COBRA Consolidated Omnibus Budget Reconciliation Act Amended by:
2008 Budget Presentation November 30, 2007. PAGE 1 Table of Contents 1.Consolidated 2007 Review and...
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Transcript of 2008 Budget Presentation November 30, 2007. PAGE 1 Table of Contents 1.Consolidated 2007 Review and...
2008 Budget Presentation
November 30, 2007
PAGE 2
Table of Contents
1. Consolidated 2007 Review and Looking Ahead 2. 2008 Consolidated Budget3. Games4. Fantasy Sports5. Sports Information6. Corporate and other
PAGE 3
2007 Major Highlights
Rationalization of Asset Group– All divisions right sized post the 2006 business acquisitions
• Headcount reduced from 273 at 12/31/2006 to approximately 200 at year end
– Elimination or deferral of international initiatives• Considerable accretive impact on EBITDA
Realized considerable growth in the Games division, exceeding the 2007 budget by a wide margin
Anticipate completion of the plan of arrangement providing a positive return to shareholders
Set solid foundation for continued growth in 2008– $19 million improvement in EBITDA from 2006
A focused year A focused year
PAGE 4
2007 Projected Consolidated Results
The 2007 projected EBITDA exclude approximately $1.0 million of Liberty deal related costs and approximately $1.0 million of restructuring costs
2005 2006 2007 2007 ChangeActual Actual Budget Projected over 2006
Revenue 25,393$ 47,093$ 74,331$ 69,187$ 22,094$ Revenue Growth % 47%
Gross Profit 19,316 26,489 39,638 39,409 12,920 Gross Profit % 76.1% 56.2% 53.3% 57.0%
Operating ExpensesSoftware Development 2,786 8,475 8,136 6,858 (1,617)
SG&A 13,386 31,154 30,703 26,539 (4,615) 16,172 39,629 38,839 33,397 (6,232)
Adjusted EBITDA 3,144$ (13,140)$ 799$ 6,012$ 19,152$
In USD '000
2008 Consolidated Budget
PAGE 6
Global Assumptions in the 2008 Budget
Tender process– Completion of the Liberty Plan of Arrangement scheduled for December
21, 2007– Budget assumes the Plan of Arrangement is completed as proposed
and FUN is not public for 2008 (incremental costs of approximately $3.5 million if FUN remains public)
Management– Significant change in leadership of the FUN assets including CEO, COO
and CFO – Budget assumes senior management functions are substantially
provided by Liberty affiliates, with on-going administration costs expected to be approximately $1.0 million in 2008. Budget does not include such costs
Divestitures– Management is currently investigating the potential disposition of the
Don Best operations as well as the Poxnora operationsOperations– The 2008 budget contemplates FUN Games remaining substantially
“stand alone” throughout the year and does not reflect the potential operational integration of the Games operations and GSN
PAGE 7
2008 Budget - Continued Momentum from 2007
2005 2006 2007 2008 ChangeActual Actual Projected Budget
Revenue 25,393$ 47,093$ 69,187$ 100,248$ 31,061$ Revenue Growth % 66%
Gross Profit 19,316 26,489 39,409 55,423 16,014 Gross Profit % 76.1% 56.2% 57.0% 55.3%
Operating ExpensesSoftware Development 2,786 8,475 6,858 6,667 (191) SG&A 13,386 31,154 26,539 32,341 5,802
16,172 39,629 33,397 39,008 5,611
Adjusted EBITDA 3,144$ (13,140)$ 6,012$ 16,415$ 10,403$
In USD '000
PAGE 8
2008 Budget – By Division
In USD '000 GamesFantasy Sports
Sports Information
Corporate and Other Total '08
Revenue 75,220$ 15,103$ 7,988$ 1,937$ 100,248$
Gross Profit 37,874 9,009 6,796 1,745 55,423 Gross Profit % 50.4% 59.7% 85.1% 90.1% 55.3%
Operating ExpensesSoftware Development 3,447 1,755 753 713 6,667 SG&A 21,898 4,874 2,870 2,701 32,341
25,344 6,628 3,622 3,413 39,008
Adjusted EBITDA 12,529$ 2,381$ 3,174$ (1,669)$ 16,415$
Games – 2008 Plan
Peter Blacklow
WorldWinner.com
SkillJam.com
TeaGames.com
GSN Interactive
PAGE 10
PAGE 11
Overview
2007 Review
2008 Strategies– Mass market
– Player community
– Cross-platform media company
– Monetize free games
2008 Budget
PAGE 12
2007 Business Overview
In USD '000's 2006 2007 2007Actual Budget Projected
Revenue 22,349$ 38,531$ 42,885$
EBITDA (9,850)$ 429$ 7,067$
Outperformance of revenue and EBITDA vs. budget due to: Integration of SkillJam players onto the WorldWinner platform
increased player ARPU by 200%. Segmented marketing programs (Premier Club), new game
content, and additional player liquidity. Consolidation to one primary location reduced headcount from
120 to 71.
PAGE 13
2007 Accomplishments
Integrated SkillJam and WorldWinner businesses.
– Single technology platform
– Single location – Boston
– Enhanced revenue for all distribution and content partners
– Modified PopCap game titles for WorldWinner platform
Re-signed distribution agreements with AOL, Microsoft, MyPoints and EA/Pogo.
New games: Scrabble™ Cubes, Family Feud, Sudoku and Diner Dash.
Launch of WorldWinner “Premier Club” -- Community initiative for top players.
PAGE 14
WorldWinner/SkillJam Integration
$-
$500
$1,000
$1,500
$2,000
$2,500
$3,000
$3,500
$4,000
Series1 Series2 Series3
Integration with FUN Platform
REVENUE ($000)
October 2007 NAR at $3,412K vs. $2,969K budget and $1,511K in 2006
Actual YTD growth of 125%
2007 Budget (approved 12/4/06) forecasted growth of 99%
All things remaining the same, 20% growth expected.
PAGE 15
Integration Results: Cash Entry Fees
$13,211 $12,272
$5,774
$751
$17,511
$8,895
$45,692 $45,619
$38,376 $34,647
$7,844
$44,995 $47,525
$73,948
$0
$10,000
$20,000
$30,000
$40,000
$50,000
$60,000
$70,000
$80,000
SkillJam AOL GSN Lycos MSN MyPoints Pogo*
SkillJam
WorldWinner
SkillJam vs. WorldWinnerPeriod: Nov ’06 vs. Oct ’07
Average Daily Cash Entry Fees
PAGE 16
2006 2007
Registrations 4,981,522 3,708,492
Average cash players/month 36,938 42,585
Average cash games/player/month 135 176
Entry fee/game $1.70 $1.83
Net Revenue $17,805,274 $33,178,064
Lifetime Value $348 $462
YOY Key Metrics
Decrease in registrations due to lower thresholds on cost per registration marketing programs from SkillJam as well as transition from white labels.
2007 saw dramatic up-tick in overall “engagement” on WorldWinner.• Players competed in more games, with higher entry fees, as a result of
programming, segmented marketing and launch of new games.
PAGE 17
Key Distribution Partners
Cash Entry Fees
October 2007 % of Total CEF Margin to WW
$2,292,041 13.6% 68%
$1,473,276 8.4% 58%
$1,394,854 8.3% 27%
$1,189,668 7.1% 36%
$1,158,360 6.9% 56%
$1,084,999* 6.4% 100%
$1,074,042 6.4% 66%
These seven partners account for approximately 57% of all CEF on a monthly basis. *The partnership with Yahoo! terminated Dec. 2005.
PAGE 18
3.0%
3.5%$582,931
4.4%
$6,327,783 37.6%
$737,470
% of totalOctober 2007
Key Content Partners
Cash Entry Fees
$1,049,395
$512,375
6.2%
Key Content Partners
PAGE 19
Key Content Partners
In USD '000's 2006 2007 2008Actual Projected Budget
Revenue 22,349$ 42,885$ 75,220$
EBITDA (9,850)$ 7,067$ 12,529$
New money player acquisition accelerates 31% YOY averaging 9,800/month.
Branded content from Hasbro, Sony, Fremantle and others will increase game play across the board.
Player retention and programming efforts will drive up the total number of active money players by almost 48%.
PAGE 20
2008 Budget
In USD '000's 2007 2008 ChangeProjected Budget
Revenue 42,885$ 75,220$ 32,335$ Revenue Growth % 75%
Gross Profit 21,914 37,873 15,959 Gross Profit % 51.1% 50.3%
Operating ExpensesSoftware Development 2,488 3,465 977 Marketing 3,159 9,301 6,142 SG&A 9,200 12,578 3,378
14,847 25,344 10,497
EBITDA 7,067$ 12,529$ 5,462$
75% revenue increase propelled by key new licensed games. Slight reduction of gross profit % due to increased branded content. Increase in operating expenses predominantly driven by marketing
investment, headcount and related expenses.
PAGE 21
Player LifeTime Value
$462.34
$238.23
$0.00
$100.00
$200.00
$300.00
$400.00
$500.00
Sept '05 Sept '06 Sept '07
Pla
yer
LTV
Player LifeTime Value has increased from $238 to $462; increase of 94%.
Tournament velocity, game content, programming and player retention initiatives have played an integral part in increasing player LTV.
LTV for Sept ’08 is projected to be $501.
PAGE 22
Consumer Advertising Revenue Summary
Monthly revenue has increased from $13,650 (Oct ’06) to $122,269 (Sep) and RPM from $0.047 to $0.503 (US inventory at .75 cents)
Still under $1.00 due to large % of international traffic (67% on Teagames); 100% remnant introducing direct sales with higher CPMs in Q1 2008.
PAGE 23
2008 Strategies
1. Bring online game competitions to the mass market
2. Develop a player community fueled by social interaction and rivalries
3. Build a cross platform media company; not just an online cash competitions site
4. Monetize free game play
PAGE 24
Key Strategy: Mass Market
1. Bring online game competitions to the mass market
Marketing: Double online and offline marketing investment, leveraging new network partners.
Distribution: Exploit social networks by introducing programming widgets and in-network tournaments.
Brand: Develop a compelling consumer brand.
Content: License popular mainstream offline games.
Events: Create a signature casual games championship with localized qualifying events in an integrated offline strategy.
PAGE 25
Key Strategy: Player Community
2. Develop a player community fueled by social interaction and rivalries
Leverage community of game show enthusiasts
• Grow and extend community Among current playersInvite new players into networkTurn players into “contestants”
Programming 3.0
• Acceleration of tournament diversity• Team competitions• Partner cross promotion
PAGE 26
Key Strategy: Multi-Platform
3. Build a cross platform media company Introduce a universal rewards currency Go beyond cash games and into competitive entertainment Create multi-platform game experiences Sell sponsorships around multi-platform marketing concepts
watch. play. win.
PAGE 27
Key Strategy: Free Games
4. Monetize free game play
Acquire and develop a world class games network (flash games sites)
Aggregate audience and maximize traffic
Exploit universal registration and currency
Introduce in-game advertising and sponsorship model
Increase game offerings
Integrate rewards engine to cross promote properties
Up-sell to cash competitions
PAGE 28
YOY Key Metrics
2007 2008
Registrations 3,708,492 4,987,383
Average cash players/month 42,585 62,223
Average cash games/player/month 176 199
Entry fee/game $1.83 $1.88
Net revenue $33,178,065 $56,542,446
Life time value $462 $501
2008 builds on a solid foundation by adding more players to the engine, focusing on programming, and extending tenure with new retention efforts.
Fantasy Sports - 2008 Plan
Fanball.com
CDMsports.com
FantasyCup.com
PAGE 30
2008 Budget – Fantasy Sports
2006 2007 2007 2008Actual Budget Projected Budget
Revenue 11,124$ 17,915$ 13,838$ 15,103$
Gross Profit 7,338 11,276 7,896 9,009 Gross Profit % 66.0% 62.9% 57.1% 59.7%
Operating ExpensesSoftware Development 2,764 3,357 2,949 1,754 SG&A 5,585 7,029 5,471 4,874
8,349 10,386 8,420 6,628
Adjusted EBITDA (1,011)$ 890$ (524)$ 2,381$
In USD '000
Sports Information - 2008 Plan
Donbest.com
PAGE 32
2008 Budget – Sports Information
2006 2007 2007 2008Actual Budget Projected Budget
Revenue 12,393$ 12,482$ 10,367$ 7,988$
Gross Profit 11,032 11,271 9,085 6,796 Gross Profit % 89.0% 90.3% 87.6% 85.1%
Operating ExpensesSoftware Development - 666 619 753 SG&A 3,922 2,894 2,548 2,870
3,922 3,560 3,167 3,622
Adjusted EBITDA 7,110$ 7,711$ 5,918$ 3,174$
In USD '000
Corporate and other
CorporatePoxNora
International operations(prior years)
PAGE 34
2008 Budget – Corporate and Other
2006 2007 2007 2008Actual Budget Projected Budget
Revenue 1,162$ 5,404$ 2,096$ 1,937$
Gross Profit (710) 1,862 514 1,745 Gross Profit % -61.1% 34.5% 24.5% 90.1%
Operating ExpensesSoftware Development 711 1,657 802 713 SG&A 8,034 8,436 6,161 2,701
8,745 10,093 6,963 3,413
Adjusted EBITDA (9,455)$ (8,231)$ (6,449)$ (1,669)$
In USD '000