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GAME Dig i ta l 2016/17 In ter im Resul ts
29 March 2017
GAME DIGITAL PLC | INTERIM RESULTS 2016/17
Forward looking statements
This presentation includes statements that are, or may be deemed to be,
“forward-looking statements”. These forward-looking statements can be
identified by the use of forward-looking terminology, including the terms
“believe”, “estimates”, “plans”, “projects”, “anticipates”, “expects”, “intends”,
“may”, “will”, or “should” or, in each case, their negative or other variations or
comparable terminology. These forward-looking statements include matters
that are not historical facts and include statements regarding the Company’s
intentions, beliefs or current expectations.
Any forward-looking statements in this presentation reflect the Company’s
current expectations and projections about future events. By their nature,
forward-looking statements involve a number of risks, uncertainties and
assumptions that could cause actual results or events to differ materially
from those expressed or implied by the forward-looking statements. These
risks, uncertainties and assumptions could adversely affect the outcome and
financial effects of the plans and events described herein. Forward-looking
statements contained in this presentation regarding past trends or activities
should not be taken as a representation that such trends or activities will
continue in the future. You should not place undue reliance on forward-
looking statements, which speak only as of the date of this presentation. No
representations or warranties are made as to the accuracy of such
statements, estimates or projections.
Please note that the Directors of the Company are, in making this
presentation, not seeking to encourage shareholders to either buy or sell
shares in the Company. Shareholders in any doubt about what action to take
are recommended to seek financial advice from an independent financial
advisor authorised by the Financial Services and Markets Act 2000.
2
3
MARTYN GIBBSChief Executive Officer
4
Performance reflects divergent dynamics across our major retail markets
• UK business impacted by market headwinds and the market wide underperformance of certain titles
• Positive Spanish trading performance, with reported GTV up +22% (3.1% in local currency)
Cost savings and operational improvements delivered in response to UK market conditions
• UK retail costs reduced by over £5m year on year
• Ongoing positive supplier engagement to improve trading arrangements
• Continued focus on costs and property optimisation, with over 240 lease events over the next 2 years
• Strong cash and liquidity maintained
Strategic progress made across the Group
• Strong growth achieved in digital and new retail categories, up 28% and contributing 25% of Group GTV
• 9 in-store gaming arenas now trading under the new BELONGTM brand; with 30 targeted by the end of 2017
• Continued development of Events, Esports and Digital businesses, with sales more than doubled
New product launches and greater VR supply underpin an improving market outlook
• Nintendo SwitchTM launched on 3 March, to strong consumer demand
• GTV of Core Retail1 up 20% in first 7 weeks of H2
• Strong line-up of titles building for peak 2017, with Project Scorpio also launching in H1 17/18
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
H1 Group Headlines
41) 1. UK and Spain combined
5
MARK GIFFORDChief Financial Officer
6
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
H1 2016/17: Group financial summary
• Group GTV down 6.9%, predominantly explained by the
decline in low margin hardware sales
• Group GTV (ex hardware) decline of 0.5%
• New2 retail categories up 28.3%
• Events, Esports & Digital up 120.5%
• Gross margins benefiting from shift to higher margin
categories
• Strong cost discipline across the business, with over £5
million of costs savings realised in UK Retail
• Overall cost increase largely explained by exchange
rate impact of Spanish operations and expansion of
Events, Esports & Digital divisions
• Positive cash generation continued in the period
• Group remains well funded with net cash of £73.0
million and facilities of over £80 million
• Dividend of 1p reflects prioritisation of capital into strategic
growth initiatives
• Positive start to H2 with GTV up in UK and Spanish Retail
All figures in £m (unless stated)
H1
2016
H1
2017 VAR, %
Gross Transaction Value (GTV)1 608.0 566.3 (6.9)
GTV excluding Hardware 450.8 448.7 (0.5)
GTV of New2 retail categories 112.3 144.1 28.3%
Gross Margin % 23.8% 24.7% +90bpts
Operating costs pre exceptional & adjusting items (102.7) (105.7) (2.9)
Adjusted EBITDA 33.1 23.3 (29.6)
Adjusted Profit before tax 27.7 16.9 (39.0)
Adjusted (basic) EPS 12.2p 7.9p (35.2)
Dividend – Interim 1.67p 1.00p (40.1)
Strong growth in key focus categories and significant cost savings delivered in UK Retail
1) 1. Gross Transaction Value is a non-IFRS measure defined as total retail receipts excluding VAT and before the deduction of revenue deferral relating to reward points. Gross Transaction Value reflects the full sales value of digital sales, agency sales
(including sales by business partners on GAME’s Marketplace website), warranties and other similar arrangements and thereby includes the publishers’ and sellers’ shares of those transactions
2) 2. ‘New’ retail categories defined as preowned technology products, digital content, PC and other non-console accessory and peripheral products, virtual reality headsets, licensed merchandise and services, as well as Marketplace.
6
7GAME Digital Final Results 2015/16
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Group GTV by category
All figures in £m (unless stated) H1 2016 H1 2017 VAR, %
Physical software 204.4 184.7 (9.6)
Digital content 62.8 77.4 +23.2
Total Content 267.2 262.1 (1.9)
Preowned (core) 81.7 71.4 (12.6)
Preowned tech 23.1 24.3 +5.2
Total Preowned 104.8 95.7 (8.7)
Core A&O 74.9 82.3 +11.4
Events, Esports & Digital 3.9 8.6 +120.5
Total A&O 78.8 90.9 +15.4
Sub-total (ex Hardware) 450.8 448.7 (0.5)
Total Hardware 157.2 117.6 (25.2)
Total 608.0 566.3 (6.9)
• Old Gen down 70%, all other software sales flat
• Poorer market performance of certain annually released top titles
plus no equivalent new release to match performance of Fallout 4
launched in the prior year
• New gen software +15.4%, Old Gen software down 41.6%
• PC accessories +12.9%, Licensed Merch +27.8%, Marketplace
+47.1%, VR sales of £10.2m (2016: nil)
• Ongoing impact of lower average selling prices and lower volumes
Strong GTV growth across digital, pre-owned tech and accessories (inc VR) & other (inc events)
• Stronger line up of events with larger like for like events and new
contract events plus new digital contracts and revenue streams
established
• Continued range extension in Spain and greater margin focus in UK
• Strong growth in console and non-console digital content
7
8
Greater mix of higher margin categories drove a 30ppt increase in GM%
GAME DIGITAL PLC - FIRST HALF RESULTS 2015/16
GROSS PROFIT MARGIN, OF GTV
H1 2016
%
H1 2017
%%pt Change
Content 22.8 22.1 (0.7)
Preowned 37.0 34.6 (2.4)
A&O 32.5 29.2 (3.3)
Sub-total 27.8 26.2 (1.6)
Hardware 3.4 4.9 +1.5
Total 21.5 21.8 +0.3
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Group gross margin (as % of GTV) by category
Note: Calculated as % of GTV
• Digital margins flat year-on-year
• Underlying software margins decreased in half due to greater market wide promotional
activity and relative strength of exclusive proposition in PY
• Hardware margins up 1.5%, benefiting from improved terms and new console iteration
launches
• Mix effect, predominantly VR sales at lower margins and lower E,E&D margins in the half
• Strong improvement of preowned tech margins, up 4.2ppts
• More than offset by mix effect of increased preowned tech and lower core pre-owned
margins
8
9
UK Retail
• 18.1% decline in GTV, with gross profit down £13.5m to £82.4m
• Decline offset in part by cost savings of over £5m, with UK Retail
Adjusted EBITDA of £13.4m
Spain Retail
• GTV growth of 3.1% in local currency
• Benefiting from FX movement on reported growth
• Adjusted EBITDA up 9.5% to £12.7m in GBP
Total Retail
• Adjusted EBITDA of £26.1m, down 22.8%
• PBT of £22.1m, down £2.8m
Events, Esports & Digital
• Sales up over 120% driven by strong growth from Multiplay’s events
and digital divisions
• Further cost investment ahead of anticipated sales growth
• Multiplay costs of £2.8m, up £1.1m
• BELONGTM live gaming H1 costs of £0.8m
• 1st time inclusion of Ads Reality and GAME Esports (Spain) costs of £0.5m
£m H1 2016 H1 2017 VAR, %
Gross Transaction Value (GTV) 608.0 566.3 (6.9)
UK Retail 447.7 366.7 (18.1)
Spain Retail 156.4 191.0 +22.1
Events, Esports & Digital 3.9 8.6 +120.5
Gross Profit 130.7 123.4 (5.6)
UK Retail 95.9 82.4 (14.0)
Spain Retail 33.8 39.7 +17.5
Events, Esports & Digital 1.0 1.3 +30.0
Adjusted EBITDA 33.1 23.3 (29.6)
UK Retail 22.2 13.4 (39.6)
Spain Retail 11.6 12.7 +9.5
Events, Esports & Digital (0.7) (2.8) (300.0)
LC = Local Currency (EUR)
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Group performance overview by division
Strong growth in Spain and E,E&D more than offset by the decline in UK Retail despite significant cost savings
9
10
Group Continuing Costs1
£m (unless otherwise stated)
H1 2016 H1 2017 VAR, £m
Selling & Distribution costs 79.4 78.8 0.6
Administrative costs 23.3 26.9 (3.6)
Total Operating expenses 102.7 105.7 (3.0)
Less: Underlying Depreciation & Amortisation 5.1 5.6 (0.5)
Total Operating expenses before D&A 97.6 100.1 (2.5)
as % of GTV 16.1% 17.7%
• Total underlying operating costs1 of £105.7m,
up 2.9%
• Continuing costs1 excluding depreciation and
amortisation up 2.6% to £100.1 million
• Significant cost savings and operational
efficiencies realised in the UK
• UK Retail costs down £4.7m or 6.4% to £69.0m
• Spain Retail costs up €1.1m or 3.6% in local
currency, broadly in line with GTV growth
• Events, Esports and Digital costs1,2 increased
£2.4m to £4.1m, reflecting the continued
expansion of these operations, including the first
time addition of BELONGTM, Ads Reality and
GAME Esports (Spain)
Strong cost control in UK Retail with continued investment in high growth E,E&D opportunities
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Group operating costs
1) 1. Excludes exceptional and adjusting items
2) 2. Before depreciation and amortisation
Group Continuing costs by division1,2
£m (unless otherwise stated) H1 2016 H1 2017 VAR, £m
Core Retail 95.9 96.0 (0.1)
UK Retail 73.7 69.0 4.7
Spain Retail 22.2 27.0 (4.8)
Spain Retail, €m 30.5 31.6 (1.1)
Events, Esports & Digital 1.7 4.1 (2.4)
10
11
UK Retail Spain Retail
97.6
(5.3)
+0.6
+4.0
+0.8
97.7
+2.4
100.1
80
85
90
95
100
105
H1 15/16 Selling &Distribution
Administrative Selling &Distribution
Administrative Total Core Retail Events, Esports& Digital
H1 16/17
£m
Cost control and savings in core retail activities; investment continued in high growth opportunities
(6.4%)
• £2.6 million reduction in store
payroll and store variable costs
• £0.8m reduction in in property costs
• Distribution savings and efficiencies
of over £1.3 million
• Net marketing and other savings of
£0.6 million
+21.6% : £
+3.6% : €
• Underlying costs up 3.6% in euros,
in line with sales increase
• Selected further investment in
central costs to drive new growth
initiatives
+141%
+0.1%
+2.6%
• First time inclusion
of BELONGTM, Ads
Reality and
SocialNat (GAME
Esports, Spain)
• Scaling up of
Multiplay operations• Winning significant
new contracts
• Delivering
expanded existing
operations
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Underlying operating cost bridge1
1) 1. Excludes exceptional and adjusting items and depreciation and amortisation
11
12
£m H1 2016 H1 2017
Operating Profit 22.8 17.3
Proceeds from sale of property - 13.3
Exceptional profit on sale of assets - (6.3)
Depreciation & amortisation 9.6 10.4
EBITDA & property proceeds 32.4 34.7
Capital expenditure (6.9) (5.8)
Taxation (3.5) (1.4)
Net interest (0.6) (0.9)
FREE CASH FLOW pre change in W/C 21.4 26.6
Working capital & other items 38.3 6.6
FREE CASH FLOW 59.7 33.2
• Positive free cash flow before working
capital movement of £26.6m, up £5.2m
• Continuing investment for growth with
capital expenditure of £5.8m in the first half
• Working capital benefit in H1 of £6.6m
• YOY timing differences in working capital
given period end reporting date 28 January
2017 vs 23 January 2016
Continued strong free cash generation
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Cash flow generation
12
13
£m H1 2016 H1 2017 Var, £m
Opening cash 63.1 43.1 (20.0)
Free cash flow before w/c 21.4 26.6 5.2
Working capital, tax, interest
& dividends 45.7 9.8 (35.9)
Capex (6.9) (5.8) 1.1
Movement in borrowings (0.2) (0.7) (0.5)
Movement in cash 60.0 29.9 (30.1)
Closing net cash 123.1 73.0 (50.1)
Finance Leases (2.9) (4.0) (1.1)
Net Funds 120.2 69.0 (51.2)
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Cash flow and net cash
Strong cash position and increased available facilities
13
• Strong net cash position of £69.0m, after the
deduction of finance lease liabilities
• Increased available facilities of over £80m
(2016: £60m)
• UK ABL facility of up to £50m, rising to
£75m in peak
• Total facilities in Spain of €34.7m
• As at 28 January 2017, both facilities were
undrawn
• Impacted by working capital timing differences
due to 53rd week in 2015/16
• Net cash position of £50.6m on 4
February 2017, £12.1m above LY
14
• Market trends seen in H1 have continued into the early part of H2 in both
territories for core Xbox and PlayStation categories
• Strong Nintendo Switch™ launch has brought positive impetus to the overall
market – H2 sales highly dependent on stock availability (both hardware and
software)
• Growth from new retail categories, as well as Events, Esports and Digital
expected to continue
• Currently anticipated sales of the Nintendo Switch™, together with other sales
initiatives are expected to offset the expected effects of H2 Xbox and
PlayStation market declines
• Further supportive market developments are expected in the second half of
the calendar year, with the launch of Microsoft’s Project Scorpio and several
major new game titles already announced, including Red Dead Redemption 2
and Super Mario Odyssey
More positive market outlook for balance of 2017, though sales dependent on stock availability
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Current trading and outlook
Total Mint Market1
7 weeks to 18 March
YoY, %
UK +22.0%
Spain (€) +50.7%
UK & Spain combined (£) +32.2%
1 Source GfK Chart-track
Mint Market Share1 7 weeks to 18 March
UK market share 31.8%, (1.0)% points
Spanish market share 42.4%, (2.3)% points
Current Trading
7 weeks to 18 March
YoY, %
UK Retail GTV +6.8%
Spain Retail GTV (€) +38.1%
Total Retail GTV (£) +19.8%
14
15
MARTYN GIBBSChief Executive Officer
1 9 m i l l i o n i n s i g h t d a t a b a s e
4 . 5 m i l l i o n a c t i v e ( LT M )
Building the most valuable community for gamers
E V E N T S
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
17
1. Managed game
server hosting
2. Augmented reality
based visual
marketing
1. Local competitive
gaming and esports,
headlined under
BELONGTM
2. Insomnia Gaming
Festival
3. Major third party
contract events
GAME Changing strategy recap: Pillars and 2017 priorities
Maximise retail
potential in the UK
and Spain
Expand live and
online gaming
services for gamers
and publishers
Optimise the Group's
efficiency whilst
investing for the
future
Develop new markets
through digital
enterprise services
1. Enhance our
specialist offer
2. Build new categories
& services
3. Multichannel
development
4. Store optimisation
1. Fixed and variable
store costs
2. Distribution
efficiencies
3. Procurement and
business process
improvements
4. Supplier
arrangements
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 17
18
Strategy recap: Illustrative strategic value creation plan
Core console
retail
Cost efficiencies
FY15/16
New retail
categories
FY18/19
Core console
retail
New retail
categories
Today
Valu
e
Note: Chart not to scale, indicative onlyGAME DIGITAL PLC – INTERIM RESULTS 2016/17
New markets
18
19
• Improved supplier terms driving better hardware margins
• Positive discussions around ongoing specialist support, including exclusives
• Good engagement on broader strategic dialogue around live gaming initiatives
SUPPLIER ARRANGEMENTS
• Structures optimised to reflect future growth areas
• Ongoing reviews to ensure teams set up to deliver commercial and strategic intentORGANISATIONAL DESIGN
• Further property cost savings of £0.8m achieved in H1
• Total annualised benefits of c£2m since programme implemented
• Planning for over 240 lease events over the next 2 years
PROPERTY
• Ongoing areas of focus include central, stores, online and customer service operations
• Driving improved customer service (ways to receive) and efficiency benefitsOPERATIONAL COSTS & BUSINESS PROCESSES
• Strong cash position at end-Jan, improved with sale & leaseback
• Appropriate facilities in place
• Stock management and controls strengthened
CASH AND
WORKING CAPITAL
UK action plan: Driving business efficiency and optimisation
1
2
3
4
5
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 19
20
• Property savings including
rent and rates
• Payroll cost savings from
organisational redesign and
store staffing efficiencies
• Business wide savings from
efficiency measures and
procurement activities
• Pursuing further savings
across property, payroll,
distribution and procurement
in H2 16/17
£m
Annualised
FY16 savings
Additional
savings
targeted in
FY17
Total savings
realised in H1
Annualised
FY16 +
expected
FY17 savings
Property 1.0 1.0+ 0.8 2.0+
Payroll 2.6 1.0+ 2.6 3.6+
Other procurement,
distribution and efficiency
savings
2.6 1.0+ 1.9 3.6+
Total 6.2 3.0+ 5.3 9.2+
UK action plan focus: UK operational efficiencies and cost savings have
continued
Continued delivery of efficiency initiatives, procurement benefits and other cost saving actions
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 20
21
1 Includes impact of a net 8 store closures since 23 January 2016
2 Since UK action plan initiated in January 2016
UK LEASE PROFILE• Successfully realising opportunities to significantly
reduce UK estate costs prior to any store closures
• Total annualised group rent reduction of c.£2m to
date1
• 67 leases renewed to date2
• Average rent reduction of c.20%
• Average length to first break remains 1.2 years
• Planning for over 240 UK lease events over the next
2 years
• Total annual rent of c.£16m
UK action plan focus: Property optimisation programme update
0
20
40
60
80
100
120
140
160
180
200
<1 2yrs
3yrs
4yrs
5yrs
6yrs
7yrs
8yrs
9yrs
10yrs
11yrs
12yrs
13yrs
14yrs
15yrs
UK Lease Profile
No of leases to exit : Break or Expiry No of Leases by Expiry
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 21
22
Market Update
The most powerful console ever.Market update: Headlines
• Peak 2016 impacted by several factors:
• weaker new release line-up
• maturing console cycle
• digital growth
• successful VR launches (restricted supply)
• Expect structural headwinds to persist, however more
positive market dynamics in 2017:
• new product developments
• stronger peak line up
• increased VR stock availability
• maturing digital penetration
• Arrival of the next generation of consoles expected 2019
• Esports industry continues to develop and grow rapidly
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 23
24
UK software market impacted by weaker year-on-year line up and softer
performance of key titles…
FIFA COD Fallout 4 Battlefront /Battlefield
Pokemon Forza Metal GearSolid V
Gears of War WWE 2K Unchartered
H1 16 H1 17Source: GfK Chart-Track, Spanish market, units sold in H1 17 vs. H1 16
1. Infinite Warfare vs. Black Ops III
2. Sun & Moon vs. Sapphire and Ruby
• Number of strong titles (i.e. FIFA, Pokémon, Forza) demonstrates
enduring demand for physical products
• Est. 80%+ of AAA titles sold physically
• However, overall market impacted by:
• Underperformance of certain major ‘annual’ titles, notably the latest
Call of Duty title
• The absence of a major AAA in 16/17 to mirror Fallout 4 from
2015/16
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
(2)(1)
24
25GAME Digital Final Results 2015/16
…resulting in 13% year-on-year decline in the overall UK software market
(18.0%)
+18.1%
(2.9%)
(13.2%)
New release Catalogue All other Total software
UK physical software market, H1 17 vs. H1 16 change, %
Top 30 selling titles
Source: GfK Chart-Track, 26 weeks to 28 January 2017
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 25
26
Strong Spanish software market, supported by higher PlayStation and
Nintendo penetration
FIFA 17 Pokemon Call of Duty Grand TheftAuto V
Battlefield 1 /Battlefront
Just Dance NBA 2K Fallout 4 Watchdogs 2 Pro EvolutionSoccer
H1 16 H1 17
GAME Digital Final Results 2015/16
• Top 10 titles units sold up 19% y/y in aggregate
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Source: GfK Chart-Track, Spanish market, units sold in H1 17 vs. H1 16
1. Sun & Moon vs. Sapphire and Ruby
2. Infinite Warfare vs. Black Ops III
(1) (2)
26
27
Full Game Downloads: 3rd party forecasts and surveys point to a maturing in
the direct channel for full games
Source: IHS, Company estimates
• Significant majority (c.80%) of AAA games continue to be
purchased physically
• Range of consumer surveys indicate proportion purchased
digitally likely to settle at c25%
0.0% 0.5%
5.1%
11.4%
17.1%
23.1%
26.2% 26.2%
0.0%
5.0%
10.0%
15.0%
20.0%
25.0%
30.0%
2012 2013 2014 2015 2016 2017E 2018E 2019E
AAA Full Games Purchased Digitally (UK)
Source: SurveyMonkey, BofA Merrill Lynch Global Research, December 2016
+16.6%
+3.1%
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 27
76%
24%
Over three-quarters of gamers still prefer to buy games in-store
Buy games in-store Download games directly to console
28
£m
Digital market continues to represent a significant growth market for GAME…
Total digital content market, £m (UK only)
429
580
725
875
1,034
201
3
201
4
201
5
201
6
201
7E
67.073.5
95.4
110.2
62.0
77.3
2013 2014 2015 2016 H1 16 H1 17
GAME digital sales (GTV), £m
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
+18% CAGR
Y/Y
+25%
Source: IHS
28
29
£m
Source: IHS
Total console content market split by physical / digital, £m (UK)
0
200
400
600
800
1000
1200
1400
1600
1800
2000
201
2
201
3
201
4
201
5
201
6
201
7E
201
8E
201
9E
202
0E
Physical content Digital content
• Digital represented 54% of the total content
market in 2016, up from 22% in 2012
• Driven by console and digital platform
developments and the growth in ‘add-on’
downloadable content (DLC)
• Digital/physical split expected to plateau from
2017, based on trends in other media forms
… though the pace of digital growth is forecast to moderate as penetration
plateaus
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 29
The most powerful console ever.2017: Major market drivers
• Successful Nintendo SwitchTM launch
• Ongoing hardware and software sales dependent on
stock availability
• Growing adoption of VR
• Further stock availability and growing content library
• Total UK installed base forecast to reach 1.2m by end-17
• Xbox Project Scorpio launching ‘Fall-2017’
• 4.5x more powerful than Xbox One, 4K and VR ready
• Further details expected at E3
• Strong line-up building for peak
• Red Dead Redemption 2, from Rockstar Games
• Several SwitchTM titles including Super Mario Odyssey
• Star Wars Battlefront 2 (EA) and Destiny 2 (Activision)
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 30
31
Mint console market forecast to return to growth in 2018 driven by Nintendo SwitchTM, with further growth in
2019 and 2020 driven by the next generation of consoles
732 8711,152
950 825 724 752 8921,222
1,3191,293
1,242
1,1541,005
892 813782
961
332492
662831
1,0271,216 1,303
1,342
1,279
2012 2013 2014 2015 2016 2017 2018 2019 2020
Hardware Software Digital
Source: Company compiled industry market estimates, UK and Spanish markets combined
Total mint market size, £m (UK & Spain combined)
Beyond 2017: Improving outlook to medium term dynamics
+1.3%+5.2%
+14.8%
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 31
32
Business and strategy update
i. Maximising Core retail
Maximising Core Retail: Priorities
1. Maximise the value of our core markets
2. Expand beyond our core retail categories
3. Increase multichannel engagement
4. Optimise the store estate
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 33
34
682663
625 610
332 323 321 319 313 311 311
0%
10%
20%
30%
40%
50%
2008 2009 2010 2011 2012 2013 2014 2015 2016 H12017
H2HTD
237
260 263 264254
247236
275267 270 270
0%
10%
20%
30%
40%
50%
2008 2009 2010 2011 2012 2013 2014 2015 2016 H12017
H2HTD
#1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1 #1
# Market position # of stores market share1
1 Source: GfK-Chart Track. Share of console gaming hardware, software, accessories and digital products at retail
1. Maximise the value of our core markets
#1 market positions maintained
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 34
35
Footfall remains robust, despite wider high street trends and lower overall games market in 2016
1 Source: GfK-Chart Track. Share of console gaming hardware, software, accessories and digital products at retail
0
500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
Wk 1
Wk 3
Wk 5
Wk 7
Wk 9
Wk 1
1W
k 1
3W
k 1
5W
k 1
7W
k 1
9W
k 2
1W
k 2
3W
k 2
5W
k 2
7W
k 2
9W
k 3
1W
k 3
3W
k 3
5W
k 3
7W
k 3
9W
k 4
1W
k 4
3W
k 4
5W
k 4
7W
k 4
9W
k 5
1
5 year weekly footfall trends, 000 (UK)
12/13 13/14 14/15 15/16 16/17
0
10,000
20,000
30,000
40,000
50,000
60,000
70,000
80,000
Wk 1
Wk 3
Wk 5
Wk 7
Wk 9
Wk 1
1W
k 1
3W
k 1
5W
k 1
7W
k 1
9W
k 2
1W
k 2
3W
k 2
5W
k 2
7W
k 2
9W
k 3
1W
k 3
3W
k 3
5W
k 3
7W
k 3
9W
k 4
1W
k 4
3W
k 4
5W
k 4
7W
k 4
9W
k 5
1
Cumulative footfall, 000 (UK)
12/13 13/14 14/15 15/16 16/17
Year to date Y/Y footfall
(LFL): -3%
1. Maximise the value of our core markets
GAME remains a high street destination
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 35
36
1. Maximise the value of our core markets
Several initiatives ongoing to further enhance our specialist proposition
• New Reward membership service to launch in H2
• Total reward customers up 100k in H1 to 4.5 million
with swipe rates up 2.3% in the UK
• New online trade-in tool launching in H2
• Significant expansion of our new repair service in
Spain, with sales up 49% in the half, to €0.5m
• New live gaming services launched
• Experiential and challenge zones rolled out to 180
stores
• Roll-out of BELONGTM gaming arenas underway
• Continued development of our award winning e-
learning platform for store and central teams
DRIVING LOYALTY &
CUSTOMER LIFETIME
VALUE
Exclusives
Attractive reward
programs
Wide range across
physical and digital;
mint & preowned
Specialist stores, teams
& engagement
Specialist gaming
services
4.5m active reward
customers - LTM
(2016: 4.4m)
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 36
2,000
800
170
600500
250
0
200
400
600
800
1,000
1,200
1,400
1,600
1,800
2,000
Gaming lifestyle categories - est. UK Market Size, £m (2016)
2. Expand beyond our core retail categories
Identified ‘gaming lifestyle’ markets are large and growing
Sources: IHS, IDG, OC&C, Radiant insights, The Licensing Letter, John Peddle Research, GAME Digital internal growth estimates
Non-console
digital gaming
content
(PC/mobile)
PC gaming
(hardware,
accessories)
VR devices
(hardware
only)
Preowned
mobile phones
and tablets
Licensed
merchandise
Gadgets and
tech
accessories
Total market value:
£4.5 billion(vs. £2.2 billion console gaming market, UK, 2016)
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 37
38
2. Expand beyond our core retail categories
Ongoing developments to drive new category growth
• Curation of in-store ranges targeting
gaming lifestyle categories
• Successful Red5 trial for VR, drones etc.,
now rolled out to 257 stores
• Improving visual merchandising and
fixtures for VR and PC gaming
• Remerchandising space to newer, higher
margin categories
• Continued development of the ‘GAME
Marketplace’ online proposition
• over 400 vendors and 100k products
112
144
H115/16
H116/17
Total ‘New’ Category Sales1, £m
1 Measured as Gross Transaction Value. Includes sales of the following: Digital products,
Preowned tech (GAMEtronics), Licensed Merchandise, PC and other non-console accessories,
Marketplace and services
+28%
Digital content PO Tech
Licensed Merch VR
PC & mobile accessories Marketplace
Services & other
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 38
39
• mComm represented 47% of UK online sales in H1, up 4%pts from 2016
• GAME app a central pillar of our ‘mobile first’ focus and customer engagement strategy
• 4.3 million lifetime downloads
• UK App relaunched October 2016
• Daily downloads up 33% since relaunch
• 750k downloads since relaunch
• 4.5* rating on the App Store, up from 3* for prior version
• Driving strong engagement
• 98% of all registered downloads since relaunch have become a Reward member
• 1.2 million competition entries to date
• 650,000 customers signed up for push notifications
3. Increase multichannel engagement
mComm & App development
GAME App relaunched in H1, further App and mComm development planned for H2
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 39
40
• UK eCommerce site relaunched in October
• Overall conversion up 12 bpts since relaunch
• ‘Test and learn’ programme underway to
further improve performance and conversion
• Improved Click and Collect service launched in
October – now represents c10% of online sales
• Click & reserve launched
Product page Basket Total conversion
Conversion rates following site relaunch (Nov ’16 – Mar ‘17)
3. Increase multichannel engagement
UK eComm site relaunched + new delivery services
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Total sessions
40
41
• Greater content focus
across all channels
• Reviews, interviews, ratings,
staff picks, competitions,
editorial etc..
• Increased use of
personalised CRM
campaigns
• Encouraging initial customer
feedback
3. Increase multichannel engagement
New media content and insight programmes
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 41
42
4. Optimise the store estate
Real estate optimisation strategy underway
Ensuring each store is ‘fit for purpose’ according to its location
• 50-100 locations
• Smaller towns and lower footfall
locations
• Potential relocation opportunities
to smaller / lower cost sites
• Concession partnership
opportunities
• Exiting lower contribution stores
• 50-100 locations
• Larger centres and higher footfall
• 2 into 1 and other opportunities
• Reviewing all lease events
• Concession partnership opportunities
• Challenger and VR zones in all stores
• Top 50 – 100 locations
• Highest footfall, premium
locations
• Most profitable stores
• Investing in customer experience
• BELONGTM arena roll-out
180 stores with challenger zones, VR zonesBELONGTM gaming arenas
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
43
4. Optimise the store estate
Property optimisation progress
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
3.5%
9.1%
0.0%
1.0%
2.0%
3.0%
4.0%
5.0%
6.0%
7.0%
8.0%
9.0%
10.0%
Average Net Contribution Margin across 10 stores
Net contribution margin (% of GTV)1
Pre Post
Store Action
Metro Centre 2 into 1
Cwmbran 2 into 1
Trafford Centre Relocation
Southampton Relocation
Aberystwyth Relocation
Leamington Spa Relocation
Edinburgh Waverley Relocation
Romford 2 into 1
Livingston 2 into 1
Peterborough 2 into 1
1) Net contribution margin calculated as store EBITDA (excludes central overheads) as a % of store sales. Pre-
conversion ratio calculation based on LTM actuals/estimate. New store ratio analysis based on trading to date
plus forecast trend data to cover 12 month period 43
UK store average (LTM)
4445
UK Spain Group
Stores at beginning of half 313 267 580
Openings 3 3 6
of which concessions 2 0 2
Closures (5) (0) (5)
Relocations and 2 into 1s 4 0 4
Stores at end of half 311 270 581
Avg. Years to first break 1.2 1.0 1.1
Average sq. footage 1,265 806 1,053
GAME Digital Final Results 2015/16
4. Optimise the store estate
Portfolio activity H1
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 44
45
Business and strategy update
ii. Live gaming services
47
• Leisure-led live gaming format launched July 2016
• Driving new customers into stores
• 1 in 5 BELONGTM customers new to GAME
• Higher dwell time, with average playing time over 1.25 hours
• New revenue streams added (Pay to Play, Food & Beverage)
• Halo effect on core sales, particularly PC / digital
• Nine in-store arenas opened to date; plans to open a
further 20 more during 2017
• BELONGTM brand launched in December
• Gross capex per refit of c.£50-100k, dependent on store
configuration. Targeting:
• 6-18 month payback
• 12% operating margin
• Strong supplier support
Expanding the Group’s live gaming services
BELONGTM Gaming Arenas
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 47
48
Expanding the Group’s live gaming services
BELONGTM Gaming Arenas
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Existing GAME customer
79%
New customer21%
BELONG customers
Attracting a new audience…
191
384
Avg. GAME Avg. GAME + BELONG
Annual Average Customer Value, £
…and appealing to a valuable demographic
48
4949
• Direct arena sales1 up more than 3x in first 4 months
• Limited marketing to date
100%
150%
200%
250%
300%
350%
We
ek 1
We
ek 2
We
ek 3
We
ek 4
We
ek 5
We
ek 6
We
ek 7
We
ek 8
We
ek 9
We
ek 1
0
We
ek 1
1
We
ek 1
2
We
ek 1
3
We
ek 1
4
We
ek 1
5
We
ek 1
6
We
ek 1
7
We
ek 1
8
We
ek 1
9
We
ek 2
0
We
ek 2
1
We
ek 2
2
Avg. Arena sales(all arena stores rebased to 100 at week 1)
Source: Company data
1 Arena sales comprise Pay to Play (console & VR), venue hire, Food & Beverage and PC and VR category sales in arenas
2017 BELONGTM opening locations:
Tranche 2
Open/Tranche 1
Expanding the Group’s live gaming services
Initial BELONGTM performance has been encouraging
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
5050Source: Company commercial and insight data
Average uplift data based on stores with a BELONG arena open for more than 10 weeks
• Strong improvement to both console and PC gaming categories since opening
• PC gaming revenue uplift +180% against base, compared with pre-launch period against avg. GAME store
• Core console sales +14% uplift on same basis
Post launch performance vs. 8 weeks prior to launch
Uplift to avg. weekly console sales, pre/post launch
GAME avg. GAME+BELONG avg.
+14% uplift to relative
performance post launch
Expanding the Group’s live gaming services
BELONGTM: Positive impact on retail
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Post launch performance vs. 8 weeks prior to launch
Uplift to avg. weekly PC/VR sales, pre/post launch
GAME avg. GAME+BELONG avg.
+180% uplift to relative
performance post launch
51
Building an integrated, content rich physical and digital ecosystem
• Driving utilisation and
performance of existing arenas
• Ongoing roll-out of new arenas
• Development of online platform
• Phase 1 launched in March
• Creation and recruitment of initial
wave of local teams (‘tribes’)
• Developing a growing programme
of grassroots esports tournaments
52
Expanding the Group’s live gaming services
BELONGTM: Future roadmap and priorities
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 51
52GAME Digital Final Results 2015/16 52
Content production and
in-house broadcast studio
Nationwide local community activity
(competitive and non-competitive)
Online platform
(Phase 1 launched Mar-17)
Major arena event
production
Active social engagement BELONGTM arenas
National online / offline
esports tournaments
Esports consultancy services
Expanding the Group’s live gaming services
BELONGTM: Forms one element of our expanding esports proposition,
with local activity supported by a content rich multichannel experience
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 52
• Events sales growth of 49% in H1
• Targeting FY sales of over £9m
• Senior team hires to drive future performance
• Record Insomnia sales
• Largest ever Insomnia event held in August 2016
• Universal Music / Island Records partnership for April 2017
• New branding and website launched
• 3-year UK franchise deal for Brick Live signed
• 4 events per year including London and Birmingham
• Strong 3rd party contract events sales
• Delivery partner for MineCon 2016, Anaheim, US
0
1000
2000
3000
4000
5000
6000
7000
8000
9000
10000
FY16 FY17F
Total Event divisional Sales, £000s
16/17 H1A 16/17 H2F
+49%
Expanding the Group’s live gaming services
Continued progress on major gaming events
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
H1
H2F
H1
H2
53
54
Strategic Update
iii. Digital markets
55
• Digital sales up 120% in H1, to £2.2m, following the recent
contract to provide the global hosting for Titanfall2
• Growing pipeline of future opportunities with several major
developers and publishers
• Continue to focus on the smooth implementation of current
server provisioning whilst further developing the Clanforge
technology, team and infrastructure
Developing digital markets
Managed server hosting
GAME DIGITAL PLC – INTERIM RESULTS 2016/17 55
56GAME DIGITAL PLC – INTERIM RESULTS 2016/17
• Work undertaken for major retail and consumer goods
companies in the half
• Partnership with WPP store agreed
• Continued progress on technology roadmap
• Key team hires in marketing and business development to
drive future growth
• Strong interest in technology from a wide range of industry
sectors - growing pipeline of business opportunities
Developing digital markets
Ads Reality: Augmented Reality
56
Closing RemarksClosing Remarks
58
Tough half for UK retail in core console markets
• growth delivered in Spain and new categories
Business strengthened through ongoing action plan
• good progress realising efficiencies and cost savings
• focused on cash generation and disciplined use of capital
Clear strategy and plans to address long term structural changes
in our markets
• improving customer proposition to maximise core retail markets
• building new categories and live gaming proposition
• targeting major new growth markets across the group
• positive start to H2
Prepared for positive market developments
• new innovations to drive growth and impetus in 2017
• investment in multichannel and our differentiated, specialist proposition
positions us well
H1 Summary
58
59
Continued optimisation of the core retail business
• Realising efficiencies and cost savings
• Focus on cash generation and disciplined use of capital
Capitalising on our exceptional store estate flexibility
• Exploring potential partnership opportunities
Roll-out and development of BELONGTM live gaming and esports
• Transforming our customer proposition
Maximising new product launches and driving new category growth
• New games releases and consoles
• PC, VR, digital and tech
Future Priorities
5959
Q U E S T I O N S
61
Appendix
62
star
Perennial AAA
H1 1
6/1
7
Other Top Selling ‘Non-Perennial’ AAA
H1 1
5/1
6
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
H1 Titles, Year on Year
62
63
UK Retail Y/Y %
Content -13.5
Preowned -16.7
A&O -2.3
H/W -34.2
Total -18.1
197.5 170.8
76.063.3
56.555.2
117.7
77.4
0
50
100
150
200
250
300
350
400
450
500
H1 16 H1 17
£m
UK Retail Spain Retail (€)
3.9
8.6
0
1
2
3
4
5
6
7
8
9
10
H1 16 H1 17
£m
Events, Esports & Digital
267.2 262.1
104.8 95.7
78.8 90.9
157.2 117.6
0
100
200
300
400
500
600
700
H1 16 H1 17
£m
Group (£m)
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Gross Transaction Value (GTV) by segment
95.9 106.0
39.737.7
25.232.1
54.446.6
0
50
100
150
200
250
H1 16 H1 17
€m
Spain Retail Y/Y %
Content +10.5
Preowned -5.0
A&O +27.4
H/W -14.3
Total +3.1
E,E&D Y/Y %
Content n/a
Preowned n/a
A&O +120.5
H/W n/a
Total +120.5
Group, £ Y/Y %
Content -1.9
Preowned -8.7
A&O +15.4
H/W -25.2
Total -6.9
63
64
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Statutory revenue by segment
Y/Y Change
16.4 1.2 -9.4
2.1 11.9 -1.6
25.2 1.8 18.6
177.5 -5.3 -29.9
41.2 1.1 -11.3
207 241 243 221
120123 137
135
5265 66 79
78
216 205144
0
100
200
300
400
500
600
700
FY13 FY14 FY15 FY16
£m
UK Retail
117 114 117 121
65 56 61 67
2628
3442
45 6365
76
0
50
100
150
200
250
300
350
FY13 FY14 FY15 FY16
€m
Spain Retail (Local)
0.0 0.0
4.2
6.1
0
1
2
3
4
5
6
7
FY13 FY14 FY15 FY16
£m
Esports, Events, Digital
300 335 333 311
172169 183 185
7389 96 116
113
269 254200
0
100
200
300
400
500
600
700
800
900
FY13 FY14 FY15 FY16
£m
Group (£m)
Y/Y Change
-2.4 2.4 3.7
-12.9 8.0 9.7
7.8 19.2 22.6
40.9 2.4 17.3
3.7 5.4 10.5
Y/Y Change
46.7
46.7
Y/Y Change
11.6 -0.7 -6.4
-1.4 8.3 1.0
21.8 8.5 20.7
137.1 -5.4 -21.2
31.0 0.6 -6.2
Content
Preowned
A&O
H/W
Total
64
65
Content
Preowned
A&O
H/W
Total
Margin
28.9 29.4 32.0 31.4
36.0 38.3 38.1 34.9
34.6 34.2 35.4 36.9
1.4 7.9 3.6 2.9
26.7 24.4 24.7 25.9
6071 78 69
43
4752
47
18
22
23291
177
4
0
20
40
60
80
100
120
140
160
FY13 FY14 FY15 FY16
£m
UK Retail
30 28 31 33
2524
2426
78
9122 4
4
4
0
10
20
30
40
50
60
70
80
FY13 FY14 FY15 FY16
€m
Spain Retail (Local)
1.11.3
0.0
0.2
0.4
0.6
0.8
1.0
1.2
1.4
1.6
FY13 FY14 FY15 FY16
£m
Esports, Events, Digital
84 94 101 94
6367
7167
24
2932
403
2010 7
0
20
40
60
80
100
120
140
160
180
200
220
FY13 FY14 FY15 FY16
£m
Group (£m)
Margin
26.0 24.5 26.3 27.0
38.4 42.2 40.0 39.3
28.0 27.9 26.8 29.4
5.0 6.2 6.0 5.0
25.6 24.2 24.6 24.5
Margin
27.5 22.0
27.5 22.0
Margin
28.0 28.0 30.4 30.1
36.7 39.3 38.5 36.1
32.8 32.6 32.7 34.1
2.6 7.6 4.0 3.4
26.4 24.3 24.7 25.5
65
GAME DIGITAL PLC – INTERIM RESULTS 2016/17
Gross profit by segment