve as the company hits its synergy targets. Please see page 58 for our full investment thesis on SGMS. 5 August 17, 2015 Gaming Technology - North America Industry Valuation Trends Given the recent consolidation and major transactions in the gaming technology, valuation discovery has proven difficult, at least on a relative basis. Furthermore, traditional gaming technology investors prefer the P/E ratio for their relative valuation; however, the metric is less insightful given the complexity of mergers, integrations and balance sheets. For SGMS, the transaction leverage will likely keep the company at a net loss for the foreseeable future. While IGT’s earnings are in the black, management indicated the accounting adjustments related to the transaction and change in reporting standards will create volatility in comparable earnings figures and therefore guided to 2015 EBITDA. Given the comparability issues, we will primarily speak to our EBITDA estimates and use the EV/EBITDA multiple for comparative valuation across the industry. On average the sector is trading at 9x 2016 EBITDA. The US-listed manufacturers are all trading at a relative discount to the internationally-listed names. However, the US companies carry a larger debt loads than their international peers. Currently, SGMS is trading at 8.5x 2016 EBITDA while IGT is around the 7x mark. Figure 1. Comparative Valuation Company Ticker 08/17/15 Current Price 52 Week Low High YTD %∆ Market Cap Enterprise Value Stock Rating Price Target Adjusted EBITDA 2014A 2015E 2016E EV/ EBITDA 2014A 2015E 2016E Net Debt/EBITDA 2014A 2015E 2016E GAMING TECHNOLOGY International Game Technology IGT $18.69 $16.98 $25.35 (16.2%) $3,712 $12,145 Buy $24 $2,025 $1,602 $1,753 6.0x 7.6x 6.9x 4.2x 5.3x 4.8x SGMS $12.00 $7.25 $17.12 (5.7%) $1,099 $9,358 Hold $14 $519 $991 $1,097 18.0x 9.4x 8.5x 16.1x 8.4x 7.5x GCA $4.96 $4.58 $8.53 (30.6%) $327 $1,335 Not Rated NA $80 $203 $222 16.8x 6.6x 6.0x 13.8x 5.3x 4.7x Amaya Gaming Group Inc. AYA-TSX $29.54 $22.07 $39.25 3.5% $3,962 $8,965 Not Rated NA $309 $625 $771 29.0x 14.3x 11.6x 6.9x 3.4x 2.1x Ainsworth Game Technology Limited AGI-ASX $2.89 $2.03 $3.79 22.5% $931 $873 Not Rated NA $89 $76 $94 9.8x 11.5x 9.3x (0.8x) (1.0x) (0.9x) Scientific Games Corp Global Cash Access Holdings Aristocrat Leisure ALL-ASX $8.84 $5.23 $8.85 34.8% $5,603 $7,083 Not Rated NA $209 $505 $582 33.9x 14.0x 12.2x (0.8x) 2.2x 1.6x Konami Corp 9766-JPY $2,537.00 $1,900 $2,690 14.3% $351,649 $302,384 Not Rated NA $26,132 $37,520 $37,033 11.6x 8.1x 8.2x - (1.2x) (1.5x) 17.9x 10.2x 9.0x 6.6x 3.2x 2.6x Sector Average Source: Union Gaming Research, FactSet Research Systems. 6 August 17, 2015 Gaming Technology - North America Global Lottery Industry The Lottery: A Mature, Stable Business The global lottery industry (excluding VLTs) is a mature $284B business spanning more than 170 countries. In absolute dollars, the United States is the largest lottery market in the world, with $66B of sales representing 23% of total global sales, though China is closely behind, with $56B of sales representing 19.7% of the global total. Although lotteries operate in more than 170 countries around the globe, we can see how concentrated the business is with the US and China representing more than 40% of global sales and the top 10 lottery markets constituting 78% of total 2014 sales. According to the World Lottery Association (WLA), lotteries globally serve many purposes, with 41.1% of proceeds going to state and government treasuries, 28% directly funding education, 20.8% going to humanitarian causes, and the balance assisting sports, social, and cultural activities. Given the vast global reliance on lottery sales, we expect the lottery business to remain an extraordinarily stable business (certainly relative to the gaming technology and equipment segment) and that it will remain tightly focused on its key markets. Figure 2. 2014 Global Lottery Sales, by Region (in U.S. $millions) Africa Australasia Asia, Middle East Europe Central, South America, Caribbean North America TOTAL % of total Lotto 495 4,297 46,626 45,628 5,255 14,743 117,043 41.2% Numbers 2 11 5,211 679 933 10,185 17,021 6.0% Keno 23 107 601 6,888 106 3,862 11,587 4.1% Other 117 13 6,088 7,163 18 926 14,324 5.0% Toto 69 7 14,438 10,268 109 502 25,392 8.9% Draw 9 65 6,837 10,801 747 1,208 19,668 6.9% Instant/ Pulltab 151 507 8,349 27,699 147 42,440 79,293 27.9% Total Sales 867 5,007 88,149 109,126 7,315 73,864 284,328 100.0% Source: Union Gaming Research, La Fleur’s 2014 World Lottery Almanac. The global lottery industry grew from $187.1B in 2004 to $284.3B in 2014, representing a compound annual growth rate (CAGR) of 4.3% over the past ten years. Most recently, global lottery sales grew 0.1% in 2014. In the past 10 years, lottery sales have declined only once, evidencing the stability of the business. US lottery sales have grown at a CAGR of 3.8% since 2004, including a gain of 3.3% annual gain in 2014. We continue to expect global lottery sales to grow in line with or slightly above inflation, in line with its historical trend. As we think about future growth of the lottery business, we do see a few catalysts, including some untapped markets and the penetration of online and social media channels, particularly in the US, though the timing of these catalysts remain uncertain. 7 August 17, 2015 Gaming Technology - North America Figure 3. Global Lottery Sales (USD Billion) $300.0 Figure 4. Global Lottery Sales YoY % Change 50.0% Total Sales (US$ Billion) YoY % ∆ 40.0% $250.0 30.0% $200.0 20.0% $150.0 10.0% $100.0 0.0% 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 (10.0%) $50.0 (20.0%) $0.0 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 Global Lottery US Lottery (excl. VLT) (30.0%) Global Lottery Global Lottery (excl. US) Source: Union Gaming Research, La Fleur’s. US Lottery (excl. VLT) Global Lottery (excl. US) Source: Union Gaming Research, La Fleur’s. Lottery Products and Offerings LOTTO/SPIEL The largest lottery segment, or game, by total sales is Lotto/Spiel, at $117B in 2014 and accounting for about 41% of total global lottery sales. It is unsurprising that Lotto is the most common and universal offering in the lottery industry. This segment includes games such as Mega Millions and Power Ball in North America. The Spiel lottery offering is a second wager or follow-up wager most commonly offered in Europe. In the US, Lotto sales totaled $10.9B in 2014, accounting for 16.4% of the $66B domestic lottery industry. So although Lotto is the most common game globally, it is less common in the US, where instant tickets are the most popular. INSTANT TICKET/PULL TABS Instant tickets are the next largest category behind Lotto, representing 27.9% of global lottery sales in 2014, though disproportionally weighted toward the US, which accounted for 51% of the global instant ticket market with over $40.4B of sales in 2014. Collectively, Lotto and Instant Ticket sales represent just shy of 70% of the global lottery business. Given the concentration of these two games across global lottery markets, they are the primary focus of major lottery providers and operators. OTHER GAMES: NUMBERS, KENO, AND SPORTS LOTTERY The remaining types of lottery offerings represent between 4% and 9% of total global sales, including sports lottery (9%)—lottery tickets tied to the outcome of sporting events—the one section of the lottery business in which the US does not participate given its sport betting laws. Closely behind are draw games (6.9%), which are largely specific to Spain and Japan, followed by numbers games, which represent 6% of total global lottery sales and are a largely US and Chinese game that offers a fixed payout on a set of numbers. Keno represents about 4% of global lottery sales. 8 August 17, 2015 Gaming Technology - North America Lottery Competitors and Participants The lottery industry today is largely an oligopoly between IGT and SGMS. The instant ticket segment is more of a three-horse race among IGT, SGMS, and Pollard Banknote Limited, and it is a more local business, heavily concentrated in North America and a few other key markets. In contrast, the lottery systems business has a dominant leader, IGT, followed by several smaller providers. Other players in the lottery business tend to focus on more locally geographic business and include providers such as Intralot SA (INLOTATH, Not Rated) and Novomatic AG (Private, Not Rated), which is also a more widelyknown VLT provider. Figure 5. Major Publicly Traded Lottery Companies Company Ticker 08/17/15 Current Price 52 Week Low High YTD %∆ Market Cap Enterprise Value Adjusted EBITDA 2014A 2015E 2016E EV/ EBITDA 2014A 2015E 2016E LOTTERY OPERATORS International Game Technology IGT $18.69 $16.98 $25.35 (16.2%) $3,712 $12,145 $2,025 $1,602 $1,753 6.0x 7.6x 6.9x SGMS $12.00 $7.25 $17.12 0.5% $1,099 $9,426 $519 $991 $1,097 18.2x 9.5x 8.6x PBL-TST $7.48 $3.82 $8.50 39.9% $181 $253 $26 $26 $32 9.8x 9.6x 8.0x INLOT-ATH $1.58 $0.99 $1.89 45.0% $241 $738 $175 $188 $208 4.2x 3.9x 3.6x Greek Organisation of Football Prognostics OPAP-ATH SA OPAP $7.90 $5.65 $12.55 (11.2%) $2,434 $1,868 $346 $389 $463 5.4x 4.8x 4.0x Tatts Group Limited $3.98 $3.02 $4.20 15.0% $5,797 $6,321 $498 $527 $556 12.7x 12.0x 11.4x 9.4x 7.9x 7.1x Scientific Games Corp Pollard Banknote Limited INTRALOT SA TTS-AU Sector Average Source: Union Gaming Research, FactSet Research Systems. INSTANT TICKET COMPETITIVE LANDSCAPE There are three major players in the instant ticket business: SGMS, IGT, and Pollard. A fourth competitor, Intralot, has recently pushed itself into the fold with its entry into the US market via Ohio, though its efforts have been largely unsuccessful so far. As a result, we still view the instant ticket business as a three-player game. Since there are only a few distinct competitors in the instant ticket business, it is not uncommon for a group of providers to work together in a joint venture (such as Northstar in New Jersey) or through cooperative service programs. These partnerships are sometimes preferred by lottery organizations for diversification of supplier, though they also benefit the lottery providers/operators by sharing upfront costs. The US and Canada make up over 53% of the global instant ticket market, with the top 10 markets making up more than 90% of all instant ticket sales globally. Since there is much smaller proliferation of meaningful contracts outside of North America, the real opportunity for instant tickets is in North America. US instant ticket sales totaled $38.7B in 2014, having grown at a CAGR of 5.4% over the past 10 years, including 4.3% growth in 2014. In the US, five states (California, Florida, Massachusetts, New York and Texas) each generate over $3B of instant ticket sales, comprising over 44% of total US instant ticket sales, notable contract renewals in the instant ticket business are coming up soon in Massachusetts ($3.38B) and Ohio ($1.42B). Although we do not expect major market share disruptions from these renewals, we are aware that Pollard Banknote has made considerable technology investments in its printing capabilities and is currently seeking to expand its production and distribution. So we do not foresee total contract losses for any of the three incumbents, but we do see the potential for market share or capacity shifts among the three main competitors. 9 August 17, 2015 Gaming Technology - North America LOTTERY SYSTEMS COMPETITIVE LANDSCAPE The lottery systems contract business is less concentrated than the instant ticket industry. Although the top 10 global lottery markets still account for a healthy 78% of the Lotto industry, the business is far more geographically dispersed. In addition, more options and game types rely on systems contracts beyond Lotto, including numbers (a predominantly US phenomenon); totalizer (sports lottery), which largely excludes the US; and traditional draw-based lotteries, which includes Spain’s Navidad game, the largest individual lottery event in the world. There is a greater competition in these markets at the surface, with IGT in a commanding position thanks to its contracts with several of the largest lotteries globally. From there, SGMS and Intralot are at odds over the second and third spots among systems providers, while smaller players—Morpho (SAFRAN), KEBA, and EDITEC—battle it out for smaller markets. The good news for incumbent operators is that changing lottery systems providers is no small task, with very significant upfront costs both in procuring the lottery and in replacing or adding new terminals. As such, a provider seeking to go after a major systems contract would need either a strong balance sheet or an external capital partner with deep pockets. The most notable upcoming contract renewal in the systems business is the Italian lottery in 2016, the largest single lotto contract in the world. The figure below lists the top 10 Lottery markets in the world by 2014 sales. Figure 6. Top 10 Lottery Markets in 2014 United States China Italy France Spain United Kingdon Germany Japan Korea Canada Top 10 Total As % of Global Total Lotto 10,865 36,748 9,507 4,003 5,232 7,237 7,272 2,656 2,775 3,492 89,787 76.7% Numbers 9,900 3,543 0 0 4 0 0 694 0 171 14,312 84.1% Keno 3,441 142 0 2,247 11 0 171 0 0 421 6,433 55.5% Other 677 0 3,280 102 156 0 730 0 65 249 5,259 36.7% Toto 0 9,991 2,185 2,405 501 0 266 0 4,447 456 20,252 79.8% Draw 739 0 47 0 8,364 0 455 4,679 112 123 14,519 73.8% Instant/ Pulltab 40,437 5,582 11,435 7,043 327 3,866 374 444 135 1,988 71,631 90.3% Total Sales 66,059 56,006 26,454 15,800 14,595 11,103 9,269 8,473 7,534 6,901 222,192 78.1% % of Global Lottery 23.2% 19.7% 9.3% 5.6% 5.1% 3.9% 3.3% 3.0% 2.6% 2.4% 78.1% Source: Union Gaming Research, La Fleur’s 2014 World Lottery Almanac. 10 August 17, 2015 Gaming Technology - North America Major Lottery Markets The lottery may appear to be a truly global business, but it is actually heavily consolidated. As we noted earlier, the top 10 lottery markets account for almost 80% of total worldwide lottery sales. Since lottery operators are generally compensated according to the level of wagering, given their size and popularity, these 10 markets tend to attract the most attention from lottery providers. Although smaller markets might represent important potential for future growth, existing key markets are immensely important for an operator’s ongoing cash flow and overall profitability. Thus, maintaining existing contracts is generally more of a focus than acquiring new contracts, with the exception of major markets that could privatize. ITALIAN LOTTERIES In 2014, IGT (formerly GTECH) generated services revenue of €423MM from the Italian Lotto and €370MM from instant ticket sales in Italy, for a total of €793MM of Italianlottery-related revenues (excluding VLTs). IGT has historically achieved a 30% operating margin and a ~42% EBITDA margin on its Italian business, which includes sports betting, VLTs, etc. If we apply these margin rates just to the Italian lottery business (excluding VLTs), we estimate that IGT generates operating income in the range of €238MM and EBITDA of €333MM from the Italian lottery. This suggests that the Italian lottery business accounts for about 40% of legacy GTECH operating income and 33% of its EBITDA. We suspect that the percentage contribution of EBITDA is higher given the significant amortization associated with the upfront Italian lottery payment and that the operating margin would be lower. Figure 7. Italian Instant Ticket Wagers and YoY Growth € 12.0 Figure 8. Italian Lotto and 10eLotto Wagers and YoY Growth Wagers (billions) 120.0% 100.0% € 10.0 € 8.0 Wagers (billions) 35.0% 30.0% € 7.0 25.0% € 6.0 80.0% € 8.0 20.0% € 5.0 15.0% 60.0% € 6.0 40.0% € 4.0 10.0% € 3.0 5.0% € 4.0 20.0% € 2.0 € 2.0 0.0% € 1.0 € 0.0 (20.0%) € 0.0 0.0% (5.0%) 2007 2008 2009 2010 Wagers 2011 2012 2013 (10.0%) (15.0%) 2007 2014 2008 2009 2010 Wagers YoY % Source: Union Gaming Research, company documents. 2011 2012 2013 2014 YoY % Source: Union Gaming Research, company documents. NORTH AMERICA LOTTERIES North America is the third-largest lottery market in the world. Though most lotteries outside the US are held at the federal level, the US lottery is held at the state level. Seven of the top 20 lotteries in the world are actually US states. Unlike other global lottery markets, the most important segment of the US lottery is the instant ticket/pull tab category, which typically represents roughly 60% of total lottery sales in the US, though these levels do vary. For instance, instant ticket sales represent an average of 70.8% of weekly lottery sales in Massachusetts and 60% of total lottery sales in Connecticut. The rest of lottery sales come predominantly from Lotto, mostly 11 August 17, 2015 Gaming Technology - North America large intrastate offerings, such as PowerBall and Mega Millions, at roughly 16%, followed by numbers draw, which accounts for roughly 15% of total US lottery sales. Figure 9. Top 10 State Lottery Markets by Segment Type 2014 State 1 New York 2 Florida 3 California 4 Massachusetts 5 Texas 6 Georgia 7 Pennsylvania 8 New Jersey 9 Illinois 10 Ohio TOP 10 TOTAL Total US Top 10 % of Total Instant Ticket $3,677 3,417 3,289 3,383 3,280 2,445 2,456 1,532 1,757 1,425 $26,661 $38,740 68.8% 3 Digit $874 340 136 323 259 482 330 437 258 339 $3,777 $5,819 64.9% 4 Digit $831 258 28 0 88 213 239 268 202 186 $2,313 $3,665 63.1% Lotto Total Pull Tab $1,247 $0 1,326 0 1,375 0 324 1 699 0 378 0 723 0 670 0 557 0 374 0 $7,673 $1 $12,114 $106 63.3% 0.7% Keno $684 0 188 814 0 193 0 0 0 298 $2,177 $3,354 64.9% Other $2 27 19 9 57 312 52 1 16 122 $618 $1,048 59.0% Total $7,314 5,368 5,035 4,854 4,385 4,022 3,800 2,908 2,792 2,743 $43,220 $64,847 66.6% Lottery Spend Per Capita $370 270 130 720 163 398 297 325 217 237 $313 $214 145.8% Source: Union Gaming Research, La Fleur’s 2014 World Lottery Almanac. In the US, the overall lottery business (excluding VLTs) has been growing at a rate of 3%4% per year, with the five- and 10-year CAGRs at 4.1% and 3.8%, respectively. Instant ticket sales continue to grow at a pace of inflation plus, with respective five- and 10-year CAGRs of 5.0% and 5.4%, making it a remarkably stable business. Lottery and numbers games are growing more slowly, with at five- and 10-year CAGRs of 2.8% and 1.7%. In the past 20 years, the overall US lottery market has contracted only in 1998 and 2009, with both declines attributable to broad-based economic recessions. The stability of the instant ticket business has kept overall growth rates in line with a rate of inflation or just ahead of it, whereas other segments of the lottery are typically more volatile. Figure 10. US Lottery Sales by Segment (Excl. VLTs) $70 Figure 11. US Lottery Sales and Growth Rates YoY % ∆ Sales US$ B 2010 2011 2012 2013 2014 Lottery Sales (US$ B) $60 8.0% $50 $25 $40 $23 $22 $23 $23 $23 $24 $26 $26 6.0% $23 $21 4.0% $30 2.0% $20 $10 2009 10.0% $23 $26 $28 $30 $30 $30 $31 $32 $35 $37 $39 0.0% $0 -2.0% 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 Instant Ticket Traditional Lottery Total Lottery YoY % Source: Union Gaming Research, company documents, La Fleur’s. Instant Tickets $30.3 $30.7 $32.1 $35.3 $37.1 $38.7 Traditional Lottery $22.7 $23.5 $23.4 $25.0 $25.7 $26.1 Total $53.1 $54.2 $55.5 $60.3 $62.8 $64.8 YoY % Growth Instant Tickets (0.5%) 1.1% 4.7% 9.9% 5.2% 4.3% Traditional Lottery (0.5%) 3.5% (0.5%) 7.0% 2.4% 1.8% Total (0.5%) 2.1% 2.4% 8.7% 4.1% 3.3% Rolling 5-Year CAGR Instant Tickets Traditional Lottery Total 5.8% 0.7% 3.4% 3.4% 1.9% 2.7% 2.5% 0.1% 1.5% 3.5% 2.0% 2.9% 4.0% 2.3% 3.3% 5.0% 2.8% 4.1% Source: Union Gaming Research, company documents, La Fleur’s. We see two primary issues beyond larger economic pressures affecting the overall US lottery business in the future—important license renewals and new market expansions. 12 August 17, 2015 Gaming Technology - North America US CONCESSION RENEWALS In the US instant ticket business, the dominant service provider is SGMS, while the rest of the market is split between IGT and Pollard Banknote. Although we do not expect IGT to make any aggressive moves in the space, management at Pollard Banknote recently invested heavily in expanded printing systems, with management citing an effort to expand the company’s market share in late 2015 and beyond. It isn’t uncommon for lottery jurisdictions to have contracts with all three of the major providers. As such, come renewal time, it is less about what new entrants might do and more about what your existing competition will do. We believe pressure in the printed ticket business will come more from Pollard and less from IGT over the next year. Of course, Intralot remains a wildcard, as does the potential for consortium bids for larger concessions. Within the US systems contracts, the business has a clear leader in IGT/GTECH. Here again, the most recent new market entry as the establishment of Wyoming as a lottery market, awarded to Intralot. Given SGMS’s considerable capital constraints postmerger, we would be surprised to see SGMS take any aggressive moves, bidding on long-term lottery system contracts, given the necessary upfront cost associated with these businesses. The same cannot be said for Intralot, despite some its recent missteps in some of its markets, the company appears more focused on growth. We do wonder however, how hard IGT or SGMS fought for Wyoming, holding back for larger, more lucrative markets. New market expansions/privatizations: The newest US lottery market is Wyoming, having gone live in August of 2014. If one discounts Utah as a market that will never have a lottery, there are actually only a few states remaining in the US with private lottery potential. The most notable is Alabama, which has flirted with lottery in the past and is currently considering expanding gaming to racetracks in the state. We believe that once you sin a little, it’s easier to sin a lot. If we see gaming in Alabama, lottery is close behind. Other states with the option include Hawaii and Alaska, though timing and likelihood are far less obvious. 13 August 17, 2015 Gaming Technology - North America Figure 12. US Lottery Instant Ticket Contracts by State Est. Contract Value ($M) State Instant Printer Est. Contract Value ($M) Contract Start Contract End Renewal Options Minnesota Scientific Games $2.1M (FY14) May-10 May-16 Exercised 2 (1 yr.) GTECH $0.3M (FY14) Dec-11 May-15 Exercised Jan-18 2 (1 yr.) Pollard Banknote $2.2M (FY14) May-10 May-16 Scientific Games $5.6M/yr. Jul-11 Jun-15 Exercised 6 (1 yr.) Pollard Banknote $2.3M/yr. Apr-11 Jun-15 6 (1 yr.) $0.1M Dec-11 Jun-15 6 (1 yr.) $0.9M/yr. Aug-08 Aug-15 Exercised 4 (1 yr.) State Instant Printer Contract Start Contract End Renewal Options Arizona GTECH (CSP) Jan-10 Jan-16 4 (1 yr.) Scientific Games Jan-10 Jan-18 GTECH Jan-10 Pollard Banknote Jan-10 Jan-18 2 (1 yr.) $6.5M/yr. Aug-09 Aug-16 3 (1 yr.) Scientific Games $100M Dec-13 Nov-19 1 (3 yrs.), 3 (1 yr.) Pollard Banknote $50M Dec-13 Nov-19 1 (3 yrs.), 3 (1 yr.) Montana Scientific Games Nebraska GTECH (CSP) Arkansas Scientific Games (CSP) California GTECH Colorado Scientific Games GTECH Pollard Banknote Connecticut Nov-19 1 (3 yrs.), 3 (1 yr.) Mar-11 Jun-17 Exercised $1.5M Apr-11 Jun-17 Exercised $1.55M New Hampshire Scientific Games Jun-17 Exercised New Jersey Northstar New Jersey Aug-12 Aug-17 2 (1 yr.) New Mexico GTECH GTECH Aug-12 Aug-17 2 (1 yr.) Pollard Banknote Aug-12 Aug-17 2 (1 yr.) $2.8M/yr. Jan-12 Jan-18 3 (1 yr.) $0.98M Dec-14 Sep-15 4 D.C. Scientific Games GTECH New York 3 Jun-17 Jul-11 Jun-17 4 (1 yr.) $1.6M/yr. Jul-12 Jun-15 1 (2 yrs.) Oct-13 Jun-29 Open $0.98M (FY14) Mar-10 Mar-18 Exercised Scientific Games $0.145M (FY14) Mar-10 Mar-18 Exercised Scientific Games $98.2M Aug-11 Aug-18 None Pollard Banknote $63.7M Aug-11 Aug-18 None GTECH $20.5M Aug-11 Aug-18 None North Carolina GTECH 4 Jan-06 Jan-17 Ohio INTRALOT (CSP) $13M Jul-09 Jun-15 None 1 (2 yrs.) Exercised Scientific Games $24M Jul-07 Jun-15 Exercised 1 (2 yrs.) Pollard Banknote $7M Jul-07 Jun-15 Exercised Aug-13 Aug-23 Annual renewal $1.5M (FY14) Mar-10 Jun-17 Exercised $1.03M (FY14) Jun-10 Jun-17 Exercised $0.07M (FY14) Jul-10 Jun-17 Exercised $24.8M (FY14) Aug-07 Jun-17 Exercised Jul-09 Jun-16 Exercised $0.98M Dec-14 Sep-15 4 $45M/yr. Sep-08 Sep-18 Exercised GTECH $0.5M/yr. Oct-08 Sep-18 Pollard Banknote $0.5M/yr. Feb-09 Sep-16 $22M Sep-03 Sep-18 Exercised Jan-06 Dec-15 None GTECH $1.445M Mar-13 Mar-15 3 (2 yrs.) Pollard Banknote Pollard Banknote $0.25M May-15 May-17 2 (2 yrs.) Scientific Games $26.7M/yr. Jul-11 Jan-21 None Pennsylvania Scientific Games (CSP) Scientific Games (CSP) Jul-11 $1.5M $18.7M (FY14) Scientific Games (CSP) Pollard Banknote Idaho GTECH Mar-11 Scientific Games (CSP) Georgia Dec-13 GTECH Scientific Games Delaware Florida $25M $17.6M Missouri Oklahoma Scientific Games (CSP)5 Oregon GTECH Illinois Scientific Games (CSP)1 Indiana GTECH2 $5.7M (FY14) Apr-13 Mar-18 6 (30-day) Puerto Rico Scientific Games (CSP) Pollard Banknote2 $0.5M (FY14) Apr-13 Mar-18 None Rhode Island Scientific Games $3.6M Jul-13 Jun-16 5 (1 yr.) Scientific Games 2 $2.9M (FY14) Apr-13 Oct-18 6 months South Carolina SciGames (CSP) $6.6M/yr. Oct-13 Sep-18 1 (2 yrs.) Scientific Games Jan-13 Dec-15 3 (1 yr.) South Dakota Scientific Games $0.6M (FY13) Aug-10 Aug-16 Exercised GTECH Jan-13 Dec-15 3 (1 yr.) Tennessee Scientific Games (CSP) Jan-15 Dec-22 7 (1 yr.) Pollard Banknote Jan-13 Dec-15 3 (1 yr.) Texas Scientific Games $10.3M/yr. Sep-12 Aug-18 2 (3 yrs.) Iowa Kansas Kentucky Pollard Banknote $2.4M (FY14) Oct-08 Sep-15 1 (1 yr.) Pollard Banknote $4.6M/yr. Sep-12 Aug-18 2 (3 yrs.) GTECH $0.98M (FY14) Aug-08 Sep-15 1 (1 yr.) GTECH $4.6M/yr. Sep-12 Aug-18 2 (3 yrs.) Scientific Games $0.35M (FY14) Aug-08 Sep-15 1 (1 yr.) Vermont Pollard Banknote $1.2M/yr. Jan-14 Jan-17 2 (1 yr.) Scientific Games $6.7M (FY13) Jun-11 Jun-18 8 (1 yr.) Virginia GTECH (CSP) $39M Oct-14 Oct-17 None GTECH $0.2M (FY13) Jun-11 Jun-18 8 (1 yr.) Pollard Banknote $4M/yr. Oct-14 Jun-20 5 (1 yr.) GTECH $2.8M/yr. Oct-14 Jun-20 5 (1 yr.) Scientific Games $2.8M/yr. Oct-14 Oct-19 5 (1 yr.) Scientific Games $30M-$31M Mar-14 Mar-20 4 (1 yr.) $5-$5.3M Mar-14 Mar-20 4 (1 yr.) $2.5-$2.8M Mar-14 Mar-20 4 (1 yr.) $4.5M Feb-12 Feb-15 2 (1 yr.) Pollard Banknote Dec-11 Dec-16 10 yrs. $18M Dec-10 Oct-20 None $5.86M/yr. Apr-14 Jun-20 Open Pollard Banknote $20.7M Sep-13 Sep-17 1 (3 yrs.) GTECH Scientific Games $2.9M Sep-13 Aug-20 Exercised Pollard Banknote GTECH $2.9M Sep-13 Aug-20 Exercised Scientific Games $13M (FY14) Oct-12 Oct-15 2 (1 yr.) Pollard Banknote $3.4M (FY14) Oct-12 Oct-15 GTECH $0.2M (FY14) Oct-12 Oct-15 $189M Jan-09 Dec-16 None Louisiana Scientific Games Maine Scientific Games (CSP) Maryland Massachusetts Michigan Pollard Banknote Washington West Virginia GTECH Wisconsin Scientific Games Nov-09 Oct-15 Exercised 2 (1 yr.) GTECH Nov-09 Oct-15 Exercised 2 (1 yr.) Pollard Banknote Nov-09 Oct-15 Exercised CSP=Cooperative Services Program 3 Northstar New Jersey has contracted separately with GTECH, Pollard Banknote and Scientific Games. 1 Subcontractor through private management agreement with Northstar Lottery Group 4 GTECH, Pollard Banknote and Scientific Games are subcontractors. Supplier agreement with GTECH Indiana 5 Combined instant and online costs with contract/Contract began 8/9/13 and ends 8/8/2023 (original plus nine renewals) 2 Source: Union Gaming Research, La Fleur’s 2014 World Lottery Almanac. 14 August 17, 2015 Gaming Technology - North America Figure 13. US Lotteries’ Systems Contracts Syystem Vendor GTECH Est. Contract Value ($M) $8.7M (FY14) California GTECH $545M-$1.07B 1.36% sales ($4B); 1.2% (over $4B) Oct-03 Oct-19 Colorado GTECH 1.5249% of non-TVM sales + 1.2276% (TVM sales) Nov-14 Jun-21 2 (2 yrs.) Florida GTECH 1.0699% (system sales) Jan-05 Sep-15 Exercised Georgia GTECH $74.9M $28M/yr./(sys) $5M (ITVMs) $600M-$625M 0.99%-1.15% (net sales) Sep-03 Sep-18 Illinois 1 Indiana GTECH $57M (FY13) 1.78% of total sales Jul-11 Jan-21 None GTECH $10.6M (FY14) 1.83% of total sales (SG's fee) Apr-13 Jun-28 10 yrs. None State Arizona Vendor Fee 3.7% of system sales Contract Contract Start End Aug-06 Aug-16 Renewal Options Exercised Scientific Games $8.6M (FY14) 1.83% of total sales Apr-13 Mar-16 Kansas GTECH $5.6M (FY14) 4.99% of system sales Jul-08 Jun-18 None Kentucky GTECH $7.1M (FY13) 1.5% (system) & 0.438% (instant) sales Jun-11 Jun-18 8 (1 yr.) Massachusetts GTECH $66.8M Purchase Michigan GTECH $426M 1.18%-1.2757% of total sales Jan-09 Jan-17 4 (1 yr.) Minnesota GTECH $9.4M/yr. 1.8% (instant & system sales) Jun-02 Feb-16 Exercised Missouri GTECH $120M 4.4051% of system sales Jul-05 Oct-15 7 yrs. GTECH $112M 4.2222% (total net draw sales) Oct-15 Jun-22 1 (3 yrs.) 4 (1 yr.) Nebraska GTECH $8.3M/yr. 4.5% (system) + 8.0651% (instant) Jul-11 Jun-17 Northstar NJ $27.2M (FY14) 1.05% (net total sales) Oct-13 Jun-28 3 yrs. GTECH $624.7M 0.8195% of total net sales Sep-09 Aug-17 3 yrs. North Carolina GTECH $27.3M (FY13) 1.599% of total sales Jan-06 Jan-17 None Oregon GTECH $6.6M (FY14) 1.6999% of system & instant sales Nov-08 Sep-20 1-10 yrs. Rhode Island GTECH South Dakota GTECH Tennessee GTECH $130M Texas GTECH $728.9M Virginia GTECH Washington GTECH West Virginia Wisconsin New Jersey 1 New York 1 5% of system & instant sales Jul-03 Jun-23 None 7.38% of system sales Aug-09 Aug-19 Exercised Apr-15 Apr-22 7 yrs. 2.2099% of total sales Dec-10 Aug-20 3 (2 yrs.) $150M 0.7699% of total net sales Oct-07 Oct-17 Exercised $103M 2.075%-2.435% of system sales Jul-06 Jun-16 Exercised GTECH $40M 4.277% of system sales Jul-08 Jun-15 1 (1 yr.) GTECH $103M 2.54% (combined total net sales) Jun-04 Jun-15 Exercised $2.1M (FY13) Subcontract through PMA with Northstar New Jersey Arkansas INTRALOT $11M/yr. 2.45% of sales Aug-09 Aug-16 3 (1 yr.) D.C. INTRALOT $38M 2.5999% of system sales Nov-10 Sep-19 5 yrs. Idaho INTRALOT $4.7M (FY14) 1.98% of sales Feb-07 Oct-17 3 yrs. Louisiana INTRALOT $69M 2.9798% of system sales Jul-10 Jun-20 2 (1 yr.) Montana INTRALOT $3.3M/yr. 5.8% of instant & system sales Mar-06 Mar-16 Exercised N. Hampshire INTRALOT $50M 1.435% of system sales Jul-10 Jun-20 Exercised New Mexico INTRALOT $2.3M (FY13) 1.5% of system sales Nov-08 Nov-16 Exercised Ohio INTRALOT $47.3M (2 yrs.) 0.9999% (system); 0.320% (instant) Jul-09 Jun-15 3 (2 yrs.) S. Carolina INTRALOT $67.8M Fixed fee Nov-08 Nov-18 None Vermont INTRALOT $3M (FY14) 2.9763% of total net sales Jun-10 Jun-16 2 (2 yrs.) Wyoming INTRALOT $1.6M/yr. 11.89% (total sales) Apr-14 Aug-19 3 (5 yrs.) Exercised Connecticut Scientific Games 0.844% of sales May-08 May-18 Delaware Scientific Games $125M 5.371% (online) + 1% (VLT net) Feb-03 Feb-18 None Iowa Scientific Games $6.2M/yr. 2.304% of system sales Jul-11 Jul-18 3 (1 yr.) Maine Scientific Games $2.2M/yr. 3.5% of online sales Apr-14 Jun-20 Open Maryland Scientific Games $194M 0.95% of system sales Oct-05 Jun-16 Exercised North Dakota Scientific Games $33M 10.473% of sales + CIP Jul-14 Jun-22 2 yrs. Oklahoma2 Pennsylvania Scientific Games $7.7M (FY14) 3.99% of total sales Aug-13 Aug-23 Annual Scientific Games $38.7M (FY14) 0.835% of system & instant sales Jan-09 Dec-18 Exercised 2 Combined instant and online costs with contract/Contract began 8/9/13 and ends 8/8/2023 (original plus 9 renewals) Source: Union Gaming Research, La Fleur’s 2014 World Lottery Almanac. 15 August 17, 2015 Gaming Technology - North America EUROPEAN GROWTH MARKETS Lotto accounts for 60% of total European lottery sales and is experiencing a flat to slightly negative revenue trend. The proliferation of gaming options in Europe makes for some volatility in lotto sales. As a result, there is less opportunity to expand the market, with growth opportunities contained mostly to share shifts and the opening of a few new key markets. From a market perspective, the most important items for the European lottery outlook are: Renewals of Italian lottery contracts Turkey Rollout of VLTs in Greece Competition Asia/Middle East Renewals of Italian Lottery Contracts. The single most important item for IGT today is the renewal of its Lotto contract in Italy in 2016, followed by its instant ticket contract renewal in 2019. As we discussed briefly earlier, the Italian Lotto and instant ticket business is a significant contributor to IGT’s overall earnings and cash flow. Fortunately, IGT, the incumbent lottery provider in major markets, has been very successful in renewing its contracts. However, political pressures, new competition, and recent industry consolidation leave investors less than certain. The risk on major lottery contract renewals is the potential price tag. The privatization of the Turkish lottery in 2014 is one of the most recent examples of how a lottery concession bidding war can cause major heartburn. In July 2014, Net Sans-Hitay, a consortium of lottery operators, including SGMS, won the 10-year lottery concession with a leading bid of US$2.76B. However, the partnership was forced to abandon the concession in April 2015 after being unable to obtain financing due to the devaluation of the Lira. The second highest bidder, a consortium of investors in a JV called ERG-Ahlatci, are poised to take over concession, which originally bid US$2.75B, just below Net Sans-Hitary’s original winning bid. The botched license award this year come after a previous failed attempt in 2009 to privatize the Turkish lottery after two bidders failed to meet the US$1.6B minimum bid. Both IGT and SGMS reiterated their intention to maintain capital discipline, and the risk in Italy is that an aggressive third bidder could push the price beyond the required return by IGT, either forcing the operator to over pay or back out. While Turkey accepted the highest licensing fee, as an incumbent operator in Italy, IGT does have a distinct advantage in the renewal process with proven success. The initial Italian Lottery RFP process has been delayed, as there have been a handful of last minute adjustments made to the overall parameters of the bid. Initial expectations had been for the RFP to be issued in July, with bids submitted in early fall. That has not played out, but expectations are still for the process to be completed by year end, 2016, as the Italian government is likely anxious to receive its initial Euro350mm payment by year end 2015. Rollout of VLTs in Greece. Although we haven’t discussed the VLT business in any depth yet, the opportunity in Greece has been a key growth prospect this year for lottery providers and slot manufacturers. However, a recent tiff with the government over hardball negotiating tactics has left the rollout of VLTs uncertain and on hold. Apparent last-minute changes to the regulations had been rebuffed by Greece’s exclusive lottery operator, Greek Organisation of Football Prognostics S.A. (OPAP-ATH, Not Rated) earlier this month, with the lottery operator halting the rollout of 16,500 VLTs until better terms are met. The last minute changes to regulations included lower jackpots, 16 August 17, 2015 Gaming Technology - North America implemented daily loss limits and reduced the permissible time on machine. OPAP officials claimed the more restrictive regulations made the VLT opportunity no longer viable. IGT and SGMS were contracted to provide 5,500 and 5,000 VLTs, respectively in the first deployment of 16,500. A second deployment of ~18,000 units is expected to be awarded by an ongoing tender process. OPAP halting the deployment is likely a hardball tactic aimed forcing regulators, who are in dire need of tax dollars, to roll back the new restrictive regulations. Ultimately, we expect a compromise will be met; however, the ongoing political and financial crisis in Greece does not give us any further comfort that the VLT opportunity remains viable. Competition. Given Europe’s heavier exposure to lottery systems, competition there is greater than that in the US. IGT (via GTECH) still dominates the market, and SGMS and Intralot battle it out over second and third places. Asia/Middle East. Lottery is a relatively new phenomenon in Asia, but it is even more concentrated there, with 93% of the $88B of annual lotter sales in Asia/Middle East coming from China and Japan. The Asian lottery business remains an area of growth, given continuing economic expansion in the region. ONLINE LOTTERY SALES (Covered in More Detail in Interactive Section) Reversal of the wire act pushes the lottery online. Illinois and New York State both sued for the right to sell lottery tickets online. We believe this was just the beginning as state lottery officials eye the frictionless distribution of lottery sales versus the existing network of terminals in state markets. Lottery operators look to the online and mobile markets as the last pillar of growth. As a general rule, US-based lottery operators are considerably behind their non-US counterparts when it comes to the distribution of lottery products. Today, in only a handful of states are lottery sales done online, and their contribution to revenue is statistically insignificant. In contrast, outside the US, online revenues can equal up to 60% of revenues. 17 August 17, 2015 Gaming Technology - North America Gaming Hardware We believe that North America is a roughly 900,000-slot market. We don’t believe the overall installed base will grow, as we expect casino expansion to cannibalize existing markets, as it has for several years. For example, we believe a casino opening in northern New Jersey will result in a reduction of floor capacity in Atlantic City and Pennsylvania—and potentially New York as well. We don’t foresee much relief in this scenario and believe that the downside risks exceed the upside potential. Not only is new supply cannibalizing existing slot floors, but non-gaming amenities are also cannibalizing the installed base as casino operators and customers alike focus more on non-casino entertainment. Further, the advent of more mobile gaming options will only accelerate the decline in the number of slot floors as another channel of gaming content distribution becomes more popular. In 2014, North American gaming machine shipments totaled roughly 69,000 units, down about 40,000 units (42%) from 2013. The drop in unit volume resulted from a slowdown in openings, the maturity of the Illinois VLT market, and the completion of major VLT replacement cycles, namely in Canada. New Opening Pipeline Is Minimal Over Next 12 Months. Looking at the rest of 2015 and into 2016, we see little reason to get optimistic about the pace of new unit sales as there is little to suggest that better days are ahead. First, the new casino pipeline is minimal in 2015 and early 2016. Although the current pipeline indicates some casino openings in late 2016, including those in New York, we suspect that some projects could be pushed into 2017 as construction delays and opening timelines are often pushed back. For example, the Lago Resort & Casino was originally slated to open at the end of 2015, but an environmental suit has stopped site work, pushing the project into 2016 and potentially beyond. The Philadelphia Live project, which is planned for a 2017 opening, could also be delayed pending an appeals court ruling in November over the project’s casino license. Figure 14. North America Casino Pipeline Figure 15. North America New Unit Forecast US Casino Pipeline Hollywood Plainridge Park Market Massachusetts Opening 6/24/2015 Slots 1,250 Wild Rose Casino - Jefferson Harrah's Cherokee Valley River Casino Nambe Falls Casino Scarlett Pearl Iowa North Carolina New Mexico Mississippi 8/1/2015 9/1/2015 11/1/2015 12/31/2015 525 1,200 180 1,350 16,000 Lago Resort & Casino Desert Diamond West Valley Casino Resort Hollywood Jamul Indian Village Kansas Crossing Hotel & Casino New York Arizona California Kansas Early-2016 Early-2016 Mid-2016 Mid-2016 2,000 1,000 1,700 625 12,000 Nassau and Suffolk OTBs (VLTs) MGM Grand National Harbor Rivers Casino & Resort at Mohawk Harbor New York Maryland New York Mid-2016 Late-2016 Late-2016 2,000 3,600 1,150 8,000 Montreign Resort Casino 2 Margaritaville Oklahoma Live! Hotel & Casino Philadelphia 3 Wynn Everett New York Oklahoma Pennsylvania Massachusetts Late-2016 Late-2016 Late-2017 2018 2,150 750 2,000 3,000 4,000 MGM Grand Springfield Resorts World Las Vegas Crown Las Vegas TOTAL Massachusetts Nevada Nevada 2018 2018 2018 3,000 3,500 2,500 33,480 1 1 2 3 New Slot Demand 14,000 10,000 14,975 6,000 2,000 12,000 4,505 2,000 0 2015 2016 2017 2018 Construction on Lago Resort suspended in July for environmental/site issues Margaritaville is expansion of River Spirit Casino Live! Philadelphia construction pending November ruling on licensing Source: Union Gaming Research, company documents. Source: Union Gaming Research, company documents. 18 August 17, 2015 Gaming Technology - North America VLT Replacement Cycle Nearing an End. The replacement cycle for VLTs is mixed, with Oregon having run through most of its program and little expectation for expanded VLT replacement, though speculation about some Canadian provinces persists. Demand will probably need to come from international markets, where we look to the eventual rollout of VLTs in Greece and potential new markets opening. We know some states are currently considering expanded gaming, and proposals for VLTs in bars and taverns have been floating around the Pennsylvania legislature for some time now, though it is unclear if any of these markets would gain traction anytime soon. Slot Demand Remains Weak. The most concerning issue is that of the overall level of play on gaming machine hardware. Simply put, customers are playing less and less on traditional slot machines, especially in markets that offer alternative entertainment, such as table games, night clubs, and other non-gaming amenities. The end result is that there is less incentive for operators to replace aging slot machines. Nowhere is this more evident than in Las Vegas, where the installed base of slot machines is 15% below its peak, even though market visitation has surpassed prior peaks. Annual slot handle is off about 22% from the prior peak on the Las Vegas Strip, representing a CAGR of (3.0%) for 2006-2014; the installed base has declined at a CAGR of 2.0% over the same period. Figure 16. Las Vegas Strip Installed Base 52,000 5.0% Slot Machines 2.5% 52,346 54,000 Figure 17. Las Vegas Strip Slot Handle 2.5% $50.0 $50.6 0.0% 0.0% $45.7 $40.0 $39.6 (2.5%) 48,699 (5.0%) 46,363 46,000 44,932 (7.5%) 44,000 44,533 49,343 49,574 50,001 49,890 5.0% Slot Handle (US$ B) $50.3 50,000 48,000 $60.0 42,000 $38.7 $39.3 $39.0 $38.5 $39.3 $30.0 (5.0%) (7.5%) $20.0 (10.0%) (10.0%) $10.0 (12.5%) (12.5%) 40,000 (15.0%) 2006 2007 2008 2009 2010 2011 2012 2013 2014 Source: Union Gaming Research, Nevada Gaming Control Board. (2.5%) $0.0 (15.0%) 2006 2007 2008 2009 2010 2011 2012 2013 2014 Source: Union Gaming Research, Nevada Gaming Control Board. Although the number of slot machines appears to have recently stabilized, it has taken years to reach this point. In markets such as Atlantic City, it’s easy to point to competitive incursion from nearby jurisdictions, generally lower visitation, and casino closures for lack of slot demand. However, in Las Vegas, the environment is different, with growing visitation and some modest openings (The Cromwell, SLS, etc.). Non-Gaming Amenities Cannibalizing Slot Floors. Gaming equipment manufacturers and industry pundits suggest that Las Vegas operators have driven down slot demand by focusing on non-gaming customers and that this trend has begun to spread to more US regional markets. Our frequent conversations with regional property managers often suggest that their capex allocations and wish list items are for new F&B outlets (meeting and retail spaces) and more hotel rooms. Very few, if any, operators discuss the need for more gaming machines. 19 August 17, 2015 Gaming Technology - North America Scale Remains Important for Gaming Equipment. When it comes to selling slot machines, growing from 1% per annum to 5% is easier than growing from 5% per annum to 10%, and going from 10% to 20% is impossible without protection of intellectual property. Barriers to entry to the for-sale gaming hardware segment are getting lower, as the hardware becomes increasingly standardized PC motherboards, 3x LCD screens, graphics cards, and third-party TITO (ticket in/ticket out) and bill validators. History tells us that developing a handful of for-sale games that play above house average is considerably easier than creating and maintaining a portfolio of games that perform at or above house average. As a result, operators have the incentive to allow a bank or two of smaller operators on their floors, as it promotes the diversity of their floors, especially when they perform. The recent spate of gaming technology mergers affirms this dynamic, including those of Multimedia Games, WMS, and, to a lesser extent, Bally. All were once smaller manufacturers that rose to attain mid-teens market shares at the expense of larger manufacturers, mainly IGT and Aristocrat. Skill-Based Gaming. In Nevada, regulators approved a foray into exploring technology behind skill-based gaming and slot machines. Although it is too early to guesstimate the potential impact or how a skill-based slot machine would operate, some industry professionals hypothesize (or hope) that this innovation will reinvigorate the slot floor. The notion of skill-based gaming is the industry’s latest response to the structurally declining popularity of traditional slot machine games with a generational shift owing to the aging of the core slot customer and the emergence of a younger demographic that is more interested in table games, night clubs, social gaming, and other forms of entertainment. Skill-based gaming plays into the younger generation, which grew up on video games. Increasing similarities between slot machines and classic video games will, in all likelihood, only further broaden the appeal of the casino floor to younger customers. The push by Nevada comes after New Jersey approved regulations authorizing skillbased gaming in February. One of the first skill-based casino elements we have seen was a free-throw basketball competition during March Madness at the Borgata. Although New Jersey has authorized skill-based gaming, Nevada is focused on developing the technology and innovation to maximize the casino floor presence. Initial concepts of how skill-based slots would work provide theory behind a dual approach, using a slot game with video-game-like components, namely in the bonusing sequence. Preliminary math would set a base rate payout for the slot (e.g., 88%-90%) and would allow the player’s skill to dictate the payout ratio to as high as 98% for the best performers. Conceptually, this would leave operators with a median hold rate of somewhere between 5% and 6%, similar to or slightly below average slot hold rates in the US today. The lower hold rate (or higher return to player) would have the economic impact of keeping players on the game longer, so the time on machine would increase and could require slot floor managers to up the size of slot counts to accommodate more players staying longer on each machine. If the concept is successful, the benefits could be great, including greater time on machine, higher slot handle, and appealing to a younger demographic—all of which would stimulate demand for technology from manufacturers. Major slot manufacturers have been relatively quiet about what they might have in their pipelines to meet this potential new category of skill-based slot machines, but several smaller technology companies are hard at work. We expect some of these smaller 20 August 17, 2015 Gaming Technology - North America companies that are focused solely on skill-based game development and innovation to be primary targets for major equipment manufacturers as the idea advances. At this point, outside of technological innovation, the only catalyst for acceleration in new unit sales will be new casino supply or operators upgrading their floors. We see the possibility of a floor upgrade tied to improvements in casino performance on the slot floor, which has been elusive thus far. Many markets seem to be thriving with expanded table volumes as younger players seem to gravitate to these games over slot games. Core Slot Customer. Although it’s fairly widely known that the core slot customer is a female baby boomer, customer segmentation goes beyond basic demographics. From a slot manufacturer’s perspective, the top 5% of slot customers account for nearly 50% of total slot handle in the US. Furthermore, the top 20% of customers account for more than 75% of domestic slot handle. This creates a scenario where manufacturers are focused primarily on meeting the demands of a small percentage of slot customers. However, time and time again, we have seen new games and new titles miss the mark with consumers. An extremely challenging balancing act is at play—one that requires servicing your top 5%-20% of customers while also creating content aimed at gaining new, loyal customers. And it seems to be a nearly impossible battle. However, skillbased games could be a catalyst that broadens the customer set. Figure 18. North America LTM Ship Share Trends 50.0% Figure 19. Current North America Ship Share LTM as of 4Q14 Ainsworth, 4.3% NA Ship Share (LTM) 45.0% Multimedia Games, 4.6% 40.0% Bally 35.0% Bally, 20.7% 30.0% Konami, 13.0% 25.0% WMS IGT Aristocrat 20.0% WMS, 13.6% Aristocrat, 14.4% 15.0% Konami Ainsworth 10.0% Multimedia Games 5.0% 1Q13 2Q13 Bally 3Q13 WMS 4Q13 IGT 1Q14 Aristocrat 2Q14 3Q14 Konami Source: Union Gaming Research, company documents. (Excludes Spielo, but includes Ainsworth and GCA, not shown on chart) 4Q14 IGT, 29.5% Source: Union Gaming Research, company documents. (Excludes Spielo) Increasingly Competitive Gaming Hardware Cycles. Like cars, gaming hardware goes through product cycles. These cycles tend to have a profound impact on hardware sales, assuming they are not hampered by limited amounts of game content or technical problems with hardware. The cycle typically begins when awareness about a pending new platform rises. New orders for the older platform tend to drop off as casino operators delay replacing machines until the new platform is available. Manufacturers will sometimes respond with incentives for old hardware to keep sales volume up until the new product is ready, recognizing that they can often afford the discounts as the production line is fully depreciated and manufacturing efficiencies are at their peak. The manufacturer will launch the first iteration of the new product line, which must often meet considerable pent-up demand. The margin on these new machines is at its lowest point as manufacturing is in the earliest phase and production inefficiencies are not yet developed. It often takes six months or more before a manufacturer drives down production costs for new hardware. At that point, it’s not uncommon to see different versions of the cabinet start shipping, including uprights or widescreen, etc. 21 August 17, 2015 Gaming Technology - North America With that in mind, we see manufacturers at different stages of hardware cycles. IGT. The company is ramping up production of its newest hardware, the Crystal Core video reel and the S3000, with the latter being IGT’s latest offering. At this point, the production efficiency of Crystal Core is nearing optimal levels, and peak margin on this machine should come within a quarter or two. The newer S3000 is beginning to experience a solid lift in demand but will probably need a few more quarters before reaching optimal production efficiency. Although the consolidation of IGT’s production facilities and migration of the Spielo platform to Reno are going well, they could delay the achievement of production efficiencies for both of IGT’s newest cabinets. Both products are still enjoying the benefit of product launches, with the S3000 being well received given the mixed performance of some existing mechanical reel on casino floors. SGMS. The WMS camp is well into its second year of shipping the Blade cabinet. However, on the 2Q15 earnings conference call, the company noted that its WMS cabinet line had been underperforming owing to customer concerns that SGMS was planning to stop support for the WMS cabinet. Company management has insisted this isn’t true, having just released the WMS S32 (32-inch screen) Blade cabinets. At Bally, cabinet designs are also a couple of years old, with the Pro 2 Curve, Pro 2 Wave, and V24 and V34 offerings all fairly well established. However, speculation and industry contacts suggest that the company is setting up to launch a joint operating system that uses shared components across both (WMS and Bally) product lines. The existing Bally and WMS hardware platforms are already extremely similar, having been designed by the same person. As such, the writing on the wall is for SGMS to launch a whole new set of cabinets and hardware offerings at this year’s G2E in Las Vegas. Though it’s not clear if it will share a similar architecture, SGMS’s SHFL division recently launched a new platform under the Dualis label, supported by a portfolio of new and existing titles. The SHFL segment of games is specific to the Austral/Asian segment, playing with a level of volatility more to the region’s liking. Konami. One of the most anticipated products in gaming hardware is the Podium 2 cabinet. With Konami completing the expansion of its Americas headquarters in Las Vegas, the company is eager to ramp up production. The original Podium cabinet took the gaming tech world by surprise, as it moved Konami from a lowsingle-digit to a low-teens floor share in a matter of years, latching onto important opening cycles in markets such as Pennsylvania. The manufacturer drove market share gains with a strong mixture of price and performance that the likes of IGT and Bally couldn’t match. With performance softening on legacy Podium cabinets, the manufacturer is probably eager to ramp up the Podium 2. We expect new production versions to be displayed at G2E this year. Aristocrat/VGT. Aristocrat has seen growing success with its year-old Helix cabinet. The cabinet was a success with operators, as the hardware was largely compatible with the bulk of Aristocrat’s game library. Furthermore, the system is largely adaptable in its configuration. We argue that the Helix was Aristocrat’s first truly competitive cabinet, with its prior Viridian cabinet not very competitive relative to offerings from Aristocrat’s US peers. As such, the Helix cabinet is still in growth mode and is probably the main rival to larger manufacturers today. Industry conjecture suggests that Aristocrat is underpricing its Helix cabinet to gain share, though we believe it’s exploiting the rise in the US dollar, as the company 22 August 17, 2015 Gaming Technology - North America reports in Australia dollars. There has been roughly an 8.5% appreciation in the US dollar vs. the Australian dollar since the beginning of the year, providing cover for pricing shifts at Aristocrat. Global Cash Access (GCA). GCA has made it clear that the next 12-18 months will be rebuilding months, with the company looking to double the number of game design studios. We expect new versions of all of Multimedia Game’s cabinet designs over the next 12-18 months, as the company seeks to make good on its merger. With its licensing and compliance expertise, we believe GCA can improve on Multimedia Games’ shortcomings in providing a product that is compliant in far more jurisdictions and compatible with a much larger library of content. The company has also indicated that it aims to benefit from some of the recent mergers in the industry, filling in some of the holes left as a result. Gaming Hardware Segments Highlight Industry Challenge. Figure 19 illustrates two major points for the gaming hardware business today. First, it’s no longer a two-horse race. Second, the merged operations of IGT/GTECH and BYI/WMS/SGMS are fairly close to parity. In the case of the latter, there is little evidence to suggest that either will see outsized gains in unit shipments, with the growing pool of smaller manufacturers. Figure 20. Total Slot Units Shipped 50,000 Units Shipped 45,000 40,000 35,000 30,000 25,000 20,000 15,000 10,000 5,000 4Q07 1Q08 2Q08 3Q08 4Q08 1Q09 2Q09 3Q09 4Q09 1Q10 2Q10 3Q10 4Q10 1Q11 2Q11 3Q11 4Q11 1Q12 2Q12 3Q12 4Q12 1Q13 2Q13 3Q13 4Q13 1Q14 2Q14 3Q14 4Q14 0 IGT+Gtech Konami BYI+WMS Ainsworth Aristocrat GCA Source: Union Gaming Research, company documents. ASP Pressure Persists. For years, one of the strengths of the gaming hardware business was continued ASP performance. Although unit shipments would fluctuate depending on replacement demand and new openings, slot manufacturers remained disciplined on pricing and were able to maintain stable margin performance. This dynamic is one of the reasons greater industry consolidation took so long, as strong margins supported stable cash flows and elevated valuations. With a more competitive environment from the rise of smaller manufacturers gaining a foothold, the industry has seen more and more pressure on ASPs. Of course, the buyer never complains about lower pricing, and the industry seems to point a lot of fingers as to who is responsible for the pricing pressure, with evidence suggesting that it’s not just one operator. 23 August 17, 2015 Gaming Technology - North America Figure 21. Recent Market-Wide ASP Trends Figure 22. Big Three Long-Term ASP Trends $20,000 $20,000 $19,000 $18,000 $18,000 $16,000 $17,000 $16,000 $14,000 $15,000 $12,000 $14,000 $10,000 $13,000 $8,000 $12,000 WMS IGT Aristocrat Ainsworth Multimedia Games Source: Union Gaming Research, company documents. WMS Sep-14 Jan-14 May-14 Sep-13 Jan-13 May-13 Sep-12 Jan-12 May-12 Sep-11 Jan-11 May-11 Sep-10 Jan-10 May-10 Sep-09 Jan-09 BYI May-09 Sep-08 Jan-08 Sep-07 BYI May-08 $6,000 $11,000 IGT Source: Union Gaming Research, company documents. Unfortunately, without exclusive content or technology, it is hard to envision a scenario where the industry as a whole will see ASPs rise. Rather, we believe ASPs will reflect industry demand for specific hardware or content, as well as the success of game and hardware development. At the same time, other dynamics are at play, with some manufacturers assuming heavier debt burdens that put pressure on managements to hit more consistent volume and revenue numbers with less discipline around price. Strong US Dollar Gives Foreign Manufacturers Flexibility. Foreign manufacturers could use currency to their benefit, as the stronger US dollar allows for price adjustments while maintaining margin in reported currencies. Regardless of how it happens, there is little evidence to support firming of ASPs in the foreseeable future. IRS Change on Tax Reporting. The IRS is seeking to push though changes in legislation that shift the automatic filling of a 1099G tax form from $1,200 to $600. The challenge to the rule is especially strong from the high-limit slots rooms, where $600 wins are not all that special or uncommon. We argue that this is the law of unintended consequences, as technology has recently allowed players to file these forms automatically, with the form being self-generated the minute the player hits this level. There is no question that this will have an impact on the business as some regulated markets actually require “cooling off” periods that force players to pause play for several minutes. We believe the increased paperwork will have a similar impact on the business. 24 August 17, 2015 Gaming Technology - North America Class II Revival—Oklahoma There is a showdown brewing in the small gaming hardware segment known as Class II casino games. These games are effectively electronic games that play a simulated bingo game with the payout based on play levels within the casino, not on a set of payout tables. As a result, they see lower coin in and lower payouts. Class II games are a rarer breed these days in the US and are generally the exclusive domain of Native American tribal and lottery operators. As tribal casinos have achieved federal recognition and have struck compacts with states, they have adjusted their casino floors to feature Class III gaming (traditional slot machines), though there is still a substantial base of Class II games, as well as a sizable customer base that still prefers the less volatile game play. Oklahoma is one of the largest, if not the largest, Class II gaming markets and looks to be the stage for the next major battle in the gaming tech space. The Oklahoma Gambling Compliance Unit estimates the Class II installed base in the state at 30,000 units, representing a little less than half of the 65,000 total gaming machines in Oklahoma (the balance consist of Class III games). One of the largest players in this market is GCA (by virtue of its acquisition of Multimedia Games), which we estimate has about 8,600 Class II games in Oklahoma, representing about 29% of the Class II market in the state and about 13% of the total floor share. Much of GCA’s exposure to Oklahoma is with the Chickasaw Tribe, which accounts for about 5,500 of GCA’s 8,600 units in Oklahoma, based on our estimates. Aristocrat, by virtue of its acquisition of VGT, is the other major Class II player, with an installed base of over 20,380 units in the US, most of which are located in Oklahoma, though an exact number is not available. Contract expirations in Oklahoma are likely to result in a multiyear market share battle. It is fairly common knowledge that relatively long-dated contracts for these machines begin to mature in 2015, with a few thousand machines coming off contract each year for the next few years. According to historical filings by GCA’s Multimedia Games subsidiary, GCA has 1,400 units in Oklahoma expiring this year and another 604 expiring in 2016. Given the rather anemic growth the industry faces today, we expect a fairly unhealthy fight. In one corner we have GCA seeking to defend its share. We believe the Chickasaw Nation (one of the largest licensors of Class II games) is unlikely to hand over such a large floor percentage to one supplier in such a competitive environment. So although we believe GCA will retain some share, it will probably lose a portion of its market presence, as it makes the most business sense (save drastic price cuts). Making a push to gain share here is Aristocrat, the recent acquirer of VGT, which is also a strong Class II supplier. Aristocrat has been very clear in its intent to go after this market in a large way with its recent acquisition. The company has recently been aggressive with its Class III Viridian cabinet, putting pressure on other manufacturers, so we expect similar aggressive moves in Oklahoma. Beyond the two Class II heavyweights, GCA and Aristocrat, two potential wild cards, SGMS and IGT, could enter the race in a meaningful way. SGMS and IGT are both large manufacturers with Class II capacity and have a preference for the recurring revenue business, but they are both far underrepresented in Oklahoma. Given the dynamics of Class II and its bingo legacy, it’s difficult to sell a Class II machine on its math model, leaving game graphic design, price, and terms as the primary determinants. We expect pricing and game design or proven performance will be the focal point. In the end, we believe the Chickasaw Nation and its customers will be the winners in this showdown. 25 August 17, 2015 Gaming Technology - North America Video Lottery Terminals The term VLT is often used to classify a large array of similar games; however, it is important to note that there are considerable variations in the dynamics of these games across jurisdictions. For example, Maryland and Vest Virginia slot machines in casinos are often referred to as VLTs because the state lotteries own the machines and/or manage the central systems that link the games. However, in jurisdictions like New York and Washington, the VLTs are more akin to the true form of video lottery, in that a central system determines each result across all of the linked machines from a finite number of possible outcomes—sort of like a stack of video instant lottery tickets. Major VLT markets in the US include West Virginia, Oregon, Montana, New Mexico, New York, and South Dakota. Canada is also a large VLT market with upwards of 35,000 units. IGT, via Spielo, is the systems provider for the Canadian VLT market, but several other major vendors also supply the actual VLTs, including Aristocrat and SGMS (via Bally and WMS), and we expect recent consolidation will allow for one or two more suppliers to enter the market. Since the replacement cycle has recently ended, we do not foresee a major refresh in Canada for the next four to six years. Although there is no required timetable on the VLT refresh in Canada, we generally view the market as a seven-year replacement cycle. Figure 23. North America VLTs, by Major Market United States Delaware Illinois Louisiana Montana New Mexico New York Ohio Oregon Rhode Island South Dakota West Virginia US Subtotal 2010 2011 2012 2013 2014 7,070 6,924 6,764 14,450 17,892 3,325 12,469 14,164 16,943 3,309 12,524 12,358 5,945 9,052 17,420 12,203 5,850 9,198 17,570 14,115 16,644 3,233 17,183 1,787 12,163 5,850 9,128 16,064 6,561 7,920 13,644 16,695 2,985 17,551 3,229 12,023 5,787 9,133 14,868 6,534 17,467 13,315 16,698 3,574 18,146 8,585 11,920 5,787 9,046 14,083 99,981 98,685 102,931 110,396 125,155 (1.3% ) 4.3% 7.3% 13.4% YoY % Change Canada Alberta Atlantic Lottery Manitoba Quebec Saskatewan 5,983 7,303 5,755 11,614 3,984 5,982 7,102 5,786 11,932 629 5,991 6,957 5,794 11,527 3,955 5,976 6,974 5,776 11,635 3,929 5,976 7,039 6,317 11,513 3,960 Canada Subtotal 34,639 31,431 34,224 34,290 34,805 (9.3% ) 8.9% 0.2% 1.5% 130,116 (3.3% ) 137,155 5.4% 144,686 5.5% 159,960 10.6% YoY % Change North America Total YoY % Change 134,620 Source: Union Gaming Research, company documents, La Fleur’s. 26 August 17, 2015 Gaming Technology - North America In Europe, Italy and the UK are two of the larger VLT markets that garner significant attention. Italy is often looked on as one of the high-water marks for VLT programs. We already know this is a significant market for IGT, via its GTECH/Spielo subsidiaries; UKbased Inspired Games and Novomatic Group are two other major suppliers of VLTs in Italy and, more broadly, Europe. We estimate the VLT installed base at 45,000 machines in Italy and that Novomatic is the market share leader with about 24,000 VLTs (44%), followed by IGT (Spielo) with over 10,000 terminals (23%) and Inspired Gaming with a little less than 10,000 (20%). We see an opportunity for IGT to gain some share as a combined entity with Spielo. One of the greatest opportunities for revenue synergies between IGT and GTECH is the Italian market, namely porting IGT’s vast legacy content library onto games in Italy, which should help Spielo’s market share grow. IGT historically was unable to enter the Italian market, largely from machine compliance issues. The tax regime on VLTs in Italy is considerably different from what we see more commonly in the US. In Italy, the gaming tax is based on handle (total wagers or credits played), rather than net win after payouts or coin-in (amount of money deposited into the game). Because of this dynamic, game manufacturers have been forced to reduce payout percentages from the typical low 90%s to the low 80%s to maintain profitability with a higher tax liability. Greek VLT Market—Next Big Opportunity—On Hold for Now. The anticipated rollout of 16,500 VLTs in Greece this summer is hung up as the Hellenic Gaming Commission recently amended VLT regulations that forced OPAP to halt the deployment of games. Greece has the pedigree to be a lucrative VLT market, with a successful lottery and some very successful small casinos, but the industry consensus is that there is plenty of untapped gaming demand. Estimates from local Greek media outlets suggest that there have been over 150,000 illegal gaming machines operating in Greece, which highlights the potential demand for regulated VLTs. As regulated VLTs roll out, we expect the illegal gaming machines to begin to be enforced and phased out. When the Greek VLT deployment issues are ironed out, we see a significant opportunity for both IGT and SGMS. First, IGT (via GTECH) has already been awarded the systems contract for the Greek VLT business. OPAP owns the VLT concession in Greece and is authorized to deploy and operate the first 16,500 VLTs, of which 5,500 have been awarded to IGT and 5,000 to SGMS. Inspired Gaming has also signed a contract to provide OPAP with 3,960 VLTs, with the balance of 2,040 expected to be supplied by the SYNOT Group. Suppliers Could Net $25MM-$35MM Annually from Greece. Although the economics of the VLT opportunity in Greece are less clear, we did estimate the potential revenue opportunity for suppliers in the first wave of VLT deployments based on ship share. According to reports filed by OPAP related to VLT regulations and the licensing process, the Greek VLT market is estimated at €0.6B-€1.2B. The low end of this estimate is based on VLT yield (GGR/machine/day) of €60, with the high end around €86. Using this range of assumptions, we estimate that IGT could generate $26MM-$38MM of annual fee revenue from its 5,500 machines (assuming a spot rate of 1.1 USD per 1.0 EUR). For SGMS, we estimate a similar opportunity, at $24MM-$35MM, based on a slightly lower installed base. 27 August 17, 2015 Gaming Technology - North America Figure 24. OPAP VLT Revenue Opportunity Estimates IGT SGMS Inspired SYNOT Total 5,500 33.3% 5,000 30.3% 3,960 24.0% 2,040 12.4% 16,500 IGT SGMS Inspired SYNOT Total € 87 € 106 € 124 € 45 € 54 € 64 € 361 € 440 € 518 Annual revenue opprotunity based on 80/20 fee (millions) € 60 /day € 24 € 22 € 17 €9 € 73 /day € 29 € 27 € 21 € 11 € 86 /day € 35 € 31 € 25 € 13 € 72 € 88 € 104 Annual revenue opprotunity on 80/20 (USD millions) $60 day $26 $24 $19 $73 day $32 $29 $23 $86 day $38 $35 $27 $79 $97 $114 VLT Ship Share VLTs Ship share Annual GGR Estimates (millions) € 60 /day € 120 € 110 € 73 /day € 147 € 133 € 86 /day € 173 € 157 $10 $12 $14 Source: Union Gaming Research, OPAP, company documents. Round Two Has 18,500 Incremental VLTs Up for Grabs. OPAP also has a mandate to issue four to 10 concessions for a second wave of some 18,500 VLTs. This second wave is currently out for bid. We expect IGT and SGMS to participate in the second round, but Novomatic, the largest supplier of VLTs in Italy, did not receive an allocation in the first round of VLTs. We expect Novomatic and Intralot to be primary participants in the next wave of VLT deployments in Greece. 28 August 17, 2015 Gaming Technology - North America Gaming Operations The gaming operations business shifts down with cyclical performance, and low barriers to entry are making long-term dominance in the highly contested segment increasingly challenging. In good economic times, operators tend to eschew leased operations because they exert pressure on cash flow. In softer economic times, they favor the machines as content is maintained for a fixed fee. We are now at the bottom of the cycle, with gaming operations’ floor share around 8%-9% overall but as low as 2% in some markets. Bedrocks of the gaming operations industry include Wheel of Fortune, MegaBucks, and Wizard of Oz. In these examples, developers have been fortunate to find brands that have continued to resonate with patrons for years and even decades. However, evidence suggests that even these perennials are starting to age, leaving operators and developers desperate to defend these pillars of stability. Newer games are proving to have far shorter lifecycles and entail rising costs to acquire intellectual property content, licensed brands, and programmer talent. More recent trends highlight the success of specific game designers, leaving manufacturers in a position to either pay up for their talent or see their floor share decline as performance of their installed base of games wanes. We believe this points to greater volatility in placements on casino floors. As such, we believe it’s even more likely that the segment will see greater fragmentation as developers move to more independent operations. Recent consolidation has displaced key human resources, creating invaluable opportunities for small manufacturers. The recent uncertainty of consolidation and integration has displaced valuable human resources in both sales and game development. Whether these top industry professionals chose to flee the risk of headcount reductions during post-merger integration or were misappropriated by management, smaller competitors in the gaming tech space found a vast pool of talented and tenured employees who had developed deep relationships with the casino organizations. In the case of both IGT and SGMS, the damage is largely done. For IGT, the departure of key talent had been an issue for several quarters leading to the merger with GTECH. We believe the combination of IGT and GTECH will stabilize the human capital leakage at IGT. The disruption at SGMS, caused by a string of industry-changing consolidations, is finally diminishing. SGMS was quick to set upper management ranks as it rolls WMS, Bally, and Shuffle under one roof and is now in full integration mode. Nowhere is the displacement of human resources more evident than in the hypercompetitive gaming operations segment, where the dismissed team of High Five Games made its way from IGT to Aristocrat. The end result is an almost one-for-one loss of segment market share from IGT to Aristocrat. Although this is the most blatant example, there are others. At the end of the day, content is king, and keeping designers and programmers happy is at the core of success in gaming operations. The challenge is that although they might control the intellectual property for brands, larger operators don’t control the talent. The impact of pre-merger fallout at IGT is most obvious at Aristocrat, with the stillstrong performance of High Five Games studio, now in partnership with Aristocrat. For the 12 months ended March 2015, Aristocrat had 9,071 Class III slot units installed in North America, up from 8,207 at mid-2014 and 7,562 at the end of March 2014. In 29 August 17, 2015 Gaming Technology - North America addition to increasing its installed base, Aristocrat has improved its average daily yield. It appears that most of the share gain has been at the expense of IGT, whose gaming operations market share decline continues to decline, along with its average daily fee. IGT still has a fairly commanding lead in gaming operations, largely thanks to the stillcommanding presence of its Wheel of Fortune and Mega Bucks offerings, though these perennials are beginning to show signs of age. As Aristocrat builds its presence, there is greater risk that floor share growth will moderate, as the company will have to strike a balance between expanding floor share and maintaining an adequate pipeline of new titles. As we have seen time and time again, the lack of content from a supplier usually leads to a decrease in floor share. Our recent visit to the Southern Gaming Conference suggests that for now, Aristocrat is well positioned for near- and medium-term growth. IGT, as the largest operator in this field, has been one of the hardest hit so far. The company’s domestic installed base at the end of calendar 1Q15 totaled 43,600 units, down from over 54,000 at the end of 2013. Although IGT still has a stronghold in the space with its Wheel of Fortune game, there is evidence that the game is beginning to show signs of age. IGT’s domestic yields on its installed base of gaming ops machines have also been under pressure. Here, the company has a higher proportion of variable fee games; in a declining yield environment, this mix adds pressure relative to IGT’s peers, which have a more balanced mix of variable and fixed-fee participation games. With the exception of calendar 4Q14, IGT’s daily yield has recorded year-over-year declines every quarter since calendar 4Q11 as the installed base has declined by more than 10,000 units. IGT’s challenges in gaming operations are not news, and stabilizing this business is one of the new company’s first orders of business. We see some early relief with the integration of the GTECH original Sphinx 3D, which is becoming increasingly popular. With the distribution and production capabilities of IGT’s US business, Sphinx 3D could be the near-term answer for IGT in stabilizing the gaming operations business. Gaming Operations Outlook Overall Installed Base Continues to Contract. Although some operators have gained market share and have expanded their installed bases at the expense of larger competitors, the overall installed base of gaming participation units is on a downward trend. As a result, our forecast for the gaming operations business is unsurprisingly cautious. 30 August 17, 2015 Gaming Technology - North America Figure 25. North America Installed Base by Major Manufacturer 90.0K Installed Base by Major Supplier 80.0K 6.8K 6.6K 6.4K 70.0K 6.8K 7.2K 6.9K 7.6K 7.9K 8.2K 8.6K 9.1K 9.1K 40.4K 39.3K 38.0K 36.7K 60.0K 50.0K 43.4K 43.4K 42.7K 43.0K 42.6K 42.5K 41.4K 41.3K 40.0K 30.0K 9.4K 9.6K 9.6K 9.6K 9.7K 9.9K 10.0K 9.4K 8.7K 8.7K 9.1K 8.9K 16.2K 16.7K 17.2K 17.3K 17.3K 17.3K 17.1K 17.0K 16.7K 16.3K 15.8K 15.3K 1Q12 2Q12 3Q12 4Q12 1Q13 2Q13 3Q13 4Q13 1Q14 2Q14 3Q14 4Q14 20.0K 10.0K 0.0K Bally WMS IGT Aristocrat Source: Union Gaming Research, company documents. The recent trend of declining gross gaming yields in the US and subsequent contraction in the installed base have many concerned about the longevity of this business model, especially as much of the declines in yields and machine counts stem from waning demand on the casino floor as the traditional core slot customer ages. Flashy new titles presented at G2E year in and year out are aimed at attracting a younger demographic, but the interest in slot machines is shifting largely to interest in table games, electronic table games, and non-gaming amenities. Although this is most evident in destination markets, we see similar dynamics at play in regional markets, with almost every property manager focusing capex dollars on new F&B outlets, hotel rooms, and meeting spaces, rather than adding slot machines or upgrading slot floors. Figure 26. Gaming Ops Yields W/P/D $75 $70 $72 Legacy WMS $68 $71 $72 Inclusion of BYI $69 $67 $65 $65 $66 $67 $65 $64 WMS/SGMS ∆ in Reporting $58 $60 $55 $60 $55 $57 $58 $57 $55 $55 $56 $55 $53 $50 $53 $50 $50 $48 $42 $41 $42 $42 $41 4Q13 $43 3Q13 $43 2Q13 $43 1Q13 $45 $40 $54 $54 $43 $45 $46 $35 Aristocrat IGT 1Q15 4Q14 3Q14 2Q14 1Q14 4Q12 3Q12 2Q12 1Q12 $30 SGMS Source: Union Gaming Research, company documents. IGT/Aristocrat, North America Only. 31 August 17, 2015 Gaming Technology - North America Casino expansion in the US is also at play, as core slot players focus more on convenience than on loyalty. As a result, slot floor managers have little need to keep a huge base of premium wide-area progressive (WAP) games to attract customers, as it’s a costly way of getting traffic in the door. In major markets throughout the US and North America, slot floor counts have apparently been stabilizing as the opening schedule has largely stalled for now. This has allowed slot floor managers to right-size the overall installed base. Gaming Operations Pricing Model Appears Broken. A trend we have seen in many markets in the past 12 months is conversion of leased or daily fixed-fee units to owned units. This raises the economic issues at play. In our view, the gaming operations pricing model is largely misaligned between equipment manufacturers and casino operators, particularly for the premium and WAP categories. It is becoming increasingly difficult for manufacturers to convince casino operators to pay premiums or fixed fees for a game. For games that operate under a revenue share, the terms often leave operators with less incentive to place premium-priced games in ideal locations. As casino operators become more sophisticated in player analysis and ROI, their focus is shifting more to profitability and less on gross gaming revenue and win per unit. A slot manager has little incentive to put its best-performing games in the best locations, as a less expensive game could generate higher profits, even with a lower yield than an expensive premium participation game generating higher yields. In many cases, the house average game could be more profitable for a casino than an expensive premium participation unit generating above-average yields given the lower cost. As a result, slot floor managers are optimizing profitability, leaving major premium participation games in less desirable floor locations and largely underperforming their potential. Conclusion re: Gaming Operations With this economic shift, we conclude that slot manufacturers that can adjust pricing for a win-win scenario could gain an edge. Nonetheless, we believe a change in the pricing model would be quickly adopted by the rest of the industry. Ultimately, pricing power has shifted to the casino operators, with more players and content available for the gaming operations segment and overall slot demand declining. 32 August 17, 2015 Gaming Technology - North America Electronic Table Games Deal-Assisted ETGs Present Greatest Opportunity The writing is on the wall that electronic table games (ETGs) are finally making their move into the mainstream North American gaming market. We see the greatest opportunity with live dealer assist machines. In this scenario, the economic proposition of ETG is preserved while much of the feel of a live table game is also preserved, with the interaction of a live dealer. The cost benefits remain, as dealer assist tables have lower labor costs: A dealer can cover more positions and less surveillance is needed since live chips are not used and players don’t physically interact with dealer or the felt. Today, evidence suggests that casinos are struggling with labor pressures around traditional table games. In Las Vegas, a shift in blackjack odds is being adopted by more and more operators. Although pundits will point to demand for higher margins, the other side of the equation is that average bet sizes have not grown in line with inflation or, more specifically, wage inflation at casinos. Recently, a couple of casinos started altering the odds on one of the more traditional wagers in craps, reducing the amount of odds available on pass line bets. We view these changes as margin control, as other parts of the casino floor (such as baccarat) are seeing lower profitability and subdued average bet sizes, and operators need to address rising wage pressures. Rightsized Casino Floors Provide Opportunity for ETGs. On the Las Vegas Strip, casino operators face considerable excess square footage on their casino floors, as declining win per day performance on traditional slot machines has driven a decade long decline in slot volumes. This is especially acute on the Las Vegas Strip. Unsurprisingly, ETGs have begun to materialize up and down the Las Vegas Strip. We believe this is only the beginning, as operators and floor managers seek to further integrate the hardware into their overall floor layouts. We believe that markets such as Mississippi, Atlantic City, Pennsylvania, and California all present compelling opportunities for ETGs as well. We see high labor costs, high slot taxes, and excess floor space as primary catalysts for ETG demand, combined with some evidence that ETGs are beginning to attract the more elusive younger demographic to casino floors. Buying into Growing Table Game Trend—A Millennial Trend? Evidence suggests that the surge in the table game business (excluding baccarat) that North American casinos are experiencing today is due in part to increased activity from the millennial generation. Like so many of their activities, live table games provide a far greater sense of community and interaction than traditional slot machines. However, higher table minimums or lack of familiarity with the games keeps many players away from live table games. Thus, ETGs appear to provide this bridge, allowing for lower bets and a more comfortable learning environment for new table game players. With this in mind, we believe it’s only a matter of time before operators see greater adoption of ETGs, specifically dealer assisted games. It’s important to note that the slow adoption of ETGs is uniquely a North American issue as the games have been fairly well embraced in many European and Asian casino markets. Thus, there is evidence to support the economic viability of ETGs on a casino floor. We believe that as customers adopt and adapt usage, the pace of ETG installations will accelerate. For now, growing demand for ETGs probably represents a net negative for traditional slot machine manufacturers, as budgets for these games typically come out of slot 33 August 17, 2015 Gaming Technology - North America machine budgets. For now, that might be right. However, manufacturers of electronic table games maintain that ETG play doesn’t represent a threat to slot volumes. Rather, they believe that play in the North American market comes from unique players in the form of additional coin-in, from incremental play by existing customers, or from new play reflecting a generational divide that has the ETG player less inclined to play a slot machine and also less willing to make the commitment to live table games. We estimate that the global EGT market has no more than 100,000 positions. We arrive at that number with the assumption that Asia represents 7,000 units, North America 15,000, and Europe around 60,000. However, the profitability of the Asian ETG market is probably several times greater per seat than that of the European market. Based on research provided by Union Gaming Securities Asia, we believe the Asian ETG market could essentially double over the next five to seven years, driven by the considerable number of new casinos opening in the market, with Macau representing more than half of this opportunity. We conclude that the US market could see similar growth, though there is less of a defined catalyst that supports this outlook. To be clear, there are US casino markets where ETGs just don’t make a lot of sense— yet. For instance, in Louisiana, where casino floor sizes on riverboats are capped, operators are probably less willing to commit the square footage for ETGs, especially given the vibrancy of their existing live table games business. For the operators discussed in this report, the ETG segment is either largely overlooked (IGT) or somewhat marginalized by virtue of their inclusion in a larger corporate entity (SGMS). Challenges for ETGs Do Exist; Here Are a Few Organized Labor. Dealer unions are no friend of ETGs, as they view the level of automation as a direct threat to lucrative dealer jobs. This threat might exist, but the reality is that while live dealer costs have swelled over the years from scheduled wage increases and other costs, such as health care, the size of the average wager has actually declined in markets such as Las Vegas and even Macau. As a result, it is increasingly difficult for casinos to cover costs pertaining to the live table game business. We see a real economic benefit from allowing ETGs at the lower end of the ETG wager scale. Transition Between ETGs and Table Games Removes Player Momentum. One challenge that doesn’t have an immediate near-term fix is dealing with the transfer between ETGs and live table games. Manufacturers will insist that ETGs today do not necessarily draw core table game customers, so it’s not that big of a deal. However, if casinos are looking to use ETGs in and around their live table game businesses, the transition is more of a challenge. In addition, the advent of digital currency is a growing topic within the casino industry. Complex Regulatory Environment. ETGs face a far more varied set of regulations across jurisdictions. There are standout examples where an ETG with an automated dealer will be taxed as a slot machines (often higher), while the addition of a live dealer will cut the tax dramatically with a minimal change to the hardware. As such, rollout and expansion aren’t any less vibrant; they just face a slightly longer path as regulatory and compliance issues are addressed. Proprietary Edge Limits Development. One of the primary reasons many gaming hardware manufacturers have limited their investment in the development of ETGs is 34 August 17, 2015 Gaming Technology - North America the view that their edge is intellectual property and there is little IP in traditional ETGstyle table games. However, we are seeing more evidence that this isn’t actually true. IP has been used by manufacturers, such as Paradise and its LT Games hardware, to limit competition in Macau. Further, we see more and more proprietary programing adding to the core game. Although manufacturers are careful not to mess with the core math of the traditional table game, they are willing to add customized elements that effectively drive up bet frequency and/or size, thereby boosting yield from their ETGs. Overview of Primary ETG Competitors Interblock (Private, Not Rated). Dominant in Europe, Interblock’s distinctive and highend ETG offerings stand out in its placements in North America. Globally, Interblock has 30,000 installations, with roughly 10% in North America. The manufacturer aims to expand considerably in North America as the number of approved jurisdictions increases. Asia also presents a sizable but more competitive environment, given some of the local incumbents. In Europe, Interblock’s most popular game is roulette. In the US, primarily owing to its installation in Resort World New York, it is also well known for entirely automated baccarat and sic bo. The company continues to develop its platform, including some success with proprietary games and side wagering, but the core games remain central to its product. LT Game (a div. of Paradise Entertainment, Not Rated). If you have been on a casino floor in Macau in the past several years, you have seen an LT Game multi-game platform. The company largely dominates the ETG market in Macau. In the past year, the company entered into distribution agreements with IGT in North America and Ainsworth in Australia. LT Game is largely known for its baccarat product, though the company is starting to make inroads into other categories. At the end of 2014, the company operated 3,539 machines, with the vast majority in Macau. The rapid expansion of LT Game’s footprint has largely resulted from casino operators struggling to deal with excess casino demand and the Macau government’s cap on table capacity. The Macau government allows 60 ETG positions for every live table game. LT Game also enjoys the benefit of its parent company’s casino operations in Macau (aka satellite casino arrangement), serving as an important channel. The Macau gaming market has changed, but the importance of ETGs has not. On the contrary. The installation of ETGs helps operators maintain margins on lower-denomination wagers. The real opportunity lies in Macau casino operators rebalancing their Macanese dealer pools. IGT. IGT has only itself to blame for losing the war on ETGs. Investors can add ETGs to the list of missteps that the legacy IGT has made in the past year or so, as the company made a conscious decision to all but step away from developing its ETG business because it was unwilling to commit capital to develop a business where it lacked some competitive advantage—in IP or otherwise. Today, IGT maintains a presence in the segment with its Revolution Roulette multi-seat ETG offering and probably with some legacy Golden Baccarat positions. However, its distribution agreement with LT Game reflects an understanding that its customers are at least interested in the segment, while also hindering the manufacturer from entering the segment directly. IGT is made up of multiple M&A transactions, leaving us to believe that someday, IGT is likely to make a move in the ETG arena, especially if the space continues to develop. ShuffleMaster (SHFL, a div. of SGMS). An investment in the ETG segment is impossible without fully understanding SHFL, the largest North American ETG provider. SHFL, a 35 August 17, 2015 Gaming Technology - North America division of SGMS, offers a broad selection of table game products, with a heavy emphasis on ETG and card shufflers and chippers. Nonetheless, SHFL contributes just about 6% of SGMS’s revenue. SHFL’s dominant position comes from its alluring multiposition blackjack offering, a crowd favorite in markets where live table games are still illegal. SHFL’s recently released stadium product has seen success in North American and many Asian markets. The challenge and risk with SHFL is its position within SGMS. As described in the company section of this report, SGMS is constrained in the segments of the business in which it can commit capital. SHFL’s segments have become increasingly competitive, suggesting a need for greater capital investment. However, this could prove challenging, forcing SGMS to be more strict on capital allocation until reaching its deleveraging goals. Aruze. Aruze is making a push into the automated EGT segment via its G Station products. The company continues to push to expand its footprint of North American regulated markets craps (Shoot to Win). Novomatic. A predominantly European operator, with an early move into ETGs, the company is a fully integrated gaming technology company, with a broad base of offerings along with a considerable number of operating licenses, largely in Europe. Conclusion re: ETGs We foresee an increasing level of contribution to and demand for ETG hardware, although we don’t see ETGs replacing slot machines as the primary business of gaming technology companies. Whether it is higher labor costs or the move to a digital currency on casino floors, we anticipate greater demand for ETGs in the coming years. Thus, we believe demand for this type of technology will grow, with the possibility of increased M&A around the space. 36 August 17, 2015 Gaming Technology - North America Interactive Gaming Social Gaming the Primary Focus The global games business is a $75B industry (according to the social gaming industry tracker NewZoom), and we peg the addressable market for the gaming tech companies at $35B. Today, gaming tech companies compete in three segments—PC games, Facebook, and mobile, which NewZoom estimates at 40% ($30B), 17% ($12B), and 12% ($9B) of the $75B market, respectively. Gaming tech operators really compete in only a little less than half of the large PC games category, with midcore and web games. As it stands today, we estimate the global addressable market for gaming tech companies at roughly $35B. This fully excludes console-based games and the massive multiplayer online segment of PC games. The same NewZoom survey suggests that the industry will continue to grow, reaching $102.9B by 2017, with the addressable market expected to total $52.4B, or 51% of the total market. NewZoom’s view is that this growth will be driven by a handful of catalysts that are already very much in play today. GLOBALIZATION OF THE GAME INDUSTRY Today, the Western world dominates the games industry, with 51% of revenues coming from North America, Western Europe, and Oceania (Australia). The view is that by 2017, these same markets will represent only 43% of the $102.9B market, with China and South America expected to play a large part in this shift. The expansion of mobile gaming is also expected to be a primary driver, as media and brands historically tied to PC games or other media make their way to social media and mobile outlets. The good news is that gaming manufacturers are not tied to segments that are expected to bear the brunt of this shift, as PC and console games appear likely to moderate as mobile and tablet-based games become more prolific and advanced. Further, PC ownership in the Western world continues to fall, while mobile and tablet ownership grows. STRATEGIES IN SOCIAL GAMING VARY GREATLY To compete and grow, social media strategies must adapt and roll with the times. Successful social media game companies must be in the right segment and offer a diverse platform. The Right Segment: PC and Console Games Out, Mobile Games In. Ten years ago, apps were hardly a thing, and PCs ruled the world, as did consoles like Xbox and Sony PlayStation. Today, growth in the gaming market is coming largely from the mobile segment, as Western economy PC ownership has generally plateaued, with global PC shipments expected to decline in coming years. But don’t count out the PC just yet. According to NewZoom, PC player-ship accounted for 37% of activity on Candy Crush Saga in 2014 in the US and Western Europe. We believe that “for-money” casino games probably have an equal if not higher percentage, especially among online poker players. In the US, mobile versions of online casinos in New Jersey are just now coming into their own, as the market faced considerable regulatory hurdles. One item probably keeping social media games on PCs is their integration into the Facebook.com environment, but that is quickly changing. Consider this, as of 1Q15, Facebook had 1.44B monthly active users (MAUs), of whom 193MM were PC-only users, 581MM were mobile-only users, and 1.24B used a combination of both. That is 37 August 17, 2015 Gaming Technology - North America a dramatic shift from 1Q13, when Facebook had 1.11B MAUs, of who 359MM were PConly users, 189MM were mobile-only users, and 751MM used a combination of both. Facebook’s total user base grew 29.8% and mobile-only users surged 207%, but PC onlyusers declined 46%. Mobile-only users of Facebook went from 25% of mobile to 46.5%, accounting for almost half of all mobile users. The statistics are probably skewed to some degree by higher growth in markets with greater mobile penetration and tighter focus on mobile by Facebook itself, but the statistics support developers’ expectations of minimal growth from the PC category. Developers will have to create content appropriate for mobile smartphones and, more importantly, tablets, which are replacing PCs in Western countries, whereas PC ownership is already very low in developing and emerging markets. Offer a Diverse Operating Platform. In a perfect world, manufacturers want to be on all platforms. The most important today are Facebook.com and Apples iOS, with games that work equally well on iPhone and iPad. A distant but growing segment is Android. If operators want to grow on international platforms, they need Android, as it is a dominant platform in Europe and in some Asian markets, such as South Korea. Tracking performance in all these categories can be a challenge, as each delivers performance in a different manner. For Facebook.com, performance is tracked in daily and monthly active users (DAUs and MAUs). For iOS and Android, performance is tracked by in-app revenues (those generated directly through the app). As one can see in Figure 26, most of the gaming tech companies with a dedicated focus on the social media game segment are well positioned. However, some players from outside the traditional gaming sector outrank and outperform the casino sector offering. Perhaps more telling is that other social media game offerings consistently outperform casino games in DAUs and MAUs, but casino-style games generally carry higher yields, measured by average revenue per active daily user (ARPDAU). Figure 27. Facebook Casino-Style Games Ranking, by MAU July 2015 Game Developer Texas HoldEm Poker Zynga Estimated MAUs Overall Rank 8,988,456 62 Slotomania Playtika / Buffalo Studios 3,252,786 132 DoubleDown Casino - Free Slots DoubleDown Interactive 3,125,376 141 BINGO Blitz Playtika / Buffalo Studios 1,905,553 204 House of Fun - Slots Pacific Interactive Limited 1,713,705 230 Caesars Casino Playtika / Buffalo Studios 1,706,074 225 Jackpot Party Casino Slots Williams Interactive, Inc. 1,557,152 259 myVEGAS Slots PLAYSTUDIOS 1,541,418 254 DoubleU Casino DoubleUGames, inc. 1,506,926 255 Bingo Bash BitRhymes 1,466,454 274 Mynet Çanak Okey Mynet 1,251,194 317 High 5 Casino Real Slots High 5 Games 1,040,742 367 Lucky Slots Blue Shell Games 696,678 542 Backgammon Live Developer 1591781 641,718 579 Let's Vegas Casino-Slot Roulette Developer 1550721 507,433 691 Jackpotjoy Slots iwi 499,662 699 Best Casino Slots Bingo & Poker diwip 415,365 796 Mirrorball Slots Plumbee 377,386 824 GamePoint Bingo GamePoint 337,034 961 Texas HoldEm Poker Deluxe IGG Inc. 279,415 1,100 Slot Galaxy Galaxy Star Entertainment 267,040 1,111 Hollywood Spins Product Madness 246,516 1,241 Big Fish Casino Slots & Poker Big Fish Games 245,185 1,261 Grand Poker Playality 241,642 1,208 Source: Union Gaming Research, AppData. 38 August 17, 2015 Gaming Technology - North America Figure 28. Top Facebook Developers by MAU July 2015 Developer Estimated MAUs App 1 App 2 App 3 App 4 App 5 149,530,037 Candy Crush Saga Candy Crush Soda Saga Farm Heroes Saga Pet Rescue Saga Bubble Witch 2 Saga 42,011,802 Spotify 3 Microsoft 36,868,380 Microsoft Live Bing MSN Bing Bar 4 YouTube 36,329,422 YouTube YouTube Unstaged 5 TripAdvisor 30,871,202 TripAdvisor TripAdvisor Traveller Reviews Cities I've Visited What State Are You? What Obnoxious Traveler Are You? 6 Zynga 31,080,477 Texas HoldEm Poker FarmVille 2 Words With Friends FarmVille Hit It Rich! Casino Slots 7 Supercell 28,870,494 Clash of Clans Hay Day Gunshine.net 8 Pinterest 25,324,581 Pinterest Pinterest Page App by Woobox 1 King 2 Spotify Skype 9 Miniclip.com 25,176,435 8 Ball Pool 10 Pretty Simple 24,722,795 Criminal Case Magical Ride My Shops 11 Social Point 19,951,089 Dragon City Monster Legends Social Wars 12 Tinder 18,476,595 Tinder 13 Etermax 17,495,167 Trivia Crack Angry Words (Apalabrados) WordCrack Bingo Crack 14 Badoo 13,061,425 Badoo Webcam Twister Want to meet him? Encounters2 (r) 15 Kiloo Games 12,530,766 Subway Surfers 16 HTC Sense 11,307,968 HTC Sense HTC Sense HTC Sense 17 Peak Games 11,304,205 101 Okey Plus Okey Plus Bil ve Fethet Okey 18 Electronic Arts 11,081,804 EA SPORTS FIFA Ultimate Team Bejeweled Blitz SCRABBLE MONOPOLY: Millionaires Zuma Blitz 19 Yelp 10,376,628 Yelp 20 Timehop 9,160,594 21 SGN 9,914,858 Cookie Jam Panda Pop Panda Jam Downhill Snowboard Jewels of the Amazon 22 SoundCloud 8,877,824 SoundCloud SoundCloud DropBox 23 Wooga 8,925,475 Pearl's Peril Diamond Dash Jelly Splash Bubble Island Monster World 24 4shared 8,712,231 4shared 25 Ask.fm 8,106,398 Ask.fm Ask.fm rating 26 Samsung Electronics 8,312,779 SamsungGalaxy Samsung Mobile SamsungGalaxy Note SamsungMobile 27 Mark Dimas 8,785,030 Change.org 28 Playtika / Buffalo Studios 8,324,353 Slotomania BINGO Blitz Caesars Casino WSOP Texas Holdem Poker Farkle Pro 29 waze 7,865,173 Waze 30 Jelly Button Games LTD 8,061,195 Pirate Kings Match King Go 31 Amazon Services LLC 7,696,449 Amazon Amazon 32 9GAG 7,508,334 9GAG 33 Developer 1443601 7,641,029 Viber 34 Yahoo! 7,640,220 Yahoo Hala Madrid! Yahoo! Social Bar Yahoo! Pages Yahoo! Fantasy Basketball 35 Shazam Entertainment Limited 7,287,440 Shazam 36 Scribd 7,057,610 Scribd 37 Gameloft 7,098,313 Despicable Me: Minion Rush UNO & Friends Asphalt Airborne Green Farm 3 Gangstar Vegas 38 RockYou! 6,590,223 Kitchen Scramble Zoo World City Girl Life Fashion Designer Mall World 39 Netflix.com 6,991,842 Netflix Netflix Updates 40 CookApps 6,361,538 Buggle Pengle Pudding Pop Solitaire in Wonderland Pig & Dragon 41 SlideShare 6,095,465 SlideShare 42 Nordeus 5,934,823 Top Eleven Be a Football Manager 43 Sony Computer Entertainment Inc. 6,024,136 PlayStation Network 44 FunPlus Game 5,803,380 Family Farm 45 Blogmusik 5,425,858 Deezer 46 Geewa 5,359,497 Pool Live Tour 47 Pandora 5,130,831 Pandora Pandora 48 Octro, Inc. 4,784,710 TeenPatti Indian Rummy 49 Developer 1532131 4,825,274 50 Thunderpenny 4,963,616 51 GAMEGOS 4,625,909 52 Airbnb 4,259,362 Airbnb 53 Foursquare 4,305,877 Swarm 54 Twitter 3,991,757 55 Woobox 4,149,577 56 Dailymotion 3,990,931 57 MindJolt 4,057,902 58 MegaZebra 3,785,208 59 Mynet 3,553,292 Mynet Çanak Okey 60 Groupon 3,105,654 Groupon 61 Goodreads 3,478,121 62 Bandsintown 3,525,082 Bandsintown 63 Developer 1533321 3,228,919 The Sims FreePlay 64 Globo.com 3,253,216 65 Cheerful, inc. 3,392,023 Flipagram Cheers 66 Qublix 3,224,697 Safari Escape Crystal Island 67 True Software Scandinavia AB 3,161,942 Truecaller 68 Etsy 2,927,498 Etsy 69 Developer 1590481 3,049,081 Tango 70 DoubleDown Interactive 2,922,321 DoubleDown Casino - Free Slots 71 runtastic 3,041,705 Runtastic.com Runtastic Road Bike 72 Out Fit 7 Limited 3,249,224 My Talking Tom Talking Pierre for iPad Talking Ginger for iPad Talking Ginger 73 Rovio 2,979,427 Angry Birds Friends Angry Birds Go! Juice Cubes Bad Piggies Best Egg Recipes Angry Birds Ultrabookâ„¢ Adventure 74 Rotten Tomatoes 3,023,731 Rotten Tomatoes Rotten Tomatoes Mini Site Widget 75 GoFundMe 2,730,531 GoFundMe 76 Tetris Online 2,779,482 Tetris Battle Tetris Friends Monster Fusion Monster Fantasy Lost Trails 77 Wattpad 2,917,802 Wattpad 78 Taringa! 2,763,793 Taringa! 79 piZap 2,725,042 piZap Pizap Photo Votes 80 Rounds 2,714,525 Rounds 81 Boyaa 2,556,617 Poker Texas Boyaa 82 Ludia 2,506,344 Family Feud & Friends The Price Is Right Slots Who Wants To Be A Millionaire The Price Is Right Game 83 BuzzFeed.com 2,530,891 BuzzFeed Hotness 84 Williams Interactive, Inc. 2,363,554 Jackpot Party Casino Slots Gold Fish Casino Slots 85 PurpleKiwii 2,240,548 Monster Busters 86 Clear Channel Broadcasting, Inc. 2,325,041 iHeartRadio 87 LOVOO GmbH 2,397,541 88 MediaFire 2,175,269 MediaFire 89 The Guardian 2,239,254 The Guardian 90 myYearbook 2,286,085 MeetMe 91 Developer 1129061 2,069,020 Twoo 92 Quora 2,123,006 93 Flipboard 2,121,689 Flipboard 94 Target Corporation 2,081,703 Cartwheel by Target 95 Product Madness 2,093,232 Heart of Vegas REAL Casino Slots Hollywood Spins 3D Slots Celebrity Slots 96 Terra Networks 2,009,248 Terra Terra Gadgets 97 Glu Games Inc 1,984,421 Racing Rivals Dino Hunter: Deadly Shores 98 Nokia 2,074,236 99 Halfbrick 1,997,756 Jetpack Joyride Fruit Ninja Frenzy 2,427,322 Sports Heads Football 2 Super Sports Heads Football Parking Mania Renegade Racing Ragdoll Achievement Game 100 Vipo Komunikacijos Miniclip.com Mini Pets Jelly Mania Up Beat Game Social Empires Revienta el teclado Badoo Timehop PlayStation Network Application Royal Story Family Farm Seaside Pirates Poker Reversi Live! Gomoku Live! Super Ferme Geewa.com Fashland - Dress Up for Fashion Solitaire Story Obyo Games Twitter Twitter Wish Cafeland Marketland Foursquare Twitter Twitter Dailymotion Dailymotion VideoTab Math Minute Word Search Dots II The Official Paddle Ball Mahjong Trails Suburbia Solitaire Castle Mahjong Diamond Slots Mynet Mynet Çanak 101 Okey Tavla Mynet Çanak Ä°haleli Batak Solitaire Tales Solitaire Atlantis Bubble Age Bouncing Balls Goodreads Globo.com piZap.com Jurassic Park Builder CartolaFC Lovoo The Guardian Volatility Index Quora Jackpot Dreams Casino Nokia Source: Union Gaming Research, AppData. 39 August 17, 2015 Gaming Technology - North America Figure 29. Android Playstore Developer Ranking (July 2015) Developer 1 King 2 Machine Zone, Inc. 3 Supercell 4 Playtika 5 Zynga 6 Com2uS 7 Empire Game Studio 8 Big Fish Games 9 IGG.COM 10 SGN 11 Electronic Arts Inc 12 GREE, INC 13 Pandora 14 Kabam 15 Kabam 16 Williams Interactive 17 TinyCo 18 PlayStudios 19 Pacific Interactive LTD. 20 mobage 21 Double Down Interactive, LLC. 22 GSN.com 23 ELECTRONIC ARTS 24 Miniclip.com 25 Glu 26 Buffalo Studios, LLC 27 socialpoint 28 gumi Inc. 29 Etermax 30 Cie Games Source: Union Gaming Research, AppData. Est. Revenue $450,677,238 $294,986,492 $171,518,290 $63,861,865 $56,502,600 $54,653,246 $51,419,802 $46,937,900 $38,224,604 $36,621,527 $35,561,944 $30,680,736 $30,336,368 $29,154,520 $22,783,016 $20,805,335 $20,425,269 $18,189,299 $17,911,835 $17,453,553 $17,114,770 $16,887,983 $16,402,522 $15,161,982 $14,354,662 $14,298,019 $13,539,927 $13,489,597 $13,202,787 $12,329,091 Figure 30. iOS North America Developer Ranking July 2015 Developer 1 King.com Limited 2 Machine Zone, Inc 3 Supercell Oy 4 Big Fish Games, Inc 5 Pandora Media, Inc. 6 Double Down Interactive, LLC 7 Electronic Arts 8 Zynga Inc. 9 Playtika LTD 10 Home Box Office Inc. 11 Spotify 12 Kabam Inc. 13 Game Show Network 14 SGN 15 Funzio, Inc 16 TeamLava, LLC 17 Glu Games Inc. 18 Phantom EFX, Inc. 19 Disney 20 Playstudios, Inc. 21 Etermax 22 BitRhymes 23 Mojang AB 24 Match.com, LLC 25 Product Madness, Inc 26 Warner Bros. 27 Com2uS Corp. 28 Pacific-Interactive ltd 29 Zoosk, Inc. 30 Buffalo Studios, LLC Est. Revenue $568,544,398 $459,090,454 $241,686,168 $140,248,942 $111,214,572 $106,675,097 $93,907,657 $90,149,725 $83,467,107 $63,808,329 $52,935,913 $52,791,753 $46,789,316 $41,415,489 $35,178,974 $34,454,642 $34,102,781 $31,839,286 $28,994,170 $27,600,770 $27,338,716 $26,850,800 $25,441,559 $25,351,549 $24,908,380 $22,268,693 $20,728,960 $20,585,009 $20,579,655 $19,530,154 Source: Union Gaming Research, AppData. We believe that all operators should want to have the most expansive social media presence as possible, which means having an offering across all three major platforms and offering a wide array of games across different segments of the social media game segments. In our view, near-term growth for the more mature players, DoubleDown and Playtika, will be limited without strategies that include non-casino games. From our perspective, the companies discussed here have three choices. They can stay within the casino segment, a segment that isn’t their exclusive domain, as exhibited by the likes of Zynga, or they can expand into other segments, taking the fight to their competitors’ playing fields. If they opt to fight, they must choose whether to go after the casual segment or the midcore segment. Both are widely competitive, and both are dominated by just one or two developers. 40 August 17, 2015 Gaming Technology - North America Major Social Media Game Segments Casual: Candy Crush, Texas Hold Em Poker, Slotomania, DoubleDown Casino Midcore: Clash of Clans Core: League of Legends, Minecraft, CounterStrike CASUAL GAMES Casual games have little to no learning curve and can be played at leisure and convenience. Casino-style games tend to fall in this category. Today, companies such as IGT, SGMS, and Aristocrat simply port video reel slot content from their remote game servers and adapt the content for social play. The development of casino games such as poker and blackjack applies intelligence from their real money operations, but the math and development behind these games isn’t anything proprietary or unique. For this reason, the rollout and development of social casino gaming has been profitable for operators, as they have avoided heavily investing in game development and marketing. Moving beyond this, it’s a blank slate, as casual games and different core games have considerably higher development costs and even higher marketing costs. In the casual game category, moving into the non-casino game segment looks appealing. Operators such as Zynga have done the reverse, having commanded a position in the casual non-casino segment and then moving into the casino segment with Zynga Poker, a dominant offering in the category today. Although it’s difficult to suggest that gaming manufacturers can take on the likes of Candy Crush, the industry does employ a considerable amount of game development talent that must meet far more stringent demands of regulators and operators. As such, there seems to be an opportunity for manufacturers to make inroads into the casual corner of the social gaming industry. MIDCORE Assuming an operator opts not to pursue a large role in casual gaming, the next and only other reasonable choice is the midcore segment, which arose from the idea that there are players who want more. There are core (read “hard core”) gamers who would spend five hours a day or more playing PC or console-based games. These games often have steep learning curves and are not intended for casual play. In the midcore segment, one finds games that are more engaging than casual games but because they typically have more mobile interfaces, they have minimal learning curves and can be played on a more casual basis. As such, players can lead busier lives, with jobs, kids, etc. The midcore segment is also benefiting from people’s dissatisfaction with casual games. For players who started with casual games, midcore games offer a somewhat more tangible experience. The only manufacturer that is even considering midcore games today is Churchill Downs’ BigFish Games business, which is following a strategy laid out prior to the purchase by Churchill. CONCLUSION RE: MAJOR SOCIAL MEDIA GAMES Development cost is the main challenge in the casual and midcore segments. For manufacturers to maintain growth, they must expand beyond ported slot content. This will take capital, with midcore game development costs approximating $2MM-$5MM. However, the real challenge is in marketing games in these segments, as games such as 41 August 17, 2015 Gaming Technology - North America Clash of Clans and Bomb Beach now command primetime national marketing fees. These higher costs will all have a significant effect on the industry’s favorable margins. We believe this will hinder some market participants, as cash for product development will be carefully watched vs. cash available for debt service and capital returns. Also Important Is Platform Development: Mobile All the Way. Today, the industry is moving at an accelerated pace toward mobile applications. As noted earlier, between 1Q13 and 1Q15, Facebook’s total user base grew 29.8% and mobile-only users surged 207%, while PC-only users declined 46%. Mobile-only users of FB went from 25% of mobile to 46.5%, almost half of all mobile users. A couple trends are driving this: First is that growth rates are higher in emerging markets, such as China, Latin American and Eastern Europe, where PC ownership is considerably lower than it is in Western markets, such as the US, Australia, and Western Europe. Second, in Western markets, the advent of more powerful tablets is causing a decline in PC sales. Consider that in May 2013, iPhone and iPad game revenues for Playtika, DoubleDown, BigFish, Zynga, and GSN were roughly the same. A little over two years later, iPad revenues are 168% higher. Figure 31. iPad and iPhone Revenue Trends $25 US$ millions R² = 0.8908 $20 $15 R² = 0.8704 $10 $5 iPhone iPad Jul-15 Jun-15 Apr-15 May-15 Jan-15 Feb-15 Mar-15 Dec-14 Oct-14 Iphone Trendline Nov-14 Sep-14 Jul-14 Aug-14 Jun-14 Apr-14 May-14 Jan-14 Feb-14 Mar-14 Dec-13 Oct-13 Nov-13 Sep-13 Jul-13 Aug-13 Jun-13 $- Ipad TrendLine Source: Union Gaming Research, AppData. 42 August 17, 2015 Gaming Technology - North America Company Strategies IGT IGT’s social media strategy is defined by its DoubleDown casino offering. As an individual app, its performance is one of the best among its peers. Importantly, the app is offered across all platforms, including Facebook, iOS, and Android. Where the offering falls short is when one looks at DoubleDown as a developer, as its rivals offer a wider variety of apps. Though DD is probably not a fair comparison against Zynga, CZR’s Playtika/Buffalo Studio developers far outperform DD on Facebook, largely because of the proliferation of game offerings. IGT also offers casino customers offshoots of DoubleDown, whereby IGT hosts sites that are branded by a casino operator as a form of marketing and customer retention. Given DD’s relative maturity, we believe IGT can grow as it expands the language and international experience of DD. However, we believe that meaningful growth will come only with IGT’s expansion into other portions of the social media segment. We will look for the integration of IGT’s legacy content library with GTECH’s European interactive and online platforms as a focal point of growth in the near term. SGMS Relative to others in the gaming industry, SGMS has barely scratched the surface of the interactive business. As a collection of several larger gaming companies that have merged, it’s surprising that SGMS doesn’t have more of a social media presence. Its strongest social media presence is via WMS’s legacy JackpotParty business, especially via Facebook and, to a lesser extent, Android. The addition of Bally brings Dragonplay as a further push into the segment. Compared with its gaming peers, the company doesn’t rank in the iOS category, probably because of a difference in strategy, as the company seeks to use its online social media via iOS and Android to market existing casino operations. At present, the company has iOS and Android applications in Affinity Gaming, Parx Casino, and Snoqualmie, which are extensions of SGMS’s Play4Fun offering. Play4Fun are operator-specific websites that allow patrons to play casino games for fun and accrue player points. At Parx, the platform takes it one step further, offering customers the opportunity to play for fun, as well as the ability to purchase virtual coins in a “for-fun” environment. We believe that SGMS is positioning itself to make a similar but greater push into the interactive segment with a recent agreement with Penn National. Today, Penn National has a minimal online presence but with the recent appointment of Chris Sheffield as MD of I-Gaming, the company aims to change this. Beyond this, we don’t believe that SGMS will make much of a move in social media or online gaming, as we conclude that M&A is probably its best strategy at this point. Given SGMS’s deleveraging needs, we don’t think there is much appetite for M&A. Also, for SGMS to make a meaningful push to compete against existing operators, such as IGT, CHDN, or CZR, would require a considerable capital commitment that we don’t believe SGMS has the stomach for today. CHDN By way of its purchase of BigFish games, Churchill Downs is really the only gamingcentric company that operates outside the confines of for-fun casino games. The company offers a host of casual games, including a strong position in the casino segment. Its strategy is to expand its presence as it makes a pronounced move into the midcore category while maintaining its strong position in the casual and casino game segments. BigFish isn’t without challenges, as it has limited exposure to Facebook, with 43 August 17, 2015 Gaming Technology - North America greater exposer to iOS and PC-based games. We believe BigFish will continue to broaden its gaming offering while further focusing on Facebook and the mobile environment. CZR Caesars has been one of the first in the core casino space to move into social gaming, seeking to leverage its vast player network and expansive reach of land-based casinos. Slotomania remains a stable and core driver of Caesars’ social gaming offering, and the company has very much borne out the importance of growth by acquisition, picking up Buffalo Studios and Pacific Interactive since the Playtika (Slotomania) acquisition. Caesars has focused primarily on casino-style gaming content for its online offering and will probably continue to do so because it is strategically leveraging its player database and aims to cross-sell from land-based casinos to online outlets. Social casino games tend to carry higher monetization rates and higher margins given the cross-marketing opportunities with the player database and land-based casinos. The overall Caesars corporate family has a cost-savings initiative to eliminate mail-based marketing, shifting entirely online and furthering its strategy to integrate its casino and online platforms. Figure 32. Major Provider, Peer Average Daily User Trends DAUs 7,000 $0.50 6,061 5,706 5,640 5,681 5,704 $0.40 2,300 1,929 1,800 1,910 1,600 1,816 1,400 1,833 1,705 1,300 1,775 $0.15 1,200 1,716 $0.20 1,690 $0.26 $0.25 2,000 1,690 $0.39 $0.43 $0.45 $0.45 $0.29 $0.28 $0.22 $0.22 3Q14 4Q14 $0.43 - $0.46 $0.36 $0.30 3,000 1,000 $0.40 $0.41 $0.35 4,639 4,803 4,952 5,259 4,000 ARPDAU ($) $0.45 6,000 5,000 Figure 33. Major Provider, Peer ARPDAU Trends $0.14 $0.16 $0.17 $0.24 $0.26 $0.31 $0.21 $0.23 $0.22 $0.20 $0.10 $0.05 $0.00 1Q13 2Q13 3Q13 4Q13 CIE 1Q14 SGMS 2Q14 3Q14 IGT Source: Union Gaming Research, company documents. 4Q14 1Q15 1Q13 2Q13 3Q13 CIE 4Q13 1Q14 SGMS 2Q14 1Q15 IGT Source: Union Gaming Research, company documents. M&A Driving Growth in All Interactive Segments Without exception, manufacturers and gaming industry suppliers with the most meaningful interactive gaming businesses have gotten a considerable leg up with M&A activity in the space. To be clear, every major gaming technology company today— without exception—has made some form of acquisition to better position itself in the online and interactive gaming technology space. The largest acquirers of interactive and social gaming technology include CZR, IGT, and CHDN, all of which have made material M&A purchases. Thus, it appears that considerable growth in the interactive space is most likely at the hand of larger M&A and less on the organic side. Although valuation and purchase price multiples have increased, we believe that M&A will continue to drive operators’ expansion into interactive gaming. 44 August 17, 2015 Gaming Technology - North America SELECT RECENT INTERACTIVE M&A TRANSACTIONS Churchill Downs o Big Fish Games—$885MM ($485MM + $350MM earn-out). Expansive social gaming site, initially an iOS platform, expanding onto Facebook. Upfront payment of $485MM is 8.5x adjusted EBITDA, with the earn-out based on 9.0x EBITDA in excess of $51.2MM. IGT o DoubleDown—$500MM ($250MM + $85M retention + $165MM earn-out). Social gaming, expanded to include real money wagering sites. Initially Facebookspecific. Expanded to other formats. Caesars Interactive Entertainment o Playtika—Est. total acquisition cost of $125MM (Slotomania play-for-fun social casino available on all major platforms—Facebook, Android, iOS, and Amazon. o Buffalo Studios—$105MM ($45MM + $59MM contingent). Bingo Blitz play-forfun. o Pacific Interactive—Est. $90MM price. House of Fun social casino-themed games. Bally o Dragonplay—$100MM ($51MM up front + $49MM earn-out). Social game casino developer for Android, Facebook, and iOS. o ChiliGaming—Social gaming developer and B2B online gaming platform. Heavy exposure to Europe and France. WMS o Jadestone Group AB, online gaming solutions provider. Purchase price not disclosed but paid for with cash on hand. o Phantom EFX. Casino game developer for social media outlets. Purchase price not disclosed. Amaya Inc. o Rational Group Ltd.—$4.9B. PokerStars and Full Tilt Poker, with 85MM registered online poker players. o Bwin.party (currently in negotiations). Aristocrat o GameAccount Network o Product Madness Other major deals in recent M&A history outside the gaming technology space include SoftBank, the Japanese telecom company that spent $1.5B for a controlling stake in Supercell (Clash of Clans), and Microsoft, which acquired Mojang, creator of the widely popular Minecraft game, for a deal valued at $2.5B. Real Money Online Wagering One of the biggest disappointments within the US gaming technology space has been with real money online gaming. With the reversal of the Wire Act in the USA, there were great expectations that the U.S. would see a flurry of activity around the legalization of online gaming. Efforts to effect a federal legislation never came close to the executive level and today, political forces exist that are pushing to further reduce the possibility federal legislation ever occurs. Today, the only states to allow full online gaming are Delaware and New Jersey, follow by Nevada, which allows online poker. We believe that opportunities exist for other states to follow suit. Market conjecture suggests that online poker could pass in California and there have been rumblings of online gaming legislation in Pennsylvania. 45 August 17, 2015 Gaming Technology - North America There were high hopes for online gaming in New Jersey, as investors and operators looked for the market to be a proving ground for the potency of the opportunity. Unfortunately, multiple forces worked against efforts to establish a viable market, beyond the challenges of Atlantic City. Geolocation requirement and verification proved crushing, especially to anyone near a New Jersey border or using wireless computer hardware. While the technology has been improved and the aggressiveness of the implementation relaxed, the damage has been done. Second, financial service providers have been hesitant to adopt and allow the use of their products within the online gaming environment. While there has been some movement here, there are still major holdouts. It’s worth noting that NJ online gaming has been seeing better performance over the last several months. In Europe, where online gaming has been around for years, the situation isn’t all that much better. First, individual countries have been looking to further regulate their markets, ring fencing the markets to players within their borders, locking out nontaxable gray market operators. While in markets such as the UK, regulators have taken a more aggressive stance on operators domiciled in tax free regions of Europe. Despite this, new opportunities continue to develop for the owners of casino content. Recently, Spain opened up and launched its regulated market to online casino games. With as many as 50 licenses awarded for the state, suggesting few if anyone in the market will be that profitable, given the competition. 2Q15 revenues from Spain proved disappointing, as performance suggest just a share shift vs a real market expansion of the Spanish online gaming market. Of course, optimism rules supreme and it’s always the next market that will be the winner. We look to the eventual regulation in Germany and the potential of online poker in Russia as the next hopeful markets in Europe. Looking forward, we look for online gaming regulation to be a slow, long process, progressing state by state, much like regional gaming has over the last 20 years in the USA. We would add that we look at the current trend of fantasy sports and note the considerable similarities to it and online poker in the USA, before regulators shut it down. Our only hope is that Fantasy Sports don’t suffer a similar fate and setback efforts for regulated online gaming even further. REMOTE GAME SERVERS (RGS) Today, operators have limited exposure to the operation of B2C online gaming sites, as they remain cautious not to compete with their customers. The end result is providing B2B services to operators of online gaming sites globally, via their Remote Game Servers, or RGS. Initially heralded as the next major stage in the evolution of gaming technology, remote game servers (RGS) are actually a very small part of the interactive business. By design, at this point, every manufacturer can and probably does have a remote game server. Simply, the RGS houses a manufacturer’s real money gaming software for use with online gaming sites. In the US, the only states that uses theses platforms are Delaware and New Jersey, since they are the only states with legal online casino gaming. As a result, most RGS volume is done in Europe and the UK. Remote game servers are not new. They were expected to be a backbone of network gaming, a technology that never fully caught on with operators. Manufacturers use their RGS capacity in different ways. In Europe, some manufacturers operate their own “formoney” online gaming sites that draw from their RGS to provide game content. In these markets, competing online sites can, for a fee, draw from a manufacturer’s RGS. For 46 August 17, 2015 Gaming Technology - North America example, bwin.party digital entertainment (BWIN) operates online gaming sites in the UK and the US (New Jersey). Although bwin has its own in-house content, it will also draw from IGT’s or other companies’ RGS content library for its own site. The likes of bwin will seek to limit their use of third-party content, as it’s far more costly than homegrown content, even though it’s frequently far more productive. It’s about balance of content. Most manufacturers have RGS technology, but the bottom-line contribution is negligible. Fortunately, development costs are minimal, as manufacturers are simply porting existing game titles to an online environment. Growth in this segment is controlled as operators port more content and make it more globally accessible, often updating for language and regional regulations as well as cultural preferences. We foresee minimal growth in RGS without major changes in online gaming laws in the United States and other populous nations with considerable per-capita GDP and propensity to gamble. INTERACTIVE LOTTERY Even though interactive or online lottery is a new phenomenon in the US, it has been a fact of life in Europe for years. Online lottery sales represent less than 1% of any US market, but they command 40%-50% of sales in some markets in Europe. In the most simplistic analysis, online lottery offers an unlimited number of distribution points. This compares with the US method of distribution, which relies on liquor and convenience stores. The latter is a far less efficient means of distribution and is probably why New York and Illinois lottery commissions sued at the federal level to overturn the Wire Act. Overturning the act allowed the online sale of lottery products and also fueled a push for online gaming in North America. We believe it’s only a matter of time before the US lottery market starts to look more like the European lottery market with greater use of online distribution channels. US lottery markets are starting to show signs of maturity, growing only because of new market expansion and underlying inflation. As states seek to bolster revenues, the expansion of online lottery sales appears to be an easy path. We would note that recently, several US based credit card operators changed their coding, allowing for the purchase of lottery tickets via credit cards. Traditionally, lottery tickets have been a cash purchases. Allowing credit card sales will have two impacts. First, it will allow for online purchases of lottery tickets. Second, it will allow for the purchase of “gambling like” products via credit cards, a positive for the online gaming industry. I-GAMING: EUROPEAN INITIATIVE, WITH SPORTS BOOK OPPORTUNITY In short, the only story in the online gaming market is one that includes the US. Will the US ever allow online gaming? If the answer is yes, then online gaming will provide an extraordinarily lucrative windfall for gaming tech operators, among other industry participants. If the answer is no, then online gaming will continue to exist in limited capacity in North America, in a sparsely populated Canada, in New Jersey, and, to a limited extent (poker), in Nevada. In Europe, increasing regulation has taken a toll on online gaming, as the ring-fencing of markets has reduced play from external regions. In the UK, higher taxes and fees have limited the appeal to players and operators. Thus, it’s difficult to foresee online gaming 47 August 17, 2015 Gaming Technology - North America growing in any meaningful way in the foreseeable future in Europe. Also, profit margins for poker and sports book pale in comparison to those for online slot play and digital table games. As a result of these broader industry headwinds, we have seen a move for industry consolidation, with suitors like Amaya Gaming and GVC Holdings pursuing bwin and the recent deal announced between Gala Coral and Ladbrokes in the UK. MGM SPORTS BOOK AND ONLINE CASINO – A LOOK INTO THE FUTURE? MGM is taking online gaming to a whole new level, as the company is well into the development of an online gaming environment for its Nevada operations. Here, the company is moving to a mobile-based sports book business that will allow patrons to place wagers from their mobile devices anywhere on MGM’s properties. Patrons can place more lucrative proposition wagers without returning to the sports book or watching the event within the sports book. Probably more meaningful for the company is that the system will also allow patrons to play slot machines on mobile devices while on MGM’s properties; customers can play their favorite slots while sitting at the bar, by the pool, or in their rooms. This strikes us as especially promising, as it is unlikely to lead to more slot machines on site. Rather, we foresee a reduction in on-floor slot content, pushing slot systems to the online side. DAILY FANTASY SPORTS LEAGUES Typical league entry fees for the mass market generally amount to $1—$25, but highstakes games can require entry fees north of $1,000. Competitors like FanDuel generally take about 10% of the prize pool as a fee (or entry fee). FanDuel reportedly generated $57.3MM of net revenue after $564.5MM of prizes paid in 2014, up from just $14MM in 2013. At present, the business model is geared very much toward the high roller. FanDuel suggests that about 80% of its revenue is generated by its top-quintile of players, some of whom claim to spend as much as $35,000 a week or more. It has been reported that some successful players have earned six figures in annual profits competing in daily fantasy sports leagues. The longevity of the business remains to be seen, and with two primary competitors, FanDuel appears to be winning the race. We view this business as similar to online poker, where liquidity is king. The greater the player base, the higher the prize pool, and subsequently the higher the revenue. The business model requires substantial scale, which means customer acquisition and retention costs will be high as long as it’s a free market. Start-up costs, meanwhile, prove relatively minimal, at least for some of the large gaming companies we know of, which could probably get started for a quarter’s worth of capex. However, the operating model so far has proved unprofitable, as customer acquisition remains highly competitive in this new business. Advertising costs are significant, particularly during high-profile sporting events aimed at attracting new players. Thinking about the cost of air time during the Super Bowl, it’s easy to see how costs can be high. At this point, it seems that since the business model operates much like online poker, one might wonder how it is legal. The answer is hotly contested, though there appears to be a loophole in the 2006 Unlawful Internet Gaming Enforcement Act, which cracked down on online poker. The loophole appears to define fantasy sports as a game of skill, exempting it from the online gambling rules. 48 August 17, 2015 Gaming Technology - North America Considering how young the business is, many high-roller daily fantasy players are what the online poker business refers to as “sharks,” preying on the many amateur players (fish) out there. A similar dynamic existed for online poker in the US, where a small percentage of well-funded, experienced, and focused players were able to win small amounts from many leisure players. In an unregulated or uncompetitive environment, we often see the “fish” pool dry up over time as people become sick of losing. This could ultimately cause a liquidity crunch. This is another reason new customer acquisition and retention are very important. One thing daily fantasy sports has going for it that online poker or sports gambling never had in the US is support from contingencies. The rise of fantasy sports in the US has proved lucrative for professional sports leagues, allowing for rapid growth of new fans and of committed fans who engage in sports as a result of fantasy leagues. For online poker, land-based operators considerably opposed the notion, and for sports gambling, the major sports leagues oppose it, for the most part. With support from the right contingencies, like sports leagues, fantasy daily sports appear poised for growth and acceptance. FanDuel. The business model of this New York-based fantasy sports provider of daily games revolves around small-stakes daily fantasy leagues. Essentially, for a few dollars, a person can draft a fantasy sports roster each day and compete against thousands of other players. Scale is the key to this business model. Given this scale, cash prizes on any given day can total thousands or even hundreds of thousands of dollars and on occasion can reach seven figures. At present, FanDuel has over 1MM paying users and controls about two-thirds of the daily fantasy sports business. Key investors in the business include private equity firms and the National Basketball Association, whose commissioner has publicly supported legalizing sports gambling. It is estimated that the last capital raise for FanDuel valued the company in excess of $1B. DraftKings. It is estimated that DraftKings, the Boston-based No. 2 player in the daily fantasy sports business, has just one third of FanDuel’s user base. 49 August 17, 2015 Gaming Technology - North America International Game Technology We are initiating coverage of IGT with a Buy rating and a price target of $24, which assumes a multiple of 7.5x our 2016 EBITDA estimate of $1,753MM. Figure 34. International Game Technology FCF Yield FREE CASH FLOW Adjusted EBITDA Interest expense, net 2015E 1,601.8 2016E 1,752.5 2017E 1,825.8 (423.2) (434.8) (424.7) (80.9) (244.7) (282.8) Maintenance capex (467.0) (400.0) (400.0) One-time cash charges (111.0) Free Cash Flow Italy Lotto Renew al Tax expense, net 0.0 0.0 $519.8 $673.0 $718.3 (387.0) (276.4) (110.6) Other project capex 0.0 Net borrow ing 0.0 0.0 0.0 (160.0) (280.0) $132.8 $236.6 $327.7 FCF / Share (LTM) $2.69 $3.41 $3.64 FCF Yield % (Current Price) 13.6% 17.3% 18.5% FCF Yield % (Target Price) 11.2% 14.2% 15.2% Free Cash Flow To Equity Source: Union Gaming Research, company documents. Investment Case We view IGT as an execution story, backed up by strong free cash flow. Unlike SGMS, IGT does not face a heavy debt burden. IGT’s challenges are related largely to operational execution, mainly righting several wrongs on the traditional gaming front. As such, the company is on track to achieve $230MM in merger synergies with 2/3 expected in 2015 and the benefits to be felt in 2016. The important part being that these synergies will be achieved without highly disruptive headcount reductions in customer facing positions. These synergies will support strong earnings flow through and only add to the free cash flow story with a dividend yielding 5.4% today, supported by a dominant position in the system side of global lottery business. Add to this a commanding interactive business that continues to grow and provide IGT access to the large and growing mobile and interactive segment detailed in this report. With this as the foundation of the story, we see additional building blocks to support our more optimistic view. Encouraging trends within IGT’s gaming hardware business as two new cabinets, the Crystal Dual and the S3000, are beginning to gain traction. There are some early indications that IGT is seeing some stabilization within its gaming operations business. Collectively, these two items represents the most challenging part of the IGT story, but also the area that could potentially drive the most upside. In addition, the new leaders of IGT have already started to address the human capital issue that has plagued legacy-IGT in recent years. The change, while filling gaping holes in management is also changing the culture, which over the last several years, has been to lead from the top, exclusively. Providing some level of divisional and regional autonomy will go a long way to reversing the talent drain at IGT. Chatter on the street suggests that IGT could announce some more high profile additions sooner than later. 50 August 17, 2015 Gaming Technology - North America Figure 35. IGT Legacy Revenue Mix LTM March 2015 Figure 36. GTECH Legacy Revenue Mix LTM March 2015 Figure 37. IGT Pro Forma Revenue Mix 2015E Other, $369 Other, $453 Interactive, $355 Gaming Ops, $853 Equipment Sales, $210 Gaming Ops, $835 Gaming Equipment, $663 Lottery, $2,275 Interactive, $484 Gaming Equipment, $693 Lottery, $2,049 Interactive, $122 Gaming Ops, $1,479 Source: Union Gaming Research, company documents. RECURRING REVENUE With the combination of GTECH and IGT, the business model has shifted considerably and is significantly geared toward recurring revenue. The lottery and gaming operations segments combined constitute nearly 70% of net revenue, and when the interactive segment is included, this recurring revenue stream steps up to nearly 80%. The volatile equipment sales business is expected to account for less than 15% of overall net revenue. Because of the significant contribution of recurring revenue, we feel comfortable with IGT’s dividend policy and expect the lower volatility of earnings from slot machine sales to ultimately help the stock’s valuation. However, we believe a few things must happen before the Street becomes comfortable with the recurring revenue and new business model here. First, in view of how important the Italian lottery is, the market will need some level of confidence in the renewal of these concessions. Second, we don’t expect the stability of the business combination revenue model to immediately convince investors, as traditional US gaming tech investors are probably all too familiar with the quarterly volatility pre-consolidation. We expect a few quarters of consistency would really help IGT’s valuation and get investors comfortable with the strong FCF profile of the new recurring business model. LOTTERY REMAINS CORNERSTONE OF FREE CASH FLOW – ITALIAN LOTTO RENEWAL THE PRIMARY OVERHANG We forecast that IGT’s lottery business will generate $2B of net revenue in 2015, accounting for about 40% of total revenue. IGT’s lottery business is focused on North America and Italy. We estimate that the American lottery business accounts for more than 40% IGT’s lottery revenue, followed closely by Italian Lotto and instant tickets (combined), with the balance coming from other foreign lottery markets. The stability and recurring nature of IGT’s lottery business will largely support the free cash flow story for IGT going forward. The most significant step in protecting IGT’s current free cash flow stream is the successful extension of the Italian lottery. Although expectations are high, uncertainty about IGT’s quest to renew its Lotto concession will remain an overhang on the shares. However, we believe the prospects for IGT to lose the Italian lottery are long. The size and magnitude of the venture will in itself be a limiting factor for some. Leverage and being domiciled in North America will keep SGMS from directly bidding on the contract, though the prospect of joint bids is very real. Assuming a joint bid, execution is then the concern. We look at the Turkish lottery, which saw irresponsible levels of overbidding, which ultimately resulted in the winner 51 August 17, 2015 Gaming Technology - North America defaulting and indications are that the next in line might not make it as well. If such a string of events were to happen in Italy, it would be challenging for the Italian government, which depends on revenue from the lottery. STABILIZE, THEN GROW GAMING OPERATIONS, THE OTHER FREE CASH FLOW IGT’s gaming operations business should contribute about $1.4B of pro forma net revenue in 2015, with half coming from the legacy IGT North America business. The Italian VLT business constitutes about 40% of net gaming operations revenue, by our estimate, while the balance comes from the company’s combined international gaming ops segments. Figure 38. International Game Technology Installed Base (Pro Forma) 80,000 70,000 Installed Base 69,159 8,136 60,000 16,825 66,372 8,202 16,733 50,000 40,000 44,198 41,437 64,117 62,453 60,815 60,312 8,378 8,392 8,529 8,465 16,637 16,524 16,526 16,515 35,760 35,332 1Q15 2Q15 39,102 37,537 30,000 20,000 10,000 - 1Q14 Casino 2Q14 3Q14 4Q14 VLT Government Sponsored (ex. Italy) VLT Italy Supplier (B2B) Source: Union Gaming Research, company documents. The challenge to IGT—apart from the overhang of the Italian lottery—is its gaming operations business. The company has seen its floor share and performance decline in the past several years. Combined IGT’s global installed based has declined to 60,312, down from 66,372 in 2Q14. In the Americas, the merged IGT installed base consists of roughly 41,781, representing 70% of IGT’s total global installed base. We point to several reasons for the decline in the industry discussion of this report. IGT has suffered in the game development area, as key talent has left for what they view as a more welcoming environment. Mounting a recovery will be a challenge as it has historically taken missteps of a competitor’s gaming operations business to fully regain valuable floor share. Despite the odds, we are seeing early but positive signs. On IGT’s 2Q15 earnings call, management noted that conversions from gaming operations to for sale had slowed considerably and that sequentially, the decline in the installed base was only 400 units in 2Q15, from 1Q15. Aiding this was the positive reception seen for GTECH’s legacy Spielo gaming operations. Spielo is experiencing strong demand, specifically the 3D Sphinx, Zuma and Bejeweled installations, offsetting some of the declines from IGT’s legacy gaming operations platform. Finally, management noted that WAP yields have actually improved. This is likely also from the inclusion of Spielo, as Spielo games are traditionally fixed daily fee vs legacy IGT’s gaming operations, which are largely variable 52 August 17, 2015 Gaming Technology - North America daily fee machines. Historically, legacy IGT suffered disproportionality relative to its peers given its heavier exposure to variable fee, but we believe that as regional gaming trends improve, IGT should see a disproportional gain as yields improve from these variable fee machines. INTERACTIVE: DOUBLEDOWN AND CONTENT REMAIN GROWTH AND VALUATION DRIVERS IGT’s DoubleDown is an industry leader in social gaming, though the contribution by the interactive business to the company’s overall earnings is relatively small. We project about $485MM of net revenue from interactive in 2015, putting it at just less than 10% of overall net revenue. The IGT legacy business constitutes about 75% of all interactive revenues, with GTECH’s legacy operations making up the balance. For growth, we believe IGT will continue to stay focused on exploiting its DoubleDown platform. Daily active users of DoubleDown continue to grow, albeit at a more modest pace. However, the monetization rate remains at an industry high and continues to push higher. At present, DoubleDown features some of the industry’s highest daily revenue per user, at over $0.45. IGT has boosted this metric for almost eight consecutive quarters now and continues to push the envelope. While the platform stumbled in 2Q15 due in large part to system issues around platform migration, the completion positioned DD for continued growth and diversification going forward. We believe IGT’s combination with GTECH will only accelerate DoubleDown’s foray outside the US, namely in Europe, which remains a relatively underpenetrated social gaming market for DoubleDown. Penetration into mobile platforms remains the primary driver of higher monetization rates. Looking into 2016 and 2017, we look to IGT’s implementation of its OnPremise technology at MGM’s domestic properties, which will eventually offer mobiles sports wagering and casino gaming at MGM’s properties. We would add that DoubleDown represents an important cornerstone for IGT’s valuation, with further growth of the platform driving the parent’s market valuation. IGT CULTURAL CHANGE ONLY A POSITIVE Over the last several years, IGT has been a source of challenging stories highlighting an aggressive manage-from-above style. With sweeping changes done at the corporate level and little consideration or input from regional or divisional management. In some cases, entire teams or platforms fell into the hands of IGT’s competitors. The end result has been a significant drain on human capital at IGT. We believe that IGT’s new management has already made considerable strides in reversing this trend, as highlighted by some of the improvements seen in the sales side of the organization. We have also seen it at the manufacturing level, as optimism has replaced uncertainly at IGT’s Reno facility. Market conjecture suggests that there are several high-profile additions in the works that will further cement this new dynamic. NEW CABINETS SPURRING GREATER DEMAND Gaming equipment sales is the new IGT’s third-largest business, though it contributes less than 15% of pro forma revenue. Much of this revenue is generated by the legacy IGT equipment sales segment and is heavily skewed toward North America. Earlier in the report, we chronicled the challenges that the gaming hardware segment faces, with limited new supply expansion and increasing competitive pressures. For IGT, the lack of innovative new hardware has weighed heavily on hardware sales, as prior management took focused development dollars elsewhere. 53 August 17, 2015 Gaming Technology - North America 2Q15 performance, however, was far better than most investors expected, with the company shipping 10,147 units, up both sequentially and YoY. While the company faces a very difficult 3Q14 comparison, we believe IGT’s for sale business is benefiting from considerably better hardware along with a market with several manufacturers poised to launch platforms at this year’s G2E. Finally, we believe that outside the USA, the new hardware is getting a lift from the Spielo sales platform, which now has a considerably larger portfolio of games to offer. New unit shipments for IGT’s legacy operations have been tepid, though 2Q15 posted a rebound after a challenging 1Q15. In the past two quarters combined, IGT has shipped only 900 new/expansion units. In the past 12 months, legacy IGT shipped just 13,100 replacement units in North America. This compares with nearly 29,000 units in the preceding 12 months. Further, ASPs have been pressured for several quarters, owing primarily to the greater proportion of VLT and VGT units shipped to markets in Canada and Illinois. As IGT rolls out its new cabinets, we will look for some improvements in ASP, but given more tepid demand in North America, our expectations are tempered. Figure 39. International Game Technology Units Sold (Pro Forma) 14,000 Global Units Sold 12,701 12,000 10,000 2,643 10,147 9,839 9,528 9,401 3,365 2,494 10,058 8,000 6,000 2,187 1,358 8,170 6,474 6,907 6,828 7,960 595 6,233 4,000 2,000 1Q14 2Q14 3Q14 Replacement 4Q14 1Q15 2Q15 New/Expansion Source: Union Gaming Research, company documents. 54 August 17, 2015 Gaming Technology - North America Figure 40. IGT Crystal Dual Cabinet Figure 41. IGT S3000 Cabinet Source: Union Gaming Research, company documents. Source: Union Gaming Research, company documents. IGT has full production of its Crystal Core and S3000 running at its Reno headquarters, with Spielo getting up to speed as production is consolidated under one roof. This has allowed IGT to absorb more of the considerable capacity the Reno facility has to offer, bolstering efficiency and driving margin improvements. As demand picks up, IGT’s Crystal Core and S3000 are gaining traction at the same time manufacturing efficiencies are improving, driving down production costs. The dual benefit of higher market acceptance and lower production costs will give IGT a base from which to build in coming quarters. With the For Sale business volatile and choppy, we believe IGT is finally filling its order book for future orders as slot floors have more recently attracted the latest and greatest cabinets in a more stagnant replacement cycle. While we expect a considerable number of new cabinet launches at G2E this year, we believe IGT is well positioned as its production will be fully ramped as these competitor’s face off. Early indications are positive as IGT captured 35% floor share of the recently opened Plainridge casino in Massachusetts. IGT placed around 400 machines out of 1,222 slot machines, while the remaining positions went to ETGs. 55 August 17, 2015 Gaming Technology - North America Valuation We value shares of IGT at $24, which represents a 7.5x multiple on our 2016 EBITDA estimate of $1,753MM. Our price target was determined by a blend of both our review of a range of EV/EBITDA multiples and a discounted cash flow analysis. Figure 42. International Game Technology PLC Valuation 2015E TOTAL EV/EBITDA VALUATION ADJUSTED EBITDA EV/EBITDA Total Enterprise Value Net debt Equity value Diluted share count Implied value per share DISCOUNTED CASH FLOW Adjusted EBIT Tax expense Marginal tax rate Unlevered cash net income (+) Depreciation & amoritzation (-) Increase in working capital (-) Capital expenditures Unlevered Free Cash Flow Terminal value Total Cash Flows Total Enterprise Value (-) Net debt Equity value Diluted share count Implied value per share 2016E TOTAL 2017E TOTAL 2018E TOTAL 2019E TOTAL 2020E TOTAL $1,602 7.5x $12,078 ($8,756) $3,322 197.1 $16.85 $1,752 7.5x $13,214 ($8,554) $4,659 197.1 $23.63 $1,826 7.5x $13,767 ($8,157) $5,609 197.1 $28.45 $1,831 7.5x $13,808 ($7,664) $6,145 197.1 $31.17 $1,850 7.5x $13,952 ($7,172) $6,779 197.1 $34.39 $1,892 7.5x $14,265 ($6,653) $7,612 197.1 $38.61 $976 361.1 37.0% $1,124 416.1 37.0% $1,210 447.6 37.0% $1,215 449.7 37.0% $1,234 456.7 37.0% $1,276 472.1 37.0% $615 636.0 $708 572.0 $762 564.0 $766 564.0 $778 564.0 $804 564.0 (467.0) $784 (400.0) $880 (400.0) $926 (400.0) $930 (400.0) $942 $784 $880 $926 $930 $942 (400.0) $968 13,226 $14,194 11,367.9 (6,652.9) 4,715 197.1 $23.92 Source: Union Gaming Research, company documents. 56 August 17, 2015 Gaming Technology - North America Figure 43. International Game Technology PLC Summary Financial Model Pro Forma Financial Model $ in millions. FYE December. 1Q14A MAR 2Q14A JUN 3Q14A SEP 4Q14A DEC Gaming operations 202.2 192.2 196.9 195.6 Product sales 145.0 118.0 148.0 113.0 68.8 71.8 75.1 North Am erica Gam ing & Interactive % Year ov er Year Grow th $416.0 $382.0 North Am erica Lottery % Year ov er Year Grow th $282.0 International % Year ov er Year Grow th Italy % Year ov er Year Grow th 2014A TOTAL 1Q15A MAR 2Q15A JUN 3Q15E SEP 4Q15E DEC 2015E TOTAL 2016E TOTAL 787.0 176.4 164.0 173.3 174.9 688.6 695.7 524.0 83.0 116.0 72.0 95.0 366.0 439.8 79.4 295.0 80.6 73.0 78.2 81.6 313.5 $420.0 $388.0 $1,606.0 $340.0 (18.3%) $353.0 (7.6%) $323.4 (23.0%) $351.6 (9.4%) $1,368.0 (14.8%) $1,476.9 8.0% $237.0 $257.0 $244.0 $1,020.0 $273.0 (3.2%) $270.0 13.9% $259.6 1.0% $251.3 3.0% $1,053.9 3.3% $1,075.0 2.0% $252.0 $240.0 $272.0 $279.0 $1,043.0 $201.0 (20.2%) $247.0 2.9% $255.7 (6.0%) $273.4 (2.0%) $977.1 (6.3%) $1,006.4 3.0% $602.0 $552.0 $525.0 $510.0 $2,189.0 $453.0 (24.8%) $432.0 (21.7%) $414.8 (21.0%) $408.0 (20.0%) $1,707.8 (22.0%) $1,755.5 2.8% $1,552.0 $1,411.0 $1,474.0 $1,421.0 $5,858.0 $1,267.0 $1,302.0 $1,253.4 $1,284.3 (18.4%) (7.7%) (15.0%) (9.6%) $5,106.8 (12.8%) $5,313.8 4.1% Revenue Interactive TOTAL REVENUE % Year ov er Year Grow th 341.4 ADJUSTED EBITDA CALCULATION Operating income 321.0 278.0 305.0 174.0 1,078.0 156.0 115.4 157.3 234.3 663.0 1,044.5 Depreciation 116.0 108.0 114.0 108.0 446.0 99.0 93.0 96.0 96.0 384.0 392.0 Amortization 49.0 51.0 51.0 49.0 200.0 43.0 119.0 45.0 45.0 252.0 180.0 3.0 5.0 51.0 59.0 30.0 32.0 30.0 33.0 31.0 30.0 127.0 27.0 27.0 27.0 Transaction expense, net Other service revenue amort. 33.0 - - 19.0 4.0 5.0 10.0 23.0 14.0 16.0 15.8 7.0 52.8 0.0 Stock compensation 10.0 3.0 15.0 21.0 49.0 7.0 5.0 6.0 6.0 24.0 28.0 4.0 15.0 2.0 43.0 $484.0 $541.0 $445.0 $2,025.0 7.0 $383.0 (31.0%) - 0.0 - 4.0 22.0 19.0 108.0 - $555.0 - 0.0 108.0 Restructuring costs Adjusted EBITDA % Year ov er Year Grow th 0.0 27.0 92.0 Non-cash purchase price Impairment loss - - - - - $426.4 (11.9%) $377.1 (30.3%) $415.3 (6.7%) $1,601.8 (20.9%) 7.0 $1,752.5 9.4% 0.0 1,601.8 1,752.5 FREE CASH FLOW Adjusted EBITDA 383.0 426.4 377.1 415.3 Interest expense, net (88.9) (114.9) (110.3) (109.1) (423.2) (434.8) (11.6) (19.0) (50.3) (80.9) (244.7) (400.0) Tax expense, net - Maintenance capex (83.5) (83.5) (150.0) (150.0) (467.0) One-time cash charges (30.0) (51.0) (30.0) - (111.0) Free Cash Flow 0.0 $180.6 $165.4 $67.8 $106.0 $519.8 $673.0 Italy Lotto Renew al - - - (387.0) (387.0) (276.4) Other project capex - - - - 0.0 Net borrow ing - - - - 0.0 $180.6 $165.4 $67.8 ($281.0) Free Cash Flow To Equity 0.0 (160.0) $132.8 $236.6 Free Cash Flow Per Share (LTM) $2.69 $3.41 Free Cash Flow Yield % (current price) 13.6% 17.3% Free Cash Flow Yield % (target price) 11.2% 14.2% CAPITALIZATION Credit Facilities Revolver - - - - - 1,166.1 1,338.0 1,338.0 1,338.0 1,338.0 1,258.0 Term Loan - - - - - 886.2 890.4 890.4 890.4 890.4 810.4 5.625% senior secured notes due 2020 - - - - - 600.0 600.0 600.0 600.0 600.0 600.0 6.250% senior secured notes due 2022 - - - - - 1,500.0 1,500.0 1,500.0 1,500.0 1,500.0 1,500.0 6.500% senior secured notes due 2025 - - - - - 1,100.0 1,100.0 1,100.0 1,100.0 1,100.0 1,100.0 4.125% EUR denom senior secured notes due 2020 - - - - - 779.9 779.9 779.9 779.9 779.9 779.9 4.750% EUR denom senior secured notes due 2023 - - - - - 947.1 947.1 947.1 947.1 947.1 947.1 5.50% IGT notes due 2020 - - - - - 300.0 124.9 124.9 124.9 124.9 124.9 5.35% IGT notes due 2023 - - - - - 500.0 61.4 61.4 61.4 61.4 61.4 7.50% notes due 2019 - - - - - 500.0 526.7 526.7 526.7 526.7 526.7 5.375% notes due 2018 - - - - - 541.4 546.6 546.6 546.6 546.6 546.6 3.500% notes due 2020 - - - - - 527.4 532.8 532.8 532.8 532.8 532.8 Capital securities - - - - - 50.5 50.8 50.8 50.8 50.8 50.8 Other - - - - - 1.6 0.2 0.2 0.2 0.2 0.2 $9,400 $8,999 $8,999 $8,999 $8,999 $8,839 Cash 267.0 557.1 570.1 243.1 243.1 284.6 Net Debt LTM EBITDA 9,133 1,853 8,442 1,795 8,429 1,631 8,756 1,602 8,756 1,602 8,554 1,752 Total Debt/EBITDA 5.1x 5.0x 5.5x 5.6x 5.6x 5.0x Net Debt/EBITDA 4.9x 4.7x 5.2x 5.5x 5.5x 4.9x New Notes Issued for Acquisition Legacy IGT Notes Legacy GTECh Notes TOTAL DEBT $0 $0 $0 $0 $0 Source: Union Gaming Research, company documents. 57 August 17, 2015 Gaming Technology - North America Scientific Games Corp. We are initiating coverage of Scientific Games Corp. with a Hold rating and a $14 price target, which assumes an 8.7x multiple on our 2016 Adjusted EBITDA (ex. JV EBITDA) estimate of $1,097MM. The recent consolidation of WMS, Bally, and SHFL under the SGMS umbrella gives the combined company a broad set of complementary products and services to market and a considerable opportunity to drive efficiency across the supply line. Management has guided to $235MM of cost synergies related to its most recent acquisition (of Bally) while also suggesting that some synergies remain from previous acquisitions. With the release of its 2Q15 earnings, the company announced that it had pulled forward expectations for its ability to achieve synergies. Although we are confident that the SGMS team can achieve the identified cost synergies, we believe a challenging operating environment will push out implementation or offset the benefits in the face of slower demand on the traditional gaming front. Leverage is our primary concern out of the gate. On a 2015 consolidated pro forma basis, we estimate SGMS’s total leverage (excluding EBITDA from JVs) at roughly 8.6x. Despite the high debt leverage, we peg interest coverage above 1.5x, which we expect to improve as the company hits its synergy targets. While soft targets like cost synergies have been accelerated, deleveraging has been slower to commence in the face of softer performance by gaming operations, softness in the for sale segment of WMS, and question marks around the timing video lottery operations in Greece. The instant ticket business and interactive performance remain bright spots, but these are offset by other challenges. In the end we are left with a show me story in a race to refinance the companies considerable leverage position. Figure 44. SGMS 2015E Revenue Mix Figure 45. SGMS 2015E EBITDA Mix Interactive, $211 Interactive, $69 Corporate, ($120) Gaming Ops, $777 Lottery, $792 Lottery, $358 Gaming, $853 Equipment Sales, $532 Tables, $170 Systems, $293 Source: Union Gaming Research, company documents. Source: Union Gaming Research, company documents. 58 August 17, 2015 Gaming Technology - North America Investment Case THE RACE TO DELEVERAGE IN A RISING RATE ENVIRONMENT – THE NEAR TERM OVERHANG The clock is ticking in a race towards accelerated deleveraging. The setup is as follows. Financing for the SGMS acquisition of BYI was considerably more expensive than expected. Volatility in the high-yield markets late in 2014 left the company with little option than to accept more expensive financing options than initially expected. Today, nd investors should be looking at November 22 , 2015, as it represents the expiration on the one-year call premium for SGMS’s bank debt. Up until this point, SGMS must pay a prepayment penalty on any refinancing of the bank debt. After this date, the company can begin refinancing or prepaying at its discretion. Thus, the race is on to drive down leverage, which will play an important role into SGMS’s ability to meaningfully refinance its slug of $4.25B LIBOR+ 500 bank debt. Of course, there is another train coming, that is the US Fed positioning to move rates higher in September of 2015. What this will do to the bank debt and overall lending markets remains unclear, though one thing is clear, borrowing costs will increase. A 100 bps reduction in bank debt borrowing cost would equal $42MM in annual interest expense saving, before tax. Adding $42MM to SGMS 2016 estimated operating income would increase operating income by 12.7%, while growing 2016 free cash flow by 7.7%. Achieving this would be a considerable milestone for the company. SHORT-TERM FCF UNDER PRESSURE, NEAR-TERM DEBT REDUCTION A RISK Although we project annual free cash flow at more than $215MM for 2016 and beyond, we see some pressure on 2015 FCF after minimal flow-through in 1H15. In the near term, integration costs and working capital fluctuations could pressure FCF, which would limit debt pay down in the near future. As a result, we are less optimistic about an early and favorable refinancing of bank debt without more meaningful strides in reducing leverage. Furthermore, SGMS is racing against the specter of rising rates, making near-term deleveraging all the more important if the company hopes to refinance while the getting is still good. LEVERAGE AND DRIVE FOR FREE CASHFLOW PRESENTS A RISK TO CAPEX Perhaps the greatest risk to SGMS is capital investment and development risk. As independent operators, WMS, Bally, Shuffle, and SGMS all committed capex dollars to their far more focused operations. WMS committed to development of its industryleading gaming ops and industry-leading premium cabinet design while Shuffle developed its table games and shuffler business, and Bally focused on its systems offerings and burgeoning recurring revenue business. As a combined company—like all consolidated companies, especially heavily leveraged operators—SGMS’s capital dollar allocations will have to at least cover the currently higher cost of capital. From one perspective, all business lines should be stacked against one another, with operations recording the greatest returns receiving the highest investment. This presents the risk of underinvesting in the important corners of SGMS operations and puts its bundling strategy at risk as well. Given the scenario we discuss above around the race to refinance SGMS’s considerable amount of bank debt, it would seem that SGMS would look to cover any shortcoming with reductions in capex. SGMS has ambitious development goals over the coming next several quarters. Recently the company released a new cabinet at ShuffleMaster. Indications suggest that the company will launch a common platform at G2E this year, along with a flurry of new 59 August 17, 2015 Gaming Technology - North America gaming operations titles. All of which will require capex commitment. SGMS is guiding to $300MM-$325MM in Capex spend in 2015, of which 10% or roughly $30MM is related to the implementation of VLT’s in Greece. 2Q15 performance creates concerns; management looks to ease concerns – Show Me Story Persists: While SGMS had a decent 2Q15 operationally, the response from investors sending the shares down over 15% indicate there are real concerns. The challenge here is that there isn’t much to provide investors with confidence beyond reassurance from senior management. While product sales in the quarter came in at 6,805 units, it was below expectations. Furthermore, gaming operations had a decent 2Q15, but wasn’t able to offset softer performance from hardware sales or systems pressures. Currency headwinds from foreign lottery operations offset better domestic instant ticket trends. Looking into 3Q15, SGMS management insists that even if revenues and earnings remain flat sequentially, they will see improvements in free cash flow, as the benefits of synergies start to hit the bottom line. Additionally, expectations are for SGMS systems business to really take hold in the 2H15. Furthermore, timing in bond payments will see 3Q15 face softer financing costs, all of which should result in greater free cash flow. Of course, the question remains, will it be enough. PRODUCT SALES Impacts of Recent Consolidation: What Does 1+1 Equal in the world of gaming hardware sales? SGMS’s acquisition of Bally (including SHFL) and WMS represents significant consolidation, as it is a combination of three of the largest gaming equipment manufacturers in North America. As discussed in earlier in this report, the end result of the merger will put SGSM hardware sales in line with IGT. As a result, the question remains whether SGMS will be viewed as one slot provider or whether the Bally and WMS subsidiaries will be viewed by customers and regulators as separate suppliers. This is an important distinction. Representatives for SGMS indicated that for the upcoming Oregon replacement program, they expect to receive allocations of games for both Bally and WMS consistent with prior levels. The Bally allocation has been made, and the WMS allocation is likely to come later in the year. It is our understanding that other jurisdictions—including a province in Canada—have taken a different stance on the merger, viewing SGMS as one supplier. This is relevant because many jurisdictions and casino operators maintain a fixed number of suppliers, meaning that the consolidation of Bally and WMS could open vendor programs to an additional supplier. In the end, each jurisdiction and each casino operator will handle the merger differently. In our view, it’s unrealistic to believe that all jurisdictions will continue to consider WMS and Bally separate entities, as we have already seen evidence to the contrary. Although the Oregon example indicates some preference to treat the SGMS business as two separate suppliers, we believe this tendency will fade over time as the Bally and WMS business is integrated. Adding to the challenge is a look at SGMS by product category: In 2014, the SGMS combined entities of BYI/WMS shipped a total of 21,490 machines, constituting about 31% of North American ship share. Since neither WMS nor Bally businesses do much in the way of video poker, we estimate the manufacturers’ combined ship share for video reel and mechanical steppers was to 40% in 2014. Given the proliferation of competitors in the space, we wonder if a 40% ship share within any segment of hardware sales is sustainable. This is especially the case in video reel. Thus, we believe that even in a more buoyant market, the combined entity will struggle to exceed the pro forma level of shipments it experienced in 2014, with shipments likely closer to the 18,000- to 60 August 17, 2015 Gaming Technology - North America 20,000-unit range, slightly below the 2014 high-water mark. This is an important dynamic for the marketplace, as it presents an opportunity for other manufacturers, even in the face of challenged unit demand, to gain at least some floor share that could slip through the cracks at SGMS. Figure 46. SGMS Hardware Shipments 5,000 $17,000 $16,500 4,000 Post Bally Merger $16,000 $15,500 3,000 $15,000 2,000 $14,500 $14,000 1,000 $13,500 - $13,000 1Q14A 2Q14A 3Q14A 4Q14A 1Q15A 2Q15A U.S. and Canadian new unit shipments International new unit shipments Average selling price (ASP) Source: Union Gaming Research, company documents. Softness in 2Q15 unit shipment did little to minimize concerns around this dynamics. Unit shipments in 2Q15 were 6,805, somewhat below expectations. Management pointed to a couple of items as the reason for softness. First, concerns from operators that SGMS wasn’t going to support the WMS brand going forward. A concern management insists is completely unfounded. Second, indications that the competitive pressures persisted in the quarter, namely from Aristocrat. Finally, they believe there could be some pent up demand from operators waiting for the release of the new ShuffleMaster cabinet, or even announcements from G2E in late September. While we expect SGMS to benefit from the recently launched ShuffleMaster cabinet in 3Q15, we believe it won’t be until after pre-G2E meetings that SGMS gets any meaningful lift in their hardware order book. This as we believe it is at these meetings that customers will be introduced to SGMS’s upcoming new hardware offerings and management will have the opportunity to allay fears that SGMS will no longer support the WMS brand. RISK TO SYSTEMS PLATFORM The systems business was always a cornerstone of BYI’s overall business. With significant upfront capex requirements and long development cycles, competition has historically been limited. Further, operators are hesitant at best to make changes to their casino systems out of fear of disruption or worse. The end result is a very sticky business, though often very volatile. Today, more than 50% of systems revenue is from maintenance and service fees, providing a stable base of cash flow and recurring revenues. 1H15 systems performance hasn’t been as strong as historical performance, lending to some of the concerns over the segment. Here again, management has expectations for a stronger 2H15 and beyond, as investments into system implementations are expected to take hold in 2H15. Our model does look for a considerable build in systems 61 August 17, 2015 Gaming Technology - North America contribution in 2H15. Longer-term, we do have concerns over the capex commitments within this segment, given the lumpy nature of returns and what we view as being a more stringent criteria for capex commitments firm wide going forward. Management is optimistic about the opportunity for the systems business to recover in 2H15, but doesn’t see the system business revisiting the loft peak levels it reach at Bally, prior to its sale. Our primary concern over the systems business is with the departure of Ramesh Srinivasan. Anyone covering Bally’s knows that Mr. Srinivasan was central to the systems business. The test will be how deep the bench strength is on the systems side. Can the surviving entity support the sales and development of the systems business, or will it lose priority for valuable capex dollars? We believe we are seeing the reemergence of other systems operators, such as Aristocrat and, perhaps more notably, Konami, which has achieved some recent victories in important regional markets. GAMING OPERATIONS – A BRIGHT SPOT RELATIVE TO IGT With the addition of Bally in late 4Q14, SGMS more than doubled its installed base of WAP, premium, and daily fee units from about 9,000 to over 23,000. Like most manufacturers, SGMS suffered at the hand of competition, but also market dynamics, with 2Q15 down at 22,856 units. As expected, the inclusion of the new units reduced the blended average daily yield from the low $70s to the mid to high $50s ($56.77 in 2Q15). A bright spot with yields in the 2Q15 was WMS, where legacy WAP hardware saw a yield of $83.77, a record for this segment. Overall, the WAP, premium, and daily fee revenue stream is expected to approximate $470MM in 2015, more than half of all gaming operations revenue. The inclusion of Bally also nearly doubled the installed base of other leased and participation units from 26,700 to over 45,000. The average daily yield has risen modestly from around $12 to about $15. This segment is expected to generate about $278MM of net revenue in 2015. Figure 47. SGMS Installed Base 80,000 Installed Base 70,000 Bally Acquisition 69,421 68,975 68,088 45,867 45,898 45,232 23,554 23,077 22,856 4Q14 1Q15 2Q15 60,000 50,000 40,000 30,000 36,721 35,443 35,765 28,050 26,711 26,711 20,000 10,000 8,671 8,732 9,054 1Q14 2Q14 3Q14 WAP, premium and daily fee Other leased units Source: Union Gaming Research, company documents. 62 August 17, 2015 Gaming Technology - North America Looking forward, we believe the gaming operations segment will face pressure to grow. First, as IGT seems to be finding its footing, they will likely be less of a share donor going forward. Second, there is little evidence to suggest the market is any less competitive going forward, with expectations that Aristocrat is poised to launch another wave at this year’s G2E. Finally, there is evidence to suggest that operators are generally less enthused with sharing in the economics and the base of gaming operations installations is unlikely to grow. We think that while SGMS has the best gaming operations business in the sector, growing it will be a challenge. This is a challenge for SGMS, given that the gaming operations are such a large part of their overall business today. TABLE GAMES The table products and services business acquired via Bally (and previously ShuffleMaster) represents a relatively small component of the overall business. Our 2015 estimates assume that the table business contributes $170MM of net revenue, about 10% of total gaming revenue and about 6.0% of overall consolidated net revenue. This includes revenue from both product sales (shufflers), as well as services and recurring revenue from leased shufflers, proprietary table games, and add-ons. Although it is a small contributor of overall revenue, the table business is a largely recurring revenue stream, with about 80% of the table business coming from service or leased revenue. On the recurring revenue side, the installed base has been growing modestly on a sequential-quarter basis and stands near 18,770 units. The average daily fee on the installed base is about $20, which we expect to remain stable. So, although the overall revenue contribution from tables is relatively small, its recurring revenue and stability are important from a cash flow perspective. As discussed in this report, we believe that ETGs are just getting started in North America. So while ETGs have found their place in Asia, operators and regulators have struggled with them in North America. We view this category as an important long-term growth segment for SGMS. We believe the segment will see a considerable lift with the coming wave of new supply in Macau and Asia, while also benefiting from improving demand in North America. LOTTERY Like IGT, SGMS’s lottery business represents a stable building block. There are few businesses today that are as stable as the instant ticket lottery business and SGMS is the dominant player within the instant ticket category globally. Though as discussed in this report, instant tickets are disproportionately strong in North America, relative to other segments of the lottery. We model 2015 net lottery revenue at $792MM, or 29% of total revenue. Our 2015 attributable EBITDA forecast of $338MM for the lottery business represents a segment margin of 42.7% and 32% of overall attributable EBITDA. For SGMS, instant ticket games is the largest driver of revenue in the lottery segment, accounting for 66% of total segment sales, followed by services, at 24%, and then product sales. About 65% of SGMS’s instant ticket revenue is generated in the US. Its lottery services revenue is relatively evenly split between the US and international markets, whereas the smallest segment in lottery product sales is mostly an international business. SGMS’s instant ticket business generates revenue under two primary contracts: participation contracts, generally a relatively stable quarter-to-quarter revenue stream; and price per unit contracts, which tend to have a little more quarterly volatility. 63 August 17, 2015 Gaming Technology - North America Looking forward, we are very favorable on the overall instant ticket business in North America and globally. However, we do see some challenges for SGMS. First, we do expect some modest but still heighted competition from the expansion of a third player in the instant ticket business. Pollard Banknote has been openly vocal about its recently expanded printing capacity and its intentions to grow its business in North America. Today, Pollard benefits from its commanding position within the Michigan State lottery along with its involvement within several cooperative agreements. We believe at the very least, Pollard will be successful in expanding its production and moving up the food chain within these cooperative agreements. To the extent the company represents risk to important 2016 contracts, namely Massachusetts and Ohio. With all eyes likely on Ohio given the experiences with Intralot in the market. INTERACTIVE The interactive segment generated $144MM of net revenue for SGMS in 2014, and we see this growing considerably to over $200MM in 2015, though it is still a relatively small contributor to the big picture. The segment is driven primarily by social gaming revenue, which totaled $123MM in 2014. However, the quarterly run rate accelerated in 1Q15 with the addition of Bally’s Dragonplay for a full quarter. At present, the SGMS interactive social gaming portfolio features about 2.3MM daily users and average revenue per daily user of about $0.20. We see the greatest opportunity here in the growth of yield and note that IGT’s DoubleDown yields nearly twice SGMS’s platforms. Although we don’t believe SGMS will be able to close the gap entirely, we do expect the company to grow average daily revenue per user to the mid-$0.20 range in the near future. Valuation Anyone who follows the shares of SGMS knows the valuation is very sensitive to inputs and assumptions given the high debt leverage. Given the level of sensitivity to various inputs, our valuation approach was three fold, EV/EBITDA, sum-of-the-parts and discounted cash flow. We evaluated various scenarios under all three valuation methodologies to arrive at our price target of $14, which represents about an 8.7x multiple on our 2016 Adjusted EBITDA (ex. JV EBITDA) estimate of $1,097MM and roughly 8.3x our 2016 Attributable EBITDA (incl. JV EBITDA) estimate of $1,160MM. 64 August 17, 2015 Gaming Technology - North America Figure 48. Scientific Games Corp. Valuation 2015E Dec-15 2016E Dec-16 2017E Dec-17 2018E Dec-18 2019E Dec-19 $299.1 8.0x $2,393.0 $790.1 8.0x $6,320.8 $852.6 8.0x $6,821.1 $858.2 8.0x $6,865.6 $857.5 8.0x $6,860.0 $811.5 8.0x $6,491.7 Lottery Multiple Total Value $332.9 8.0x $2,663.2 $338.4 9.0x $3,045.5 $358.3 9.0x $3,224.4 $350.7 9.0x $3,156.5 $337.8 9.0x $3,040.1 $334.1 9.0x $3,006.9 Interactive Multiple Total Value $8.9 8.5x $75.7 $53.1 9.0x $478.1 $68.8 9.0x $618.8 $79.1 9.0x $712.3 $80.3 9.0x $722.3 $81.2 9.0x $730.8 Corporate Multiple Total Value ($93.2) 8.0x ($745.6) ($128.1) 8.0x ($1,024.8) ($120.0) 8.0x ($960.0) ($120.0) 8.0x ($960.0) ($124.0) 8.0x ($992.0) ($140.0) 8.0x ($1,120.0) ($63.0) 9.0x ($567.0) ($63.0) 9.0x ($567.0) ($62.0) 9.0x ($558.0) ($62.0) 9.0x ($558.0) ($64.0) 9.0x ($576.0) $547.7 8.0x $4,386.3 ($8,293.6) ($3,907.3) 84.6 ($46.20) $990.5 8.3x $8,252.6 ($8,216.5) $36.1 85.8 $0.42 $1,096.7 8.3x $9,137.3 ($7,949.4) $1,187.9 85.9 $13.83 $1,106.1 8.3x $9,216.5 ($7,688.1) $1,528.4 85.9 $17.79 $1,089.5 8.3x $9,072.4 ($7,429.7) $1,642.7 85.9 $19.12 $1,022.8 8.3x $8,533.3 ($7,221.3) $1,312.0 85.9 $15.27 519.3 260.6 (114.7) (207.1) $458.1 990.5 0.0 (297.8) (23.5) $669.2 1,096.7 0.0 (300.0) (11.4) $785.3 1,106.1 0.0 (310.0) (15.9) $780.2 1,089.5 70.8 (300.0) 8.8 $869.2 669.2 785.3 780.2 869.2 1,022.8 86.9 (300.0) 7.1 $816.7 10,412.5 11,229.2 SUM OF THE PARTS Gaming Multiple Total Value EBITDA from JVs Multiple Total Value Total Adjusted EBITDA Blended Multiple Total Enterprise Value Net debt Total equity value Diluted share count Implied value per share DISCOUNTED CASH FLOW Adjusted EBITDA (ex. JVs) Tax benefit (expense) Capex Change in net working capital Unlevered Free Cash Flow Terminal value Total cash flows TEV Net debt Equity value Diluted share count Implied value per share 9,409.6 (8,216.5) $1,193.1 85.9 $13.89 Source: Union Gaming Research, company documents. 65 August 17, 2015 Gaming Technology - North America Figure 49. Scientific Games Corporation Summary Financial Model 1Q14A Mar-14 2Q14A Jun-14 3Q14A Sep-14 4Q14A Dec-14 Gaming Segment Gaming operations Product sales Systems Table products Gaming revenues % Year over Year Growth 93.1 67.2 3.1 44.1 $207.5 93.1 80.6 3.2 41.8 $218.7 96.1 68.3 0.0 45.8 $210.2 134.8 119.2 27.7 20.0 $301.7 417.1 335.3 34.0 151.7 $938.0 193.4 127.3 67.0 38.1 $425.8 105.2% 189.8 138.7 77.6 43.6 $449.7 105.7% 196.6 130.0 74.0 46.5 $447.1 112.7% 197.5 777.3 136.1 532.2 74.0 292.6 41.8 170.0 $449.4 $1,772.0 49.0% 88.9% Lottery Segment Instant games Services Product sales Lottery revenues % Year over Year Growth 126.2 50.1 17.6 $193.9 135.4 51.0 21.4 $207.8 134.0 48.2 30.5 $212.7 140.6 52.1 28.4 $221.1 536.2 201.4 97.9 $835.5 128.9 45.6 11.5 $186.0 (4.1% ) 135.5 45.9 8.8 $190.2 (8.5% ) 137.0 46.0 20.0 $203.0 (4.6% ) 141.0 52.0 20.0 $213.0 (3.7% ) 542.4 189.5 60.3 $792.2 (5.2% ) 547.0 202.0 92.0 $841.0 6.2% Interactive Social gaming Real money wagering Interactive revenues % Year over Year Growth 26.4 4.4 $30.8 28.3 3.9 $32.2 32.4 6.1 $38.5 36.4 6.6 $43.0 123.5 21.0 $144.5 40.9 6.0 $46.9 52.3% 44.5 7.1 $51.6 60.2% 49.7 6.1 $55.8 45.0% 49.9 6.3 $56.2 30.8% 185.1 25.5 $210.6 45.7% 215.0 24.9 $239.9 13.9% $432.2 $458.7 $461.4 $565.8 $1,918.0 $658.7 52.4% $691.5 50.8% $706.0 53.0% $718.6 $2,774.8 27.0% 44.7% $2,877.8 3.7% $59.4 $67.1 $67.2 $105.5 $299.1 $197.4 232.5% 46.4% $200.0 198.3% 44.5% $194.1 188.8% 43.4% $198.6 88.3% 44.2% $790.1 164.1% 44.6% $852.6 7.9% 47.5% $78.0 (3.0% ) 41.9% $82.6 0.0% 43.4% $85.7 0.5% 42.2% $92.0 8.8% 43.2% $338.4 1.6% 42.7% $358.3 5.9% 42.6% $9.9 209.4% 21.1% $13.3 0.0% 25.8% $14.8 0.0% 26.5% $15.1 75.9% 26.9% $53.1 203.6% 25.2% $68.8 29.4% 28.7% ($32.0) 26.0% ($128.1) 37.4% ($120.0) (6.3% ) TOTAL REVENUES % Year over Year Growth ATTRIBUTABLE EBITDA Gaming % Year over Year Growth % Margin 2014A Dec-14 28.6% 30.7% 32.0% 35.0% 31.9% Lottery % Year over Year Growth % Margin $80.4 $82.6 $85.3 $84.6 $332.9 41.5% 39.7% 40.1% 38.3% 39.8% Interactive % Year over Year Growth % Margin $3.2 $5.7 $0.0 $8.6 $17.5 1Q15A Mar-15 2Q15A Jun-15 3Q15E Sep-15 4Q15E Dec-15 2015E Dec-15 2016E Dec-16 787.5 531.4 294.0 184.0 $1,796.9 1.4% 10.4% 17.7% 0.0% 20.0% 12.1% Corporate % Year over Year Growth ($20.2) ($23.3) ($24.3) ($25.4) ($93.2) ($33.2) 64.4% ($29.9) 28.3% ($33.0) 35.8% ATTRIBUTABLE EBITDA % Year over Year Growth % Margin LTM ATTRIBUTABLE EBITDA $122.8 $132.1 $128.2 $173.3 $556.3 28.4% $122.8 28.8% $254.8 27.8% $383.0 30.6% $556.3 29.0% $556.3 $252.1 105.3% 38.3% $685.7 $266.0 101.4% 38.5% $819.6 $261.6 104.1% 37.1% $953.0 $273.8 $1,053.5 58.0% 89.4% 38.1% 38.0% $1,053.5 $1,053.5 $1,159.7 10.1% 40.3% $1,159.7 Attributable EBITDA Less: EBITDA from Equity Investments ADJUSTED EBITDA LTM ADJUSTED EBITDA $122.8 (22.8) $100.0 $132.1 (14.2) $117.9 $128.2 0.0 $128.2 $173.3 0.0 $173.3 $519.3 $556.3 (37.0) $519.3 $519.3 $252.1 (16.8) $235.3 $654.7 $266.0 (14.2) $251.8 $788.6 $261.6 (15.0) $246.6 $907.0 $273.8 $1,053.5 (17.0) (63.0) $256.8 $990.5 $990.5 $990.5 $1,159.7 (63.0) $1,096.7 $1,096.7 Operating Income % Year over Year Growth % Margin ($12.1) $3.6 ($7.8) ($156.4) ($172.8) (20.4% ) 5.3% (11.6% ) (148.2% ) (9.0% ) $18.1 (249.4% ) 9.2% ($0.1) (102.8% ) (0.1% ) $54.3 (797.8% ) 28.0% $65.8 (142.1% ) 33.1% $138.1 (180.0% ) 5.0% $337.0 143.9% 11.7% Diluted EPS (GAAP) % Year over Year Growth LTM Diluted EPS (GAAP) ($0.53) ($0.86) ($0.82) ($0.55) ($2.77) ($0.53) ($1.39) ($2.22) ($2.77) ($2.77) ($1.01) 89.6% ($3.25) ($1.19) 38.6% ($3.58) ($0.56) (32.3% ) ($3.32) ($0.97) 75.3% ($3.73) ($3.73) 34.7% ($3.73) ($2.11) (43.5% ) ($2.11) 0.0 0.0 252.1 (118.7) 266.0 (186.7) 256.6 (118.4) 268.3 (186.4) 1,138.2 (607.7) 0.0 0.0 $0.0 0.0 $0.00 0.0% (72.1) 34.0 $95.3 95.3 $1.12 10.6% (70.7) (36.3) ($27.7) 67.6 $0.79 5.1% (75.0) (16.7) $46.5 114.1 $1.33 10.8% (80.0) (4.6) ($2.7) 111.5 $1.30 10.6% 1,043.0 (610.2) 0.0 (297.8) (23.5) $111.5 111.5 $1.30 10.6% 180.0 2,245.3 1,961.3 180.0 2,222.9 1,941.8 FREE CASH FLOW CALCULATION Attributable EBITDA Cash interest (expense), net Cash tax expense Capital expenditures (Increase) decrease in working capital Free Cash Flow LTM FCF LTM FCF / Share LTM FCF Yield CAPITALIZATION Senior Secured Credit Facilities: Revolver, variable interest due 2018 Term Loan B-1, variable interest due 2020 Term Loan B-2, variable interest due 2021 185.0 2,267.6 1,980.3 2018 Notes 2020 Notes 2021 Notes Secured Notes Unsecured Notes Capital lease obligations, through 2019 Total Debt Less: current maturities Long term debt, net Cash and cash equivalents Net Debt Total Debt / LTM Adjusted EBITDA Net Debt / LTM Adjusted EBITDA Book Value / Share Share price (ending) Market capitalization (ending) Diluted share count 185.0 2,267.6 1,980.3 250.0 250.0 300.0 300.0 347.8 347.8 950.0 950.0 2,200.0 2,200.0 35.3 35.3 $8,516.0 $8,516.0 (50.6) (50.6) $8,465.4 $8,465.4 171.8 171.8 $8,293.6 $8,293.6 $13.73 $1,156 84.3 $11.12 $941 84.4 $10.77 $913 84.7 180.0 2,262.2 1,976.1 180.0 2,256.5 1,971.2 180.0 2,250.9 1,966.2 180.0 2,245.3 1,961.3 250.0 250.0 250.0 250.0 250.0 300.0 300.0 300.0 300.0 300.0 347.9 347.9 347.9 347.9 347.9 950.0 950.0 950.0 950.0 950.0 2,200.0 2,200.0 2,200.0 2,200.0 2,200.0 32.0 32.0 32.0 32.0 32.0 $8,498.2 $8,487.6 $8,477.0 $8,466.5 $8,466.5 (50.4) (50.4) (50.4) (50.4) (50.4) $8,447.8 $8,437.2 $8,426.6 $8,416.1 $8,416.1 151.2 129.1 178.2 199.6 199.6 $8,296.6 $8,308.1 $8,248.4 $8,216.5 $8,216.5 (300.0) (11.4) $219.1 219.1 $2.55 20.8% 250.0 300.0 347.9 950.0 2,200.0 32.0 $8,424.6 (50.4) $8,374.2 424.8 $7,949.4 16.3x 16.0x 16.3x 16.0x 12.9x 12.7x 10.7x 10.5x 9.3x 9.1x 8.5x 8.3x 8.5x 8.3x 7.6x 7.2x $12.73 $1,083 84.9 $12.73 1,083.3 84.6 $10.47 $898 85.3 $15.54 $1,338 85.9 $12.24 $1,054 85.9 $12.24 $1,054 85.9 $12.24 1,053.9 85.8 $12.24 1,053.9 85.9 Source: Union Gaming Research, company documents. 66 August 17, 2015 Gaming Technology - North America Important Disclosure Analyst Certification The analyst, Christopher Jones, primarily responsible for the preparation of this research report attests to the following: (1) that the views and opinions rendered in this research report reflect his or her personal views about the subject companies or issuers; and (2) that no part of the research analyst’s compensation was, is, or will be directly related to the specific recommendations or views in this research report. Ratings Definitions Current Ratings Definition Union Gaming Research and Union Gaming Securities Asia Limited uses a traditional ratings construct (Buy, Hold, and Sell) that is underscored by percentage upside/downside from current trading levels along with dividend yields for total return. We exclude special dividends and contemplate regular dividends only in our total return forecasts. These are absolute ratings, not relative or forced ratings. We define a Buy rating as a company whose shares exhibit total return (appreciation and dividends) potential of at least 15% within the next 12 months, and conversely a Sell rating as a company whose shares exhibit downside potential of at least 15% within the next 12 months. A Hold rating is reserved for companies whose shares exhibit total return potential between those parameters. Buy – the total forecasted return is expected to be greater than 15% within the next 12 months Hold – the total forecasted return is expected to be greater than or equal to 0% and less than or equal to 15% Sell – whose shares exhibit downside potential of at least 15% within the next 12 months Suspended – the company rating, target price and earnings estimates have been temporarily suspended. Valuation and Risks Ratings Distribution (as of 08/17/2015) Coverage Universe Ratings Investment Banking Services / Past 12 Months Count Pct. Rating Count Pct. 13 3 0 81% 19% 0% BUY HOLD SELL 3 0 0 23% 0% 0% BUY HOLD SELL General Disclosures Additional information is available upon request. This report was prepared by Union Gaming Research, LLC. Union Gaming Research, LLC is a wholly owned subsidiary of Union Gaming Group, LLC. Union Gaming Group, LLC also owns Union Gaming Advisors, LLC, a FINRA member firm, Union Gaming Securities Asia Ltd., a licensed corporation with the Securities and Futures Commission (SFC) in Hong Kong and Union Gaming Analytics, LLC. Union Gaming Advisors, LLC and Union Gaming Analytics, LLC do not produce research reports. All questions or comments concerning this research report should be addressed to Union Gaming Research, LLC at (702) 866-0743. Neither Union Gaming Advisors, LLC ("Advisors") nor its affiliates, analysts or employees own any securities of companies analyzed in the research reports it distributes. Neither Union Gaming Advisors nor its affiliates or analysts serve as an officer, director or advisory board member of any Subject Company. Advisors, its affiliates, analysts and employees may have received investment banking, non-investment banking securities and non-securities service, related compensation from the subject company in the past 12 months. It further intends to seek compensation for investment banking, non-investment banking securities and non-securities service, related activities in the next three months. Accordingly, investors should be aware that the firm and its affiliates may have a conflict of interest that could affect the objectivity of the reports it distributes. Advisors is not now nor has ever been a market maker. All prices are those current at the end of the previous trading session unless otherwise indicated. Prices are sourced from local exchanges via Bloomberg and Factset. Data is sourced from Union Gaming Research, Union Gaming Securities Asia Limited, and subject companies. Union Gaming Research and Union Gaming Securities Asia Limited are not responsible for errors in prices provided by independent sources. Data, analyses, and reports necessarily contain time-sensitive information, and no subscriber or client should rely on dated reports or conclusions. Investor clients and financial advisers should consider any report from Union Gaming as only a single factor in making any investment decision. 67