OnMobile Global Limited (ONMOBILE) Earnings Call Transcript & Summary

November 3, 2020

National Stock Exchange of India IN Information Technology Software earnings 53 min

Earnings Call Speaker Segments

Operator

operator
#1

Ladies and gentlemen, good day, and welcome to the OnMobile Q2 FY '21 Earnings Conference Call. [Operator Instructions] Please note that this conference is being recorded. I now hand the conference over to Mr. Diwakar Pingle. Thank you, and over to you, sir.

Diwakar Pingle

attendee
#2

Thanks, Vivek. Good evening, good morning to all participants on the call, depending on the geography you're in. Welcome to the Q2 FY '21 earnings call of OnMobile Global Limited. Representing the management today we have FC, the Executive Chairman; Krish Seshadri, the CEO; Sanjay Bhambri, the Chief Operating Officer; and then Sanjay Baweja, Chief Financial Officer. The call will start with a brief update about the quarter gone by and a business update, which will be given by Krish. This will then be followed by Sanjay Baweja who will give you a very brief detail about the financials. Post this, we will throw open the floor to Q&A session. Before we begin, I would like to mention that some of the statements made in today's call may be forward-looking in nature and may involve risks and uncertainties. For a list of such considerations, please refer to the earnings presentation. OnMobile Global undertakes no obligation to publicly revise any forward-looking statement to reflect future likelihood of circumstances. Having said that, I now hand over the floor to Krish. Over to you, Krish.

Krishnan Seshadri

executive
#3

Great. Thanks. Thanks very much. Welcome to you all. It's a pleasure to speak with all of you today. Since our last interaction we had in August, that was just a few days after I joined OnMobile as CEO, I can say that this quarter has been a very stable and good quarter for us. The deals across all our different geographies and businesses are all coming together very well. So in that context, I'd like to touch upon some key business highlights, high level performance of our businesses and some key priorities going forward. So starting with our core tones business. While overall tones revenue is slightly down Q-on-Q, we continue to focus on digitizing that core product. And that work is already showing some very good results. So in that context, you can see that tones digital revenue grew about 6%, and it was aided by a very, very healthy 17% growth in the tones digital active base. Even though the overall base remained constant, the digital base grew by 17%. So that's a very healthy sign. So we continue focusing on this digital transformation journey in this business. On our -- RBT product, which we mentioned last time, that basically voice has to target the mobile consumer. It's been a 1 quarter delay on that due to COVID, but we've gone live with 1 operator in India with this RBT product. Coming next to our contest and digital content business, our goal has been to focus and grow revenues in this business, we mentioned that even in the last quarter, and also continue the digitalization of this product. In a very challenging environment, overall contest revenue has grown 4.5% Q-on-Q. And the digital contest revenue has grown about 10%. We did lots of deployment. Digital revenue as a percentage of overall revenue in this product has also gone up to nearly 7%. So once again, we see that growth in our digital contest product was aided by about a 38% growth in the digital user base, even while the overall user base for contest was flat in that quarter. So once again, both these businesses going through the digital transformation journey, and that's going to be a key focus for us. What I'm really excited about is something we didn't talk too much about in our last quarter. But in the digital contest space, we've got a product that we've built. It's internally code named Challenges Arena. But it's fundamentally in the gaming space, in the casual gaming space, but people usually call it trivia games. And that's a very attractive market globally, the key subsegment within the casual games genre. So that product is more or less ready. We'll be launching soon with an operator in India. And then we'll see which international markets to roll it out to next year. But once again, we continue to be really excited about this product and this space within the casual games space. So it's called Challenges Arena. That's an internal code name. We'll talk about it in a little more detail later. On the video and editorial business, revenues are fairly stable. They grew marginally about 2.5% Q-on-Q and over 5% on an annual basis. So that's very healthy. Coming to our B2C gaming business or gaming product. As I mentioned in our call in August, on mobile there are transformational point in our digital transformation and is completely focused on building out a cloud gaming platform. And this is in a very transformational huge market space. I mean all of you all know what is going on in the gaming space. There are lots of investments happening, both in India and globally. We know that gaming is the second most engaging product space outside of social media. And the great news is, over the last 3 months, we've had a lot of progress just testing our platform, optimizing performance, building out various key features. And the great thing is we've really come together as a company. Our teams in Canada, Sweden, Bangalore, all of them have been involved in this. And we've been investing heavily in these teams and hiring people from the top Internet companies. So I think we should be releasing a beta version of the product very soon. It was our intention to showcase it to you and give you a glimpse of the product, but we have a few global patents that are being filed. So unfortunately, we need a few more weeks to file them, and it's critical to do that before showing it publicly to anyone, so going through that patent and legal process. So once that's done, we are going to do an internal launch within our own company. And then we'll do a close beta launch after that and then showcase it to you all. So this beta version of the product has very differentiated and compelling features on 3 or 4 areas. One is cloud streaming. The second is the social and co-play. As you know, these are all very key developmental trends in the gaming space. And we'll be introducing battles and eSports as a monetization with the full product once the beta product is launched. So it's been a fantastic Q3 months just seeing this product come to shape, and we are all excited about what we've built. Quick update on the Q2 financial performance. We had a very good, stable quarter. Revenue has been flat, but COVID did push back some of the new revenues in regions like Africa. But operationally, as you can see, we've registered very healthy margins both on a quarterly basis and on an annual basis. So we are very bullish about maintaining that trend over the next few quarters. So besides that, we continue to emphasize on employee safety. As you know, all our employees continue to work from home globally. And we want to thank them for their incredible hard work, which has helped deliver these results in building out fantastic product in the midst of not being able to meet each other, but working together globally and virtually. And very excited, frankly, by the opportunities in gaming and in our trivia product that are ahead of us. Very encouraged by all the acceleration and momentum that we are seeing and launching this very soon. So with those key business highlights, I'll hand it over to Sanjay Baweja, our CFO, for his comments on the financial performance. Sanjay, over to you.

Sanjay Baweja

executive
#4

Yes. Thank you, Krish. Good evening, and of all -- welcome to all of you on the call. Let me quickly elaborate a little more on the financials. I know most of you would have already seen the investor deck, and -- that has been mailed to you as well as posted on our website and the exchanges. If anyone of you is not on our meeting list, please do drop in a mail to us, and we will add you to the distribution list. Our Q2 FY '21 revenue was stable at INR 146 crores, quarter-on-quarter with a decline of INR 1.5 million on a year-on-year basis. And the decline is primarily coming from Africa and Middle East region. As already alluded, we are focusing on the unprofitable Latin America business and are in the process of exiting some countries where we do not have the right pricing power. Our strategy is to shut down any business that does not measure up to our stated goals of revenue and profitability. This effort will be one of the big tailwinds in shoring up our margins towards the end of this fiscal and further. We are expecting to complete this process substantially during this fiscal as far as the operations are concerned, but the closure of the entities may take -- go into the next fiscal. From a product perspective, contests grew by 4.5% and videos grew by 2.3% quarter-on-quarter driven by tones, degrew by 2.1%. And games, which is still in its infancy and not in the form that we are about to launch, grew by about 2.4% for the quarter. As indicated in our earlier call last time, the gross margin remains stable at 52.2%. The sustained double-digit EBITDA margin at 11%, a decrease of about 300 basis points quarter-on-quarter. However, if we were to exclude a couple of onetime credits, which we had in the last quarter, EBITDA actually grew sequentially. In fact, on a year-to-year basis, EBITDA grew by 43.4%. It is our endeavor that from here on, we see margin improvements as our focus on cost optimization continues. Our operating profits also grew by 101.3% on a year-on-year basis to INR 12 crores for the quarter. The major factor driving profitability growth is our cost optimization efforts. We will continue to focus more on cost [ rationalization ] and create permanent savings to sustain double-digit EBITDA margins going forward. Our profit after tax was INR 7.8 crores as compared to INR 12 crores in Q1 FY '21, however, 7x more on a year-on-year basis. For H1, for the 6 months period, our revenue grew by 2%, EBITDA by 98%, operating profit by 348% and PAT grew by 522%. Clearly, a story of considerable improvement in profitability, which we are not only targeting to sustain but actually get better. Cash balances in the book stood at INR 232 crores, a reduction of INR 33 crores as compared to the INR 255.9 crore at the year of -- the end of Q1 FY '21. The reduction is primarily due to customer contract payments of INR 36 crores and a buyback of INR 0 -- INR 0.25 crores during the quarter. We will continue to invest, as Krish mentioned, in our gaming products, in the U.S., which is expected to launch within this fiscal. A lot of other operating matrices and data has been shared in the presentation deck. I'm sure that all of you have had access to the same. With this, I will now hand over the call to the operator to open the floor for Q&A.

Operator

operator
#5

[Operator Instructions] The first question is from the line of Anand Trivedi From Nepien Capital.

Anand Trivedi

analyst
#6

Congrats on a great set of results. I had 2 questions. Can you hear me?

Krishnan Seshadri

executive
#7

Yes. Please go ahead.

Anand Trivedi

analyst
#8

Yes. My first question is regarding your streaming online gaming platform, which I'm assuming is a B2C platform, correct?

Krishnan Seshadri

executive
#9

That's right.

Anand Trivedi

analyst
#10

So I guess my question is, in today's world, where given the Internet access to international games or games produced anywhere in the world is something that people can have access to, what is the differentiating feature of the platform? And how do you intend to draw people to come to your platform vis-a-vis going somewhere else?

Krishnan Seshadri

executive
#11

Sure. I'll address that. It's Krish here. So yes as you said, games are available on multiple platforms. So just hosting games on a platform is not necessarily a differentiating feature. So the features on our platform are over and above just hosting casual games. So one main area I think I touched on in the call last time was on social and co-play. So playing games together online today is a very big deal. And people come together to play games which is a very offline kind of an experience, but they want to bring it online. The more they see their community and friends playing with them together, and if you give them the tools and the technologies and allow them to share stuff online over and above the games that they are playing, like an overlay, I think those are the key differentiating features, which will definitely make ONMO a very, very compelling and differentiated product. So I can't tell you too many things about very specific features. We've got patents that we are filing on at least 2 of those social features because you don't see them on any other platform today. And honestly, we haven't seen that being a focus for any of the companies in India at least, right, because you just see most of them posting games. So our platform is not just about hosting games, but enabling social connections, which, every single data point shows that when you have social connections and when you're playing with people, engagement increases, time spent increases, and obviously, that will impact revenue. The second differentiating feature, to a large extent, is cloud streaming, and that's what we are doing. So it's -- you don't have any frustrating installation process, no device dependency. The games can be instantly streamed on our platform. It's agnostic of any browsers that you use. So it's instant one-click play. So those are 2 key very, very differentiable features out there. There are a couple of more, but happy to take that -- yes?

Anand Trivedi

analyst
#12

Sorry. Please complete what you're saying.

Krishnan Seshadri

executive
#13

Can you hear me?

Anand Trivedi

analyst
#14

Yes. I can hear you. So the cloud feature is something similar to what people like Google, et cetera, are trying out, right?

Krishnan Seshadri

executive
#15

To some extent. But once again, ours is the first truly mobile cloud gaming solutions. Other cloud gaming solutions may stream large screen games on to mobile screens, but our product is built truly for mobile games. It's mobile first. So you don't have controllers. You don't have hardware and any of that stuff, no extra devices. So it's just native to the cloud.

Anand Trivedi

analyst
#16

Okay. My second question is that you've really improved your margins quite substantially in this quarter. Given that -- I mean, I guess one of the -- is it because the fact that costs have come down or have been contained quite a bit? How much of this is related to COVID? And how much of this will you think will be sustainable once we get past COVID? And a follow-on question to that is as you launch your cloud gaming platform, will there be substantial expenditure in customer acquisition, which will then eat into your margins?

Sanjay Baweja

executive
#17

So let me take the first part of the question. And then the second part, I'll request Krish to handle. So there hasn't been some help, if I may say, from the aspect of COVID in terms of cost and payment. But that's restricted mainly to, I would say, the [indiscernible] part. Other than that, most of the other expenses are continuing. However, we are doing things which will actually enhance that, say, for example, work from home, we've kind of decided that will be an ongoing feature as far as our company is concerned. In Bangalore, for example, we are giving up 2/3 of our office space. So we'll remain with 1/3 of our office space. And that saving will start happening maybe Q4 onwards. There was an incident, which we've given up because any of the [indiscernible]. That saving will start from Q3 onwards. We started giving up a lot more offices across the globe, also in other places in India. We are, like I mentioned in my call, in my opening statement, that we are looking at closure of some of decretive operations specifically in the LATAM countries, which will help us get better in terms of profitability. So we believe that this is the start of our profitability. I think things will only get better from here on, over the next 2, 3, 4 quarters. Krish, will you -- on the other part?

Krishnan Seshadri

executive
#18

Yes. So on the customer acquisition, I can't tell you exactly what we are going to spend, but let me say that every country is going to be different because we are going to enter different international markets. Customer acquisition costs or the lifetime value and the revenues that you make from customers that risk profile -- risk/reward profile is very different, and some geographies have very, very high lifetime values. So I think it's too early for me to be commenting on that. But also you need to know that this is not just a B2C product because it's also going to go through the B2B telecom operators. So it's a kind of a two-pronged strategy over here. FC, do you want to add anything on that?

Francois-Charles Sirois

executive
#19

No. I mean -- and your point is right, Krish. Strategically, how much of the market do we want to capture in India at lower ARPUs because clearly they're lower ARPUs and the cost basis on that model, just to be clear, is pretty much the same. A cloud streaming a game in India or streaming a game in the U.S. is clearly the same cost, but clearly not the same revenues. And the number of subscribers, obviously, can be way bigger in India than the U.S., so then the cost can be higher. So those are the decisions we need to make and how much -- obviously, we'll be investing important sums of money, but we really need to decide in which market. So that's something I'd love to discuss with you all. Once we can show you the platform, you can understand what it does. And we can then have a clear discussion on where should we put the money on this one. And obviously, the challenge will be on many fronts. How do we preserve our margin while investing in this new service? One is more a VC play as we said. One is more like a steady business growing, especially with the B2B gaming. So I'm not excluding that we could eventually even separate the 2 projects, just to make sure that we get separate funding just to grow this kind of gaming play, which is very, very popular, as you know, in the market with venture capital at quite interesting valuations. So that's something we could think about doing also. But before we get there, let's first show you the platform and discuss the plan later.

Anand Trivedi

analyst
#20

Sure. And what's the time line for launching the platform in India?

Francois-Charles Sirois

executive
#21

So we are launching with all the employees in a couple of weeks. We just want to file the patents. And again, I would have loved to show you the platform today. It's [ working ] around with it. It's working. The problem is really the patents. And as you know, as soon as we make something public, the patents are void. Well, we don't want to void these patents. And ironically, our development team are going faster than the lawyers on this one. So now we're filing all the patents in November. We're doing the employee launch with all the employees in November, so mid- to end November. And right after we've done this, we're going to optimize the servers and deploy in India during probably the month of December. So we should be able to show you the platform very soon.

Operator

operator
#22

[Operator Instructions] The next question is from the line of V.P. Rajesh from Banyan Capital. Mr. Rajesh, we are not able to hear you.

V.P. Rajesh

analyst
#23

Is it better now?

Operator

operator
#24

Your voice is breaking, sir, in and out.

V.P. Rajesh

analyst
#25

All right. I'll get back in the queue and then try again.

Operator

operator
#26

The next question is from the line of Duby Rex from ithought Financial.

Duby Rex

analyst
#27

Just as with regard Q2 FY '21, you said that there was an expense regarding customer contract position costs of around INR 36 crores. Could you give us some more details on that and how it would affect P&L and the balance sheet in which line item? That will be great.

Sanjay Baweja

executive
#28

Can you please repeat your question? I [indiscernible]. Yes. Okay. I think you mentioned about the customer acquisition cost. So that is netted off from the revenue. So -- and it is taken over the period of the contract, and it is netted off from revenues.

Duby Rex

analyst
#29

And it happens once in a year? How is it?

Sanjay Baweja

executive
#30

No. It's an ongoing -- as for the duration of the contract, it is evenly netted off over the contract. It's a 5-years contract. It will appear in the balance sheet and also online. And then it's taken off through the period of the contract.

Operator

operator
#31

[Operator Instructions] The next question is from the line of [ Mithun Ashad ] from KEMA Advisors.

Unknown Analyst

analyst
#32

Yes. Just a question on the gaming platform. Could you just explain what could that business -- the business model of that platform be? Would it be largely subscription-driven? Could you throw some color on that?

Krishnan Seshadri

executive
#33

Sure. So basically, there'll be 2 monetization models. One is tiered subscriptions, and also eSports, battles and competitions, so at least on the B2C side.

Unknown Analyst

analyst
#34

Right. And this would be targeted largely for the domestic market or are there any particular markets that you're looking at?

Krishnan Seshadri

executive
#35

As I said, it's going to be both the Indian market and select global markets. So essentially, our target audience would be people, male and female, 18 to maybe 35, casual gamers, people playing eSports. But players with maybe good 4G connections can probably say, India, Spain, Sweden, Canada and U.S., France, Germany. I think those are all markets which we are definitely interested in. In what sequence they roll out and when they roll out, that's something that we are still planning. But India is something that we'll definitely test it out as FC said.

Unknown Analyst

analyst
#36

Just one last question. Can you mention the gaming platform you would have third-party games available on this? Or would it be your own original games that you would have created? Or how does this work? And how do you grow the user base in such a scenario?

Krishnan Seshadri

executive
#37

It's called third-party games. We're not building any games per se. We are, as I said, hosting those games and providing tools, technologies to help facilitate interaction, social connections, sharing, cloud streaming, betting and things like that. So that's the way you kind of keep the audience engaged. I think the first person asked the question, are you just hosting games? I mean just putting games on our platform is not going to be differentiable, a lot of people do it. It's the technologies and the tools and the feature sets that we are building on top of that, which facilitate greater interaction and engagement. So essentially, we are trying to build a community, right, around this game, a very sticky community.

Unknown Analyst

analyst
#38

No, no. My question is mainly because you have such big platforms already available, how would you attract good games on to your platform was the key question.

Krishnan Seshadri

executive
#39

How would you attract good games? See, we've already talked to -- so if you realize, we've had relationships with a lot of game developers through our Appland start-up. So we've been in touch with at least 70 to 80 game developers around the globe. That's not been a problem. They're all excited by what they've seen. So I don't see that as being a big challenge for us. While, yes, there might be 1 or 2 games, which you may not be able to get, but overall, that hasn't really been a huge challenge so far, at least in our initial conversations. FC, do you have anything to add to that?

Francois-Charles Sirois

executive
#40

No. The only thing -- and that was a key metric for us. As you know, game developers are well aware of all the other platforms out there, and they don't want to waste time. And throughout all the pitches that we've done to game developers, their feedback is, "Wow. We've never seen something like this. It looks great, and we want to be part of this." So that's exactly the feedback they have. So it should not be an issue at all to get the right games on the platform.

Krishnan Seshadri

executive
#41

And just to add to that, and these are global games, right, so our team in Sweden has been very active in talking to game developers in Europe, in the U.S., across Asia. So we've got a kind of a good network out there, and they've been reaching out. They're all from the industry they've been talking to different game developers. Feedback has been good. So for the most part, we don't see that as a challenge.

Operator

operator
#42

Our next question is from the line of V.P. Rajesh from Banyan Capital.

V.P. Rajesh

analyst
#43

Am I audible now?

Krishnan Seshadri

executive
#44

Yes.

V.P. Rajesh

analyst
#45

Yes. Okay. So first question on this customer acquisition cost. It went up by about INR 4.6 crores in this quarter. And since you have paid INR 36 crores out, so is it logical to assume that this will continue to be at this elevated level for the next 8, 9 quarters?

Krishnan Seshadri

executive
#46

Yes. This will continue. Because this is a longish 5-year contract. This will continue for some quarters.

V.P. Rajesh

analyst
#47

Okay. So if you can just give a little more insight as to how this works, meaning, you are paying them upfront, and then they will -- I'm just...

Sanjay Baweja

executive
#48

We have paid this money. So yes, the way it works is we have paid this money upfront. And this is kind of a prepaid portion in our balance sheet. And over the quarters, we will continue to deplete it from the revenue that the overall gross revenue that we generate. And we reduced it from our gross revenue and show it as a -- and then the net revenue comes in. So we continue to show it as a depletion from our revenue. So we -- essentially there is -- that our revenue is reduced by this March, and it's kind of a revenue share that we prepaid to put it at this time. This is actually related to exclusive marketing rights from our customers. So we're saying our revenue is actually higher. But we are -- since we are giving it up as a fee to the customer, upfront fee, we are reducing it from a revenue on an ongoing basis. It has been there earlier also. Let me tell you, this has been there earlier also. Earlier from an accounting standard perspective, we were putting it through depreciation. Now we're netting it off from our revenue, so that we are very clear as far as our accounting systems. So that reported revenue is net revenue already.

V.P. Rajesh

analyst
#49

Okay. So the way to understand is, from a business standpoint, is that you are giving certain money to the telco. And the telco is able to send through your product and get the revenue from the end user. They are giving those revenues back to you. Is that sort of the way one should understand this transaction?

Sanjay Baweja

executive
#50

Essentially, you can construe it that way. They are giving us the exclusive rights for this particular revenue. And for that, the marketing rights, et cetera, and they are -- because they are helping us get that revenue, you're right, this is a cost -- kind of an acquisition cost that [ we can give ]

V.P. Rajesh

analyst
#51

Understood. Okay. My second question is your margin varied a lot, EBITDA margin primarily because of your OpEx. And clearly, you are investing in a lot in marketing. So can you comment on the fact that this marketing cost went up 56% in this quarter-over-quarter? Do you plan to make more investment both in this category as well as in manpower cost or 11% kind of EBITDA margin on, let's say, 52% gross margin is something one can expect to be sustainable? Or do you expect it to go higher?

Sanjay Baweja

executive
#52

So let me say that. The profitability is definitely going to go higher from here. Last quarter, specifically for manpower, et cetera, we had a bit of a credit because there are some certain costs, variable costs in nature, which, at the year-end get reversed due to the numbers that we did last year. So that -- however, the marketing cost was focused mainly in Europe and Asia. And I think that's something maybe slightly lower than this. This quarter was, if I may say, it was kind of a bunching up also happened. But otherwise, it will be stable. If you were to take H1 and extrapolate it as H2, I think that would be a good number to go.

V.P. Rajesh

analyst
#53

Okay. That's very helpful. And one last question. FC, if you can comment on Rob0 investment? You were very excited about it on the last call. And I'm just curious what has been the update on that front?

Francois-Charles Sirois

executive
#54

Yes. Certainly. And I'm still very excited. By the way, the team in Montreal are doing a great job. Just to give you -- we have about 25 people in Montreal working on this project and the relationship between Rob0, Appland in Sweden and the team in India has been fantastic. Also the Rob0 B2B product is being launched this week. And as you know, we're using all the AI video analytics that they've developed into our new gaming platform. And to be really honest with you, I was expecting a lot of synergies, that's why we did the investment. But I was not expecting to have such a great collaboration from the team, but also such a great usage of their platform as it really goes and right into what we want to do. So I really look forward once we actually show you the platform to explain you exactly what is happening and why we have something unique there with this Rob0 platform linked up to eSports. So that should be an interesting discussion in the coming weeks.

V.P. Rajesh

analyst
#55

Great. And just a suggestion, maybe at some point once you have done the patent filing, et cetera, maybe you can do an Analyst Day so that we can understand the product side a little bit better.

Francois-Charles Sirois

executive
#56

Yes. Totally, and that's the goal. And the next investor call, as you know, is in February. We're not going to wait February to go to this. We'll just do a specific session on gaming and go through the platform, explain you the patents that we filed and what's different on the platform, and then we can discuss also the future of this. So that's for sure. We'll organize this.

Operator

operator
#57

[Operator Instructions] Next question is from the line of Anand Trivedi from Nepean Capital.

Anand Trivedi

analyst
#58

I just wanted to touch on a question that was asked previously on how do you attract good games and the answer was that you have a network of game developers that you can -- you're working with. But just a little bit more color on that, because what we found is that very often, what attracts gamers are few blockbuster games, which obviously go to a particular gaming platform. And I guess my question is that are you all especially looking to introduce a few high-profile of blockbuster games in order to give you the initial push to get the gamers in? Or is there something else that you have up your sleeve?

Krishnan Seshadri

executive
#59

FC, if you want, you can take this.

Francois-Charles Sirois

executive
#60

Yes. I want to come back on one point. I mean the true gamers, you're right, they're all on blockbusters. But the casual gamers, you just do a test. I know we were just on the investors here, who plays game and how many games you play in average? I always ask the question. In average, people play 3, 4, 5 games on their phone, and they're never the same games. So we need the diversity of games for casual mobile gaming, which is different than the actual true gamers. The personal through from gamers is very well-served in the market. We're really going at the casual gaming space here, and the mobile casual gaming space. But in our catalog today with Appland, we have about 500 games in the catalog. And you are right, there are games that have been very good in the past, but they're not the latest top games. In this platform, we are trying to get a bouquet of both games that people have and using their phone and the latest top games also. So this is a mix of vote here, not just -- but the key here is that really the core persona is really the casual gamers and not that much the core gamers. So that's something important.

Krishnan Seshadri

executive
#61

I'll just build on top of what FC mentioned. It's -- as I mentioned, our target audience is casual gamers, not necessarily people playing hard-core games. And if you've seen what's happened with the overall gamer personas over the last 5 years, we've seen that noncore gamers are actually contributing over 50% of all gaming enthusiasts. So roughly around 30% of people are playing games as time fillers, right? They only play games if they have time to spare. So they're not an ultimate gamer of sorts. Another 5% to 10% are just backseat viewers. They used to game a lot, but today, they watch games. So our features are all built around helping casual gamers come on to these platforms. And as a result, you'll have a diversity. Maybe there might be 1 or 2 big games, but even some non-big titles are very, very good games for these people to be either playing or watching.

Francois-Charles Sirois

executive
#62

And just one last comment. A lot of platforms today offer very bad games also. And when I say bad, it means low-quality games. We want to be a premium space. We really want to offer something that's premium, that's more a complete platform. So we're not going at the low-end games. We're really trying to get something that is a premium experience and the price that's going to with it. Obviously, you need more bandwidth, you need -- also if you need more bandwidth, you need to have a bit more money. And obviously, if we want to do eSports, I think money helps also. Obviously, you need to be able to invest money in -- so -- for eSports. So clearly, the market we're going has a bit more money out there.

Anand Trivedi

analyst
#63

And is there an existing form that is doing something similar to what you're planning, which could be used as a benchmark as to how to categorize you guys or which direction you guys are moving in?

Francois-Charles Sirois

executive
#64

Right now, we're combining technologies together to offer brand-new kind of service. So it's a mix of this, a mix of that and mix of that and new add-ons on top, so it's very tough to say. I think once we really go through the platform, you'll understand what we're offering here. It's quite new in the market. And the reason we can offer it is because we're combining the cloud gaming with the social gaming, with the eSports, with the AI that comes on top of it that makes it possible. So it -- to be honest with you, without all these components together, it would not be possible. So that's why in the past, nobody has done what we're doing because it was not technically possible to do it. So again, that's why we're filing patents on it, and making sure we're protected, and try to keep that space once we launch and take the space and keep it. So that's the key here.

Operator

operator
#65

The next question is from the line of Manan Patel from Equirus PMS.

Manan Patel

analyst
#66

Can you hear me?

Operator

operator
#67

Yes. You are audible Mr. Patel.

Manan Patel

analyst
#68

Great. So my first question is you mentioned -- first question is on the revenue growth side. So you mentioned the revenue sort of churning somewhat in digital aspects and growing in digital while remaining flat on the top. So I wanted to understand, one, so when will this phase get over and we will get into phase of revenue growth in -- from the existing business? And second part of this question is am I right to understand the major growth that will come is only from the games and current revenue base will remain steady at these levels?

Krishnan Seshadri

executive
#69

Probably have Sanjay Bhambri answer the first question on the existing business. Sanjay?

Sanjay Bhambri

executive
#70

Yes. Thanks, Krish. I think you were right making -- when you made the question -- I think you made a [ second question ]. I don't want what we're looking at stabilizing the business, which we have been able -- margin grows the business. I would say that the growth would be marginal, and that would be the range on growth. Second statement of yours was will the bulk of growth come from the new businesses or that would also be a correct statement?

Manan Patel

analyst
#71

Okay. So when do we expect to enter this growth phase? Can you hear me?

Sanjay Bhambri

executive
#72

Yes. We can hear you.

Manan Patel

analyst
#73

Sure. So I wanted to understand when will we enter the growth pace? So probably gaming will be launched in December or Q4. So after that, do we see us entering growth space from FY '22?

Francois-Charles Sirois

executive
#74

Clearly, we have to make some decisions. We have the 4 product lines, and it's very -- you can't push 4 new products in each product line, which actually we did, but the real true focus is clearly gaming as we mentioned. So gaming will be both on B2B and on direct-to-consumer. The same platform with 2 different flavors, one closer to our traditional model and the other one, clearly, closer to the B2C model. So the growth and the revenue expectation on that sense is really on gaming on both of these. I want to also mention on contest, the contest and the Challenge Arena that Krish was talking about, which is really the trivia market, is really big out there. We have some people that we deal with that makes very, very big revenues on this one, trivia. So we are launching the new digital content platform in December also, which is clearly a direct -- sorry, a B2B service, so direct with operators. So the operators that will be pushing this service, and so far, we've been having great reaction from the operators on this front. So my view is that the content business should grow in 2021 into important numbers also. So having 2 sites towards really maintain the video and phones, the revenues while we really grow on contest and gaming, that's the strategy here. And not that we don't want to grow more videos, we have the kid service that's ongoing well. We have other services on subscription and that are growing. But really, the main focus for the next quarters is clearly to grow on contest with this new digital platform, Challenge Arena, and grow on gaming with this new platform here. So that's where you should see growth.

Manan Patel

analyst
#75

Understood. Sir, my next question is on the capital allocation side. So we have around INR 220 crores, INR 230 crores of cash and probably we will generate around INR 50 crores, INR 60 crores of cash this year as well. So my understanding is, one, you want to invest in the gaming business on the marketing side. So I wanted to understand what will be the quantum of those investments? And second part is what are the plans with the remaining cash flows that you would like to utilize? So you did a buyback, which did not succeed as such. So are there any further plans to do something about that?

Francois-Charles Sirois

executive
#76

Yes. Buyback, just as we discussed, when we started the buyback, it was the full crisis mode as you know. So we -- it was very tough to know where the markets would end and what the COVID would bring. Although we're still delayed, I'm still wondering where the COVID is going to bring the global market, but that's a different discussion. So the buyback pricing was not taken into that consideration. And fortunately, I'll put it this way, the market corrected also. So on fund, the real question here is that, as you know, we have funds to support a B2C product and in which market we want to invest it. And markets normally don't support too much a 2-headed strategy where you have a B2B business and a B2C business together. And when I say market, I mean, public companies. So that's the big question that, honestly, I don't have the answer to yet, is should we keep both under the same roof or should we separate the 2 plans there and have a venture investment for direct-to-consumer and continue the making money and generating money on B2B side, which are 2 different business models. So the good news is that we have the balls in hand so we can decide which side we want to go. And I expect actually to have some feedback from the investors on this line eventually in the next months once we show you the platform or what's the feeling also of what the investor base like to see from this gaming investment. So that's what it is. But today, at least, we have the means and we have the money to achieve the goals we want to achieve. We've been investing a lot in gaming. If you add the Appland acquisition, the Appland additional investment in cloud gaming, the Rob0 investment, the investment in the new platform, all this combined, we did a good Series A on any gaming start-up right there, just combining all these efforts. So that's a different way you -- we need to see this. We have done a start-up within our mobile today, and it's clearly the way we've been managing this, [ clearly ] it is. So normally, we could have funded this separately into a new venture. We did not. We did it internally. I think we have an [ awesome ] platform. But the next step is what do we do? Do we use our cash to do it or we use other people's cash to do it? That's the question.

Manan Patel

analyst
#77

Understood. And do you still have any plans of further inorganic growth?

Francois-Charles Sirois

executive
#78

I mean that could be, but today, I mean, we are all set with the gaming side. So once we launch, if we see we should do some acquisition, we'll look into it. On the traditional business, certainly, we could consider other acquisitions to further strengthen the other product lines. But so far, focus is key. So we're really, really focused on gaming and the digital contest today. So that's really the bites, the bites we're taking in the next quarter. So once this is done, then we can discuss any other acquisitions on the other fronts.

Operator

operator
#79

The next question is from the line of Duby Rex from ithought Financial.

Duby Rex

analyst
#80

When we are going live for the new B2C platforms, do we have a ballpark number? How many games do we have or how many game developers will be in the platforms? Do you have any set numbers?

Francois-Charles Sirois

executive
#81

Yes. We'll have [indiscernible] I think at least a 100 to launch and [indiscernible] target.

Duby Rex

analyst
#82

Could you just repeat that? I missed it.

Francois-Charles Sirois

executive
#83

Yes. Sorry -- so we'll have at least 100 games to start.

Operator

operator
#84

Sir, there are no further questions in queue.

Francois-Charles Sirois

executive
#85

Excellent. Thank you all for joining this call. Really appreciate it. I really look forward to go through this platform. As I suggested, we will do a special session in the coming weeks just on this, gaming. So stay tuned, we'll make sure everybody is invited. We'll do it also on Zoom or some sort of video, so at least it's going to be a better interface than a phone call, so everybody can see the platform and see exactly how it plays out and we can have a further discussion on the business model. So I thank you very much, and look forward to that session with you all. Thank you.

Operator

operator
#86

Thank you very much, FC. Ladies and gentlemen, on behalf of OnMobile, that concludes today's conference call. Thank you for joining us, and you may now disconnect your lines.

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