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Digi-Capital 2014
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Sector Reviews
(economics, dynamics, trends, M&A and investments 2010-2013, public company comparables and sector indices*)
About Digi-Capital
159
* As at 6th January 2014. No indices for tech/gamification or games advertising + For illustrative purposes only
Table of contents
1. Executive summary (pages 10-22)
a) Global games market economic overview i. Major global games market economic trends ii. Global revenue forecast by games sector (2011 - 2017F) iii. Mobile/online games revenue forecast by region (2011 - 2017F) b) Global games M&A and investment overview i. Global games M&A transaction value and volume (2005 - 2013) ii. Global games investments transaction value and volume (2005 - 2013) iii. Global games IPOs by country (2005 - 2013) iv. Global games M&A summary by sector 2013 v. Global games investments summary by sector 2013 vi. Global games public market sector indices* (2011 - 2013) c) Games industry trends/highlights i. Games subsectors overview ii. Games market segmentation/competition overview iii. Games Value vs Volume markets by sector and geography iv. Mobile apps/games usage 2013 v. Mobile apps/games revenue (2010 - 2013), including revenue split vi. Free-to-play/communal gameplay trends/economics vii. Trade consolidator/acquirer overview viii. Games sector consolidation curve
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a) Mobile games/apps economic analysis i. Mobile games/apps revenue forecast (2011 - 2017F) ii. Smartphone/tablet sales forecast by OS (2013 - 2017F) iii. Mobile broadband subscription forecast by smartphone and tablet (2011 - 2019F) b) iOS/Android usage by app type (mobile/tablet) c) Mobile/tablet game usage by game genre d) Mobile game sector segmentation and highlights e) Global mobile app download forecast (2011 - 2017F), including free vs paid split f) Mobile app revenue forecast (2011 - 2017F) including paid, in-app purchases and advertising revenue split g) Mobile user Lifetime Value economic analysis h) Mobile user acquisition approach and cost analysis i) Apple case study j) iOS vs Android analysis i. Apple App Store vs Google Play apps, downloads and relative monetization analysis ii. Global Android app store analysis including downloads, apps and average download per app (Amazon, Anzhi, AppChina, D.cn, gFan, Google Play, HiAPK, Lenovo, Mobango, Opera Mobile, SlideME, SK T-Store, Tencent) k) Over-the-Top messaging app market share analysis, including share of domestic top 100 iPhone games (Kakao Talk, LINE, Weixin) l) Mobile games 2012/2013 IPO analysis (Ourpalm, IGG, Colopl, Forgame) m) Public company comparables* including 2013A, 2014E, 2015E, 2016E enterprise value/sales, enterprise value/EBITDA and price/earnings multiples (Ateam, Colopl, Com2Us, Crooz, Cyberagent, DeNA, Drecom, Forgame, G5 Entertainment, Gameloft, Gamevil, Glu Mobile, Gree, GungHo, IGG, Klab, NHN Entertainment, Taomee, Voltage) n) Global mobile games public company index 2011 - 2013* (Ateam, Colopl, Com2Us, Crooz, Cyberagent, DeNA, Drecom, Forgame, G5 Entertainment, Gameloft, Gamevil, Glu Mobile, Gree, IGG, Klab, NHN Entertainment, Taomee, Voltage)x o) Sector M&A transactions (2010 - 2013) including target, acquirer, transaction value and revenue/EBITDA multiples (where available) p) Sector investment transactions (2010 - 2013) including target, acquirer and transaction value (where available) q) Potential games sector investment/M&A opportunities+ by investor/acquirer type (major online/mobile games, major console games, independent games, major technology, media and telecoms, venture capital, private equity)
* As at 6th January 2014. x GungHo not included in index chart for relative scale, but included in overall indices in Executive Summary + For illustrative purposes only
a) Social games economic analysis i. Global social games revenue forecast (2010 2014F) ii. Casual players vs payers male:female ratio iii. Social player age profile (UK) b) Sector segmentation i. Leading Facebook social games company (>1M DAU) market share ii. Social network average developer revenue shares (Facebook, Tencent, RenRen, Sina Weibo, Mixi) c) Social games paying players economic analysis (average spend, share of revenue, share of paying players) d) Social games development approach overview e) Zynga case study i. Bookings, revenue and EBITDA (Q1 2011 - Q3 2013) ii. Daily Active Users (DAU), Monthly Active Users (MAU) and Monthly Unique Users (MUU) (Q1 2011 - Q3 2013) f) Facebook user analysis for leading social games companies >1M DAU (total games portfolio DAU vs average DAU per game) g) Social/casual games value chain analysis and sector highlights h) Public company comparables* including 2013A, 2014E, 2015E, 2016E enterprise value/sales, enterprise value/EBITDA and price/earnings multiples (Boyaa, Electronic Arts, Real Networks, Zynga, Gamania, Neowiz, NHN Entertainment, Tencent, YY) i) Global social/casual games public company index 2011 - 2013* (Boyaa, Electronic Arts, Real Networks, Zynga, Gamania, Neowiz, NHN Entertainment, Tencent, YY) j) Sector M&A transactions (2010 - 2013) including target, acquirer and transaction value (where available) k) Sector investment transactions (2010 - 2013) including target, acquirer and transaction value (where available) l) Potential games sector investment/M&A opportunities+ by investor/acquirer type (major online/mobile games, major console games, independent games, major technology, media and telecoms, venture capital, private equity)
a) MMO games market share analysis i. By game ii. By genre b) Sector segmentation and highlights c) MMO business models hierarchy d) Nexon case study i. Overview ii. Revenue growth (2001 - 2013E) iii. Revenue, EBITDA and EBITDA margin (2008 - 2013E) iv. Major game franchise lifetime revenues v. Regional revenues (China, Korea, Japan, other) e) Tencent case study i. Overview ii. Revenue, EBT and EBT margin (2008 - 2012) iii. Overall Chinese games sector market share by game typex f) Public company comparables* including 2013A, 2014E, 2015E, 2016E enterprise value/sales, enterprise value/EBITDA and price/earnings multiples (Activision Blizzard, ActozSoft, Asiasoft, ChangYou, Electronic Arts, Giant Interactive, Joymax, Kingsoft, Khongzhong, NCSoft, Netease, Nexon, NHN Entertainment, Perfect World, Shanda Games, Tencent, The9, Webzen, WeMade, YD) g) Global MMO games public company index 2011 - 2013* (Activision Blizzard, ActozSoft, Asiasoft, ChangYou, Electronic Arts, Giant Interactive, Joymax, Kingsoft, Khongzhong, NCSoft, Netease, Nexon, NHN Entertainment, Perfect World, Shanda Games, Tencent, The9, Webzen, WeMade, YD) h) Sector M&A transactions (2010 - 2013) including target, acquirer and transaction value (where available) i) Sector investment transactions (2010 - 2013) including target, acquirer and transaction value (where available) j) Potential games sector investment/M&A opportunities+ by investor/acquirer type (major online/mobile games, major console games, independent games, major technology, media and telecoms, venture capital, private equity)
x Overall market not Tencent specific * As at 6th January 2014 + For illustrative purposes only
e) f) g)
h) i) j) k)
Console games sector overview Global console games hardware and software revenue forecast (2011 - 2017F) 8th console generation analysis (Sony PS4 vs Microsoft Xbox One) Console games economics i. Development costs vs sales analysis ii. Major console games franchise sales summary iii. Console publisher economic analysis iv. Game development financing model overview Console games sector value chain analysis Sector segmentation and highlights Public company comparables* including 2013A and 2014E, 2015E, 2016E enterprise value/sales, enterprise value/EBITDA and price/earnings multiples (Activision Blizzard, Electronic Arts, Gamestop, Take Two Interactive, Capcom, Konami, Namco Bandai, Nintendo, Sega Sammy, Square Enix, Gameloft, Ubisoft) Global MMO games public company index 2011 - 2013* (Activision Blizzard, Electronic Arts, Gamestop, Take Two Interactive, Capcom, Konami, Namco Bandai, Nintendo, Sega Sammy, Square Enix, Gameloft, Ubisoft) Sector M&A transactions (2010 - 2013) including target, acquirer and transaction value (where available) Sector investment transactions (2010 - 2013) including target, acquirer and transaction value (where available) Potential games sector investment/M&A opportunities+ by investor/acquirer type (major online/mobile games, major console games, independent games, major technology, media and telecoms, venture capital, private equity)
Games technology value chain analysis Gamification industry subsectors overview Sector M&A transactions (2010 - 2013) including target, acquirer and transaction value (where available) Sector investment transactions (2010 - 2013) including target, acquirer and transaction value (where available) Potential games sector investment/M&A opportunities* by investor/acquirer type (major online/mobile games, major console games, independent games, major technology, media and telecoms, venture capital, private equity)
Note: no public company comparables or indices foe games tech/gamification or games advertising * For illustrative purposes only + Note: no games advertising M&A transactions in 2013
Executive summary
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Mobile and Asia drove games M&A to $5.6B in 2013 ($7.9B including Activision-Blizzard)
M&A value grew by 29% from 2012 to a record $5.6B (excluding $2.3B management led portion of Activision-Blizzard/Vivendi) Average M&A deal size grew 23% from 2012 to $63.8M Mobile dominated M&A by transaction value (67%) and volume (36%)
Games dominate mobile app usage and revenue Over-the-Top messaging apps (OTT) a new disruption
Games took 32% of 2013 mobile app usage (blended iOS/Android tablet/smartphone) - 67% of tablet usage Games took 72% of 2013 mobile app revenue and ~40% of mobile app downloads Asian OTT platforms beginning to disrupt mobile games in domestic markets Kakao Talk, WeChat and LINE taking significant share
8th generation console cycle beginning to address decline, but questions remain
8th console generation (PS4, Xbox One, Wii U) beginning to address long term decline Questions about potential new installed bases, transition from 7th generation and mobile cannibalization
11
Sources: Sources and details by sector in full Global Games Investment Review 2014
Mobile and online games could grow to ~$60B revenue (23.6% CAGR 11-17F), take 60% games software market share and grow the games software market to ~$100B revenue. The console* sector is important but ex-growth
Asia and Europe could take >80% combined revenue share for mobile and online games. North America remains an important mobile and online market
20
0
2011 2012 2013 Console software 2014F Online 2015F Mobile 2016F PC 2017F Advertising Dedicated hardware
Chinese, Japanese and South Korean domestic strength has produced high volume, low ARPU**, cost efficient games businesses with up to 50%+ operating margins, enabling significant investment in foreign markets
40 30 20 10 0 2011 2012 Asia Pacific 2013 EMEA 2014F North America 2015F 2016F 2017F Latin America
12
Sources: PWC, Gartner, AppAnnie, Digi-Capital, Companies Note: Online includes MMO, casual and social games * Note: Console excludes MMO ** Average Revenue per User
180
160 140 120
100
80 60 40
20
0
2005
2006
2007
2008
2009
2010
2011
2012
2013
China
Japan
South Korea
US
UK
13
Sources: Sources and details by sector in full Global Games Investment Review 2014 Note: Funds raised/transaction value includes only disclosed or estimated amounts, including announced earn outs where applicable. Activision-Blizzard/Vivendi deal not included in charts on this page
1,500
1,000 500 -
Tech/Gamification MMO
5
Console/PC Social/Casual
10 15 20 25 30 35
Advertising
0
Transaction Volume
Mobile
Tech/Gamification
Advertising
Transaction Volume
14
Sources: See sources by sector in full Global Games Investment Review 2014 Note: Funds raised/transaction value only includes disclosed or estimated amounts, including announced earn outs where applicable. ActivisionBlizzard/Vivendi deal not included in charts on this page
(See transactions list by sector in full Global Games Investment Review 2014)
250
200
150
100
50 31-Dec-10
31-Aug-11
31-Dec-11
30-Apr-12
31-Aug-12
31-Dec-12
30-Apr-13
31-Dec-13
(See public company comparables and indices list by sector in full Global Games Investment Review 2014)
15
Social online
Simple multiplayer online games Played on social networks Example company: King
Casual online
Simple single player online/download games Played on browser or downloaded to PC Example company: Big Fish Games
Free-to-play MMO
Millions of simultaneous player games Played on PC/browser Example company: Tencent
Console/PC
Retail/digital download console/PC games Played on PS3/4, Xbox360/One, Wii/U, 3DS, Vita, PC Example company: EA
Tech/gamification
Games technology/gamification platforms Software as a Service B2B business model Example company: Unity
(Individual game sector trend and economic analysis in full Global Games Investment Review 2014)
16
Hardcore
Casual
Console/PC
17
With the Big V having split games into Value and Volume markets
Value
(large long-term niche)
Volume
Europe
(mass market growth)
America
Japan
China
India Mobile/ tablet Mobile-social
Console
South Korea
Brazil
Subscription MMO
Users: thousands to tens of millions ARPU: $-$$$ Costs: $ millions to tens of millions Operating profit: negative to 20%+ Growth rates: negative to <10% Business model: unit sales, subscriptions, virtual goods
Users: thousands to hundreds of millions ARPU: - $$ Costs: $ tens of thousands to millions Operating profit: negative to 70%+ Growth rates: negative to 100%+ Business model: unit sales, free, virtual goods, ads
18
Utility 8%
Entertainment 8%
Games monetise ~4x more effectively than all other mobile app types
Browser 20% Social Networking 24%
15
Note: Games = 67% tablet usage Top 5 mobile app countries (revenue)
10
0 2010 2011 Non-games mobile app revenue 2012 2013 Mobile games revenue
(Detailed mobile games sector analysis and forecasts in full Global Games Investment Review 2014)
19
Games 32%
20
13x
Subscription MMO
12x
>10x 10x
Social
8x
Paid
Tech/Gamification
Free To Play
6x
4x Mobile/tablet 2x Casual online 0x Paying users ARPPU PvE* only PvP* only ARPU PvP and PvE
1.07x
Single Player
Single player
20
Sources: Companies, Kongregate * ARPPU = average revenue per paying user, ARPU = average revenue per user, , LTV = lifetime value, PvE = Player vs environment, PvP = Player vs player + Over-the-Top mobile messaging platform (e.g., LINE, Kakao Talk, WeChat)
(See M&A transactions detail in full Global Games Investment Review 2014)
21
Free-to-play MMO
Medium
Mobile/tablet
Mobile-Social Gamification Tech Low - VC Investment - Some small M&A - Growth equity investment - High volume, mid-market strategic M&A - Leveraged buyouts - Low volume, large scale strategic M&A - Limited M&A/ investment - Cost focus - Alliances or spinoffs Expected Deal Activity* Advertising OTT+
22
* Note: outlier deals may occur + Over-the Top mobile messaging platform (e.g. LINE, Kakao Talk, WeChat) x For illustrative purposes only
About Digi-Capital
23
About Digi-Capital
Digi-Capital is an investment bank for games, apps, digital media/services and technology/telecoms across America, Asia (China, Japan, South Korea) and Europe
Sell-side M&A Buy-side M&A Fundraising Investment
Board Advisory
Strategic Consulting
Industry Analysis
Selected Clients
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www.digi-capital.com
Digi-Capital 2014