Company description: Providing gaming experiences
Game Digital (GMD) is a vendor of video game experiences. Its product range includes software, hardware, events and playing opportunities. It is the UK and Spanish market leader with a 29% retail share in the UK and 39% in Spain. Its strategy is to maintain this leadership, develop services and build new markets.
GMD was admitted to the premium segment of the LSE in June 2014 at 200p, after the predecessor business, Game Group, went into administration in 2012. Game Group had a focus on product retailing, with c 870 stores. GMD now has 581. The estate reductions were mainly in the UK, which has halved to 311. In the more stable Spanish market the estate of 270 is little changed since the addition of 44 Gamestop stores in 2014.
The prospectus highlighted certain key strengths of the reformed business. It is leader of an increasingly complex market, with a differentiated customer proposition; it has valuable customer insight and is a key partner for suppliers, with a flexible cost structure and capital-light balance sheet.
The existing business: Two classes of activities
We examine below GMD’s current activities, distinguishing between those that tie it to the gaming cycle and those that develop independence from the cycle.
Exhibit 1: Group GTV by category
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Exhibit 2: Group gross profit by category
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Source: GMD, FY16 results
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Source: GMD, FY16 results
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Exhibit 1: Group GTV by category
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Source: GMD, FY16 results
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Exhibit 2: Group gross profit by category
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Source: GMD, FY16 results
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Console content: GMD retails a wide range of games content for consoles and PCs, including both physical boxed software and digital content – see www.game.co.uk. It has a c 33% share of the UK and c 45% of the Spanish retail market, worth c £0.8bn and €0.3bn, respectively. Through its close relationships with suppliers GMD is able to negotiate exclusive editions of many standard games, which include additional features of value to gamers, such as additional action sequences or in-game items, for instance vehicles and weapons.
We expect market share to reduce slightly in the next two years as more casual consumers enter the market during the latter stages of the cycle. This should reverse in FY20. While the total mix of physical to digital games sales has fallen from 78% to c 40% in the UK, we expect it to stabilise at around this level due to resistance to digital caused mainly by long download times and the inability to trade in used games. For example, physical games have resale value, typically £20 against a new price of £49. However, digital is lower margin for GMD at c 15-20% of GTV against a c 25-30% gross margin on physical games.
Hardware: Hardware is a natural product market for GMD because its high price and sophistication means that trial and service have value for customers. The total UK gaming hardware market is c £0.5bn, of which some 60% is bricks and mortar, and GMD’s share is c 30% (it is comparable in Spain). As described on page 5, it is console hardware that creates the volatility of the cycle. Exhibit 3 shows that hardware margins are low: between 3% and 7% depending on the age of the release. However, contact with hardware customers is key to GMD’s penetration of the gaming market generally. Here the active interest, availability and training of store staff are clear differentiators against competition.
Preowned products: Preowned products is a significant area, ranking second in gross profit terms and c 30% of the total. The category is weighted to software, and leverages GMD’s close relationship with gamers, for example making use of the mobile app to scan and trade in software. However, other than Gametronics (below) it is not a growth area for GMD, tending to track the new software market.
Cycle-independent activities
Accessories and Other: Accessories and Other (A&O) is mainly controllers, headsets and plugs, connectors and other parts collectively known as gameware. A small subset is Toys-To-Life, a set of model characters integrated into games by Activision. Growth in the category reflects the developing range and sophistication of games. It follows a smoother path than hardware or software, driven by underlying activity rather than releases. A&O includes virtual reality, currently a hot area, with sophisticated headsets in the £350-800 price range as well as mobile-driven versions retailing for as little as £30 (average spend is c £270). The future profile of VR is uncertain but the opportunity could be large.
Gametronics: Global mobile gaming was expected to be 37% of the total gaming market in 2016, growing at 16% (source: gamesindustry.biz quoting Newzoo). Gametronics represents pre-owned mobile and tablet hardware suitable for gaming. GTV grew c 60% in FY16 and growth is expected to continue as GMD represents a significant marketplace with strong supply relationships.
Esports and events: The global esports market is US$0.7bn, growing at a 29% CAGR to 2020 (source: GMD). It is a significant strategic area for GMD (see page 7). To date contribution is small and mainly from acquired businesses: Multiplay (March 2015) and SocialNat (February 2016). GMD’s events sales have grown by a 78% CAGR over the last three years. GMD is also developing its BELONG arena format, with nine trading so far.
Digital Services: With Multiplay GMD also acquired a game server hosting business, providing B2B solutions for games developers and publishers. Typically publishers have limited server capacity. In order to avoid server failure, the publisher may contract with Multiplay to provide capacity through a combination of firm purchase and a contingency element triggered instantaneously by demand. The operation is not currently significant to results, although contract signings could change that. The company also acquired Ads Reality, an augmented reality business, in May 2016.
On GMD’s definitions, current GTV is weighted 70:30 to core against growth activities. Growth activities as a whole earn a higher gross margin, though not if hardware is excluded from core.
Exhibit 3: Mix and gross margin: FY16
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% of GTV |
Gross margin on GTV |
Software |
31.0% |
25.8% |
Preowned – Core |
14.9% |
41.2% |
Toys-To-Life |
1.9% |
31.0% |
Hardware |
22.3% |
2.9% |
Core categories |
70.2% |
21.9% |
Digital content |
12.9% |
17.3% |
Preowned – Tech |
5.9% |
20.1% |
Other accessories |
11.1% |
33.1% |
Growth categories |
29.8% |
23.7% |
Total |
100.0% |
22.5% |
Source: GMD, Edison Investment Research
FY16 does not materially include esports, events and digital operations, which on our projections should add c 4% of GTV to growth categories by FY20, raising their gross margin by c 300bps. At EBITDA level, we calculate that non-cyclical growth categories contribute over 50% of EBITDA (see page 8), and the proportion is set to grow as esports, events and digital activities develop.