Bank of America 2007 Annual Investment Conference
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bank of america 2007 annual investment conference rocky pimentel, executive vice president and cfo september 19, 2007 safe harbor This presentation contains "forward-looking" statements that involve risks, uncertainties and assumptions. If the risks or uncertainties ever materialize or the assumptions prove incorrect, our results may differ materially from those expressed or implied by such forward- looking statements. All statements other than statements of historical fact could be deemed forward-looking, including, but not limited to, any projections of financial information; any statements about historical results that may suggest trends for our business, including any statements about long term financial targets; any statements of the plans, strategies, and objectives of management for future operations; any statements of expectation or belief regarding future events, potential markets or market size, technology developments, or enforceability of our intellectual property rights; and any statements of assumptions underlying any of the items mentioned. These statements are based on estimates and information available to us at the time of this presentation and are not guarantees of future performance. Actual results could differ materially from our current expectations as a result of many factors, including but not limited to: the unpredictable nature of our rapidly evolving market and quarterly fluctuations in our business; the effects of competition; and any adverse changes in our carrier and other distribution relationships. These and other risks and uncertainties associated with our business are described under the caption “Risk Factors” in our most recent report on Form 10-Q filed with the Securities and Exchange Commission. We assume no obligation and do not intend to update these forward-looking statements. 2 $10.5 billion mobile games market by 2009 2006 - 2009 CAGR: 50% $3,056 $10,485 $4,554 $6,972 2006 2007 2008 2009 ¹ juniper, “mobile games, subscription and download, 2006-2011” ($ in millions) 3 drivers of mobile games next generation handsets1 next generation networks2 annual shipment of java and brew handsets (in millions) (in millions of subs) 2,916 252 AGR 2,331 % C + 28 94 1,301 876 3G 957 2.5G 797 618 459 1,362 1,363 2G 2006 2007 2008 2009 2006 2009 adoption by geography2 % wireless subscribers who download games 2006 2009 north america 5.5%2.7x 14.6% south america 4.0%2.4x 9.7% Europe 5.6%2.5x 14.0% 1EMC/WCIS Informa Telecoms 2006 2Juniper Research asia pacific 7.2%2.3x 16.2% “Mobile Games: Subscription & Download” June 2006 r.o.w. 2.3%2.9x 6.6% 4 growing capabilities of mobile personal computer: circa 1997 • cpu: 166 – 200 mhz (intel pentium processor) • memory: up to 8 gigs • network: 56k modem mobile phones: today • cpu: some over 600 mhz • memory: up to 8 gigs • network: 3g networks support hundreds of kbps 5 global leader in mobile games award-winning games attractive world-class financial model brands experienced worldwide management distribution team scalable, efficient development and porting 6 broad portfolio… 7 broad portfolio… of award-winning titles highest review scores for game quality in 2006 8 top mobile games by carrier australia premium games 1 Tetris JAMDAT Chuzzle Player X TRANSFORMERS Glu Mobile 2 PAC-MAN Namco WSOP Glu Mobile Die Hard 4.0 Gameloft 3 Tetris Mania EA Mobile TRANSFORMERS Glu Mobile 2007 Real Football Gameloft 4 Bejeweled JAMDAT Frogger Evolution Glu Mobile Asphalt 3 Gameloft 5 WSOP Texas Hold 'em Glu Mobile AMA Date Doctor AMA Xbox PGR Racing Glu Mobile 6 Transformers Glu Mobile Tetris EA Mobile Prince of Persia Gameloft 7 Surviving High School 07 Centerscore Who Wants To Be A Millionaire? Glu Mobile Adidas All-Star Futbol Glu Mobile 8 The Sims 2 Connected Edition EA Mobile AMA Memory Booster AMA Monopoly Glu Mobile 9 Sonic The Hedgehog Sega AMA Love Triangle AMA Dexter Security Alert Glu Mobile 10 Monopoly Here and Now Glu Mobile Tiger Woods PGA Tour 07 EA Mobile Atari V-Rally Glu Mobile 11 Diner Dash Glu Mobile july 2007 july 2007 12 The Simpsons JAMDAT 13 Zuma Glu Mobile 1 The Simpsons: Minutes to Meltdown EA Mobile 14 VZW Sudoku Superscape 2 Shrek the Third Gameloft 15 VZW Solitaire JAMDAT 3 Sonic the Hedgehog Part 1 Glu Mobile m:metrics, week of september 20, 2007 4 Deal or No Deal Gameloft 5 Brain Genius Glu Mobile 6 Bubble Bash Gameloft 7 Who Wants to Be A Millionaire? 2nd Glu Mobile 8 Tetris EA Mobile elspa official mobile games java download chart, july 2007 9 Brain Challenge Gameloft 9 10 Harry Potter & Order of the Phoenix EA Mobile world-class licensing partners 10 partnerships with console leaders production distribution 11 leverage global network of carriers 90 marketing programs with more than 100 carrier and distribution partners in nearly 50 countries chile US thailand UK russia france malaysia spain 12 distribution partners with 1.3b subscribers in 65 countries EUROPE CZECH REPUBLIC ITALY NEW ZEALAND FINLAND GERMANY GERMANY GERMANY GERMANY FRANCE IRELAND CROATIA HUNGARY CROATIA GREECE IRELAND POLAND ITALY ITALY HUNGARY AUSTRALIA USA BELGIUM BELGIUM HUNGARY NORWAY RUSSIA CHINA CANADA CHINA AUSTRALIA ISRAEL CANADA POLAND ROMANIA NETHERLANDS USA USA USA USA PORTUGAL POLAND POLAND HONG KONG LUXEMBOURG CANADA USA USA FRANCE SWITZERLAND PORTUGAL INDONESIA DENMARK NETHERLANDS CZECH REP. NEW ZEALAND USA RUSSIA INDIA SLOVAKIA IRELAND DENMARK USA ITALY BULGARIA UK MALTA SINGAPORE current availability USA FRANCE UK USA SPAIN SPAIN SPAIN CZECH REPUBLIC SOUTH AMERICA NETHERLANDS KOREA AUSTRALIA HONG KONG UK AUSTRIA AUSTRIA CROATIA PANAMA FINLAND SWEDEN COLOMBIA SWEDEN BRAZIL MEXICO SWITZERLAND SWEDEN MALAYSIA SOUTH AMERICA GUATEMALA GREECE UK THAILAND TAIWAN TAIWAN TAIWAN TAIWAN PERU BRAZIL CHILE NICARAGUA ESTONIA SWITZERLAND NETHERLANDS LITHUANIA SLOVENIA LATVIA RUSSIA 13 SOUTH AMERICA CZECH REPUBLIC SINGAPORE SINGAPORE SOUTH AMERICA ISRAEL SOUTH AMERICA USA ARGENTINA THAILAND THAILAND MALAYSIA PUERTO RICO EGYPT PERU CHILE URAGUAY SERBIA SOUTH AFRICA SLOVENIA emerging off-deck distribution wap, sms, web, retail, handset manufacturers 14 complexity of mobile deployment more than 1,000 handsets supported worldwide 15 thousands of sku’s per title carriers x handsets x languages 21,000 2,000 21,000 1,000 2,000 1,5001,500 numerous development platforms 16 note: number of sku’s varies based on game management team Greg Ballard President & CEO Rocky Pimentel Executive Vice President & CFO Senior Vice President of Global Jill Braff Publishing CTO & Senior Vice President of Alex Galvagni Global Product Development Eric Ludwig Vice President of Finance Vice President of Corporate Nate Jones Development Greg Suarez Vice President of Licensing Vice President of Worldwide Rocky Francis Human Resources Robert Hayes Managing Director, APAC 17 financial highlights • compelling unit economics • strong revenue growth • diverse revenue sources • high gross margins • significant operating leverage 18 revenue flow • one-time download: $5.00 to $8.00 • subscriptions: $2.50 to $3.50 per month 1/05 1:45 PM Get It Now Download TRANSFORMERS $7.99 19 compelling unit economics licensed game original game consumer consumer purchase: purchase: $6.00 $6.00 carrier carrier share at share at 30%: 30%: $1.80 $1.80 licensing at 30%: $1.26 glu glu glu rev: gross margin: rev: glu $4.20 $4.20 $4.20 gross /unit margin: $2.94 /unit gross revenue revenue gross margin margin note: examples based on zuma and super k.o. boxing! in north america. Financial terms including carrier and licensor shares vary by game and market 20 title longevity zuma $1,600 $1,400 $1,200 $1,000 $800 $600 $400 ($ in thousands) $200 $0 Q105 Q205 Q305 Q405 Q106 Q206 Q306 Q406 Q107 Q207 2005 2006 2007 deer hunter & deer hunter 2 $1,000 $800 deer hunter 2 $600 $400 deer hunter $200 ($ in thousands) in ($ $0 Q404 Q105 Q205 Q305 Q405 Q106 Q206 Q306 Q406 Q107 Q207 2005 2006 2007 note: the revenue life cycle for a typical title is 18-24 months and vary based on games 21 strong revenue growth 2003 - 2006 $46.2 $25.7 $7.0 $1.8 2003 2004 2005 2006 last four quarters $15.7 $16.4 $14.3 $12.3 Q3 06 Q4 06 Q1 07 Q2 07 22 diversified revenue sources carrier licensor geography fox 15% apac verizon atari 24% 5% 21% popcap other other 11% americas 44% sprint 6% usa nextel celador 55% 13% 9% origina l emea 34% cingular ip 12% vodafone 11% other 11% 29% • no single game represented more than 10% of revenues in 2006 • top 10 games generated 53% of revenues in 2006 • average revenue per top 10 title increased by 82% from 2005 to 2006 note: percentages reflect revenue mix for full year 2006 23 target operating model long term 2005 2006 Q2 07 target gross margin 65% 70% 73% 71-73% r&d 56% 34% 32% 21-24% sales & marketing 33% 24% 18% 16-19% g&a 29% 24% 23% 10-12% operating margin (53%) (12%) 0% 20-25% note: gross margin excludes amortization and impairment of intangible assets. r&d, s&m and g&a exclude stock compensation expense. Operating margin excludes amortization and impairment of intangible assets and stock based compensation expense. see safe harbor with respect to long term target 24 global leader in mobile games ; award-winning games ; world class brands ; worldwide distribution ; scalable, efficient development and porting process ; experienced management team ; attractive financial model 25 .