Impact of COVID-19 on the games sector in 2020
To round-up some of the questions we have been asked by investors over the past few weeks, we see the following principal impacts on the following segments of the games sector in FY20:
The consumer: as highlighted by the US-focused Facteus report above, the global games sector is expected to benefit from an extended period of lockdown and isolation, with consumers looking for engaging content as well as virtual interaction with friends and family. Games have always provided cost-effective entertainment and with the sector’s digital delivery channels still open, consumers have the full gamut of titles and delivery channels to choose from.
By way of example, Steam (the leading PC-based online sales platform) broke its record for concurrent users actively playing games on Sunday 29 March 2020, with a total user base of 7.25 million. The previous record, as recorded by SteamDB, was 7.2 million in January 2018. Steam also registered a new record in excess of 23.5 million active users – users with the Steam client active on their PCs (but not necessarily in-game) – in the last week of March, beating the previous record set the prior week.
Exhibit 2: Last six months’ Steam usage trends – breaking out in March
|
|
Exhibit 3: Monthly Steam usage data 2019–20 year-to-date
Month |
Peak |
Gain |
% gain |
Min daily peak |
Avg daily peak |
In-game peak |
Last 30 days |
23,635,201 |
4,527,398 |
23.7% |
16,106,355 |
19,846,624 |
7,248,887 |
Feb-20 |
19,107,803 |
772,895 |
4.2% |
15,846,983 |
17,046,966 |
6,079,346 |
Jan-20 |
18,334,908 |
734,166 |
4.2% |
14,811,064 |
16,265,412 |
5,742,563 |
Dec-19 |
17,600,742 |
626,348 |
3.7% |
14,157,477 |
15,805,190 |
5,666,621 |
Nov-19 |
16,974,394 |
145,548 |
0.9% |
13,470,414 |
14,801,253 |
5,252,907 |
Oct-19 |
16,828,846 |
284,920 |
1.7% |
13,823,282 |
14,805,565 |
5,065,579 |
Sep-19 |
16,543,926 |
552,660 |
3.5% |
13,777,036 |
14,797,209 |
4,856,290 |
Aug-19 |
15,991,266 |
-540,228 |
-3.3% |
14,304,685 |
14,924,747 |
4,923,539 |
Jul-19 |
16,531,494 |
38,773 |
0.2% |
14,326,050 |
15,118,307 |
5,241,697 |
Jun-19 |
16,492,721 |
-485,843 |
-2.9% |
14,464,902 |
15,332,248 |
5,115,578 |
May-19 |
16,978,564 |
-147,106 |
-0.9% |
14,245,647 |
15,338,828 |
5,185,843 |
Apr-19 |
17,125,670 |
-157,426 |
-0.9% |
14,385,939 |
15,329,432 |
5,266,796 |
Mar-19 |
17,283,096 |
-332,077 |
-1.9% |
14,173,812 |
15,353,190 |
5,427,382 |
Feb-19 |
17,615,173 |
82,725 |
0.5% |
14,184,269 |
15,407,436 |
5,339,890 |
Jan-19 |
17,532,448 |
565,709 |
3.3% |
14,325,593 |
15,733,693 |
5,555,946 |
Internet infrastructure: with so many consumers at home, the level of ongoing demand on existing internet infrastructure and cloud-delivery is unprecedented. Providers of streaming services and video conference calls have already throttled back resolution to reduce the strain on bandwidth and demand (eg Netflix, YouTube, Apple TV, Amazon and Disney+). And with workers turning to Office 365, Microsoft Teams and Zoom in large numbers in parallel, the strain on cloud delivery (eg as evidenced by school software provider Firefly) has been immense. In the UK, despite weekday demand increasing by 35–60% on usual levels to 7.5Tb/s, BT claims that demand remains well within tolerance and well below evening peak demand (17.5Tb/s) (https://newsroom.bt.com/the-facts-about-our-network-and-coronavirus/). Currently, despite the UK lagging in its roll-out of fibre-to-the-home (FTTH) compared to its European peers (Exhibit 5), broadband speeds are holding up well, with no systemic slowdown in broadband speeds (Exhibit 4).
Exhibit 4: Major broadband providers daily observed speed test 24/1/20–23/3/20
|
|
Source: thinkbroadband.com
|
Exhibit 5: UK full-fibre broadband lags EU (2018 data)
|
|
|
The developer/publisher: we expect to see some short-term disruption to games companies as management implement contingency plans and realign their businesses around remote working, but by H220, we expect development largely to be back on track. This is an industry with a young workforce, able to work effectively remotely, although companies with short-term funding needs and emerging business models are likely to struggle.
Back catalogue: looking back to our note last summer Frictionless Borders, we identified IP-owning companies, with an established back catalogue and recurring revenues, as preferred investments. With the onset of COVID-19, we expect those companies with established titles and back catalogues to benefit most from the measures used to contain the COVID-19 pandemic, with consumers having few options to socialise other than virtually.
Mobile games: reduced mobility does not appear to lead to reduced reliance on the mobile phone. Socialisation appears to outweigh the loss of mobility. Anecdotally, social games are seeing a spike in revenue as a way to keep in touch with friends and stay connected. App monetization and advertising firm ironSource has reported increasing numbers of mobile game players after countries implement social distancing policies and go into lockdown. Weekday daily average users (DAU) have risen across the board; weekend numbers have risen, but not as significantly. In the US, the weekday DAUs have risen by 13% for the week of 13 March 2020. In South Korea the jump has been 23% since 20 February 2020, and in Italy DAUs were up 15% since the country went into lockdown.
New titles/IP: even when businesses are fully up and running remotely, we expect home working to be less efficient than office working and with end-of-project ‘crunch’ (a dying industry habit of long working hours, seven days a week to finish off a game on time) under intense scrutiny across the industry, we believe that there will be inevitable project delays, slipped milestones and missed launch dates. Bethesda has been one of the first to announce the delay of the Wastelanders update for Fallout76, but more will follow. Watch this space.
Film tie-ins: with cinemas closed, all major film releases for H120 have now been delayed (31 films delayed). This leaves game developers in a difficult position, assessing whether it is better to release their game without the marketing support and hype of the film release (if that is an option contractually), or hold off and wait to release the game at a later date with the film (eg Codemasters with Fast & Furious 9).
Streaming: the COVID-19 pandemic may have come too early for the streaming segment of the games industry, with few mature services offering a broad catalogue of titles (eg Google Stadia has been widely criticised by the industry for launching with a lack of content). Amazon is reported to have delayed the launch of its streaming service, Project Tempo, to 2021 at least in part because of COVID-19. However, at the very least, the pandemic underlines the business case for streaming when it does eventually arrive at scale.
eSports: there are more mixed messages from eSports. On the one hand, all major traditional sporting brands should be considering the virtualisation of their events (eg online F1 races to replace cancelled events, virtual Grand National, UEFA Champions League etc). On the other hand, most of the industry’s revenue today is based around live (physical) events and tournaments with digital content sourced from these to an audience of 500m viewers. The cancellation of all major sporting events is likely to boost demand for eSports and raise the industry’s profile in the medium term, but nascent business models may be irreparably damaged in the short term. Publishers EA (FIFA, Madden NFL, NBA, NHL) and Codemasters (F1) look well-placed, as do platforms (Amazon’s Twitch) but eSports service providers may suffer. MTG has announced an expected fall in H120 sales of 35–45% and Gfinity announced a £2.25m funding round on 2 April 2020, following its announcement of a three-way partnership with Bidstack and Venatus. Astralis (a Danish eSports management company) remains relatively well placed, having raised US$21m in its December 2019 IPO.
AR/VR: the difficult times for augmented reality (AR) and virtual reality (VR) continue as the industry creeps towards consumer mass adoption (self-contained headsets of sufficient quality, at an affordable price-point, together with the games content to exploit their unique capabilities (eg Half-Life: Alyx, Phantom)).However, latest data (Exhibit 6) suggest that supply-chain disruption will lead to a 10% y-o-y fall in headset shipments in Q120 and a 24% y-o-y fall in Q220. With hardware scarce, mass adoption still remains round the corner.
Exhibit 6: AR/VR headset shipments affected by COVID-19
|
|
|
Games conferences: global games conferences, such as GDC and E3, have been cancelled or delayed and other events such as Develop: Brighton 2020 have been postponed until later in the year. Deals are signed at these events and they are critically important for new studios looking to establish their reputation, but for the more established players, although the events are convenient and efficient for business development, they can largely be replaced by calls and conferencing.
PS5 and Xbox Series X console launches: the new console launches should go ahead as planned in Q420 (as stated in recent updates from Sony and Xbox), although we suspect that these may be very soft launches, with the significant logistical challenges leading to either a staggered global roll-out, or just very few consoles being delivered at launch. However, we see these as short-term issues and any financial impact should be limited as new consoles are more hype than substance at launch and it always takes a number of years for the installed user base to achieve critical mass.
Economic conditions/recession risks: historically, the games industry has been relatively recession-proof. However, if the COVID-19 pandemic leads to a global economic slowdown, this time round the industry is both bigger and more global and therefore it is harder to argue that it will perform independently from the global economy. However, as has been highlighted, games are both cost-effective entertainment and a good distraction when times are tough. As such, we would expect to see a boost to games revenues in the short term, potentially medium-term softness in H220–H121 and then we would expect the underlying growth drivers in the games industry to reassert themselves from FY21.
M&A: deals in H120 are likely to be challenging due to acquirors focusing on cash preservation in the short term, together with logistical challenges such as travel restrictions, the difficulties of due diligence, etc. However, as the horizon clears and businesses are able to plan with greater certainty, we may well see an increase in deals in H220 with distressed and ready sellers looking to exit towards the end of what will have been a difficult year for many.
Debt: although there are not many heavily indebted businesses in the games industry, we see no reason why the revenues of those that do have meaningful gearing (eg Stillfront, Media & Games Invest, etc) should not hold up well in FY20 as they manage mature portfolios of established games, demand for which is likely to increase in H120, all things being equal.