Playtika Holding Corp. (PLTK) Earnings Call Transcript & Summary

June 1, 2021

NASDAQ US Communication Services Entertainment conference_presentation 30 min

Earnings Call Speaker Segments

Douglas Creutz

analyst
#1

Hi. I'm Cowen's senior media and entertainment Analyst, Doug Creutz. I'm very pleased to have with me here today at our TMT conference, Playtika, President and CFO, Craig Abrahams. Craig, thanks for being here today.

Craig Abrahams

executive
#2

Doug, thanks for having us.

Douglas Creutz

analyst
#3

Absolutely. So when we were preparing our initiation report earlier this year, one thing that struck me was the pace of updates for your games. Particularly Slotomania, I think you had twice as many title updates last year as just about any other game that we looked at from your major peers. You've talked about the importance of your Boost platform and driving your results. But when I think about new content for games, there's obviously an important human creative element. How do your developers and your technology work together and complement each other?

Craig Abrahams

executive
#4

Thanks Doug, great question. We've always had a focus at the beginning of the company on live operations, and it really is what distinguishes us from our peers. Today, we have 9 top grossing games in the top 100. And over the last few years, we've developed the Boost platform. And what the Boost platform does, it allows us to cross-pollinate those learnings from one title to the next. What we -- because each team is pretty significant. Slotomania has over 500 employees, Bingo Blitz is over 400 employees. The cadence and pace of the road maps of the new features they develop and the creativity there is tremendous. And so when you have that much innovation, and you have each team focused on majority truly innovative features when you have a break-through in terms of a feature, being the fact that it's built on the Boost platform and when you cross-pollinate that feature to other titles, really is what allows us to really drive organic growth. Even this latest quarter, you saw a 10-year-old title Bingo Blitz grow 40% year-over-year. And one of the major features there was Bingo teams. Bingo teams was the clans feature we had in another title that was built on the Boost platform and we brought it to bingo. And so I think what it really allows us to do the technology really allows us to enhance each road map so that it's that much more robust every quarter. So we're able to bring fantastic features of our consumers that much more quickly than if we had seen 5 years ago that we had a great feature in a game, it may take 6 months of development time to bring that feature to a game. And now the cadence of those features is much more quick. And so with that, I think you're seeing more robust kind of organic growth per year for our titles, and you're seeing real growth from titles that are 7 years and older. And so as you look at our kind of -- as our -- some of our older titles. And so I think you saw titles like World Series of Poker or House of Fun with 23% year-over-year growth. In all of our casual titles, are some of the more recent titles given in 2016, we really started aggressively moving towards casual titles with multiple acquisitions there, and that portfolio is now 46% of our business growing at 30% year-over-year.

Douglas Creutz

analyst
#5

Do you think that's something that's a sustainable competitive advantage over your peers? Or do you think that's something they'll eventually catch up on?

Craig Abrahams

executive
#6

So what I think is sustainable is a few things. One, we own our own intellectual property, 7 out of our time 9 titles we own outright, 2 of which we license. The algorithms and the math behind a lot of our features is where a lot of what I like to call the corporate sauce. That's very hard to replicate from a far, right? You can see a new feature and see that you launched this new farm feature in solitaire, but actually understanding the math and the algorithms behind the feature, what it really complex. And then being able to reskin that as something else in a different game. But having all that same math is what really makes the game economy working. And so I think it is -- we've been replicating it now for many years. And I think we outpace organic growth against our competitors with titles that are also 10 years old. So I think it really is a testament to our skill set or on live operations.

Douglas Creutz

analyst
#7

Great. If you think about -- when we think about top line growth, obviously, there's kind of 3 levers you can pull. You can grow users, you can increase the percentage of your users that are paying you and you can increase the amount that you're paying users that are paying you. When you think about moving these levers, sort of what's the most attractive? What's sort of easiest to hardest? And where do you think your biggest opportunities are for the next 18 months?

Craig Abrahams

executive
#8

Sure. So as we manage the business, we've always thought the healthiest way to grow your business is converting non payers to payers, right? People that are enjoying their games for free. And for us, 97% of our revenue is in our purchases, only 3% in advertising. So we're really patient in on converting those payers, keeping them within our ecosystem and then eventually converting them. I think if you saw our jump this past quarter, it was about a 10% jump in daily paying users. And then you had about a similar jump in our PBU, which drove 19.6% year-over-year growth. So it's a very healthy split year-over-year between new payers coming into the system as well as increases in monetization. And I think as we look at the portfolio construction that we have, the casual titles are typically under monetized when we acquire them. And so there's a lot of room to increase monetization there. And then we have a history of driving that paying user conversion. And so as you look across our portfolio today, we're at about a 2.8% daily paying user conversion. And we have multiple titles in our portfolio, over 4% and still growing. And so that gives us kind of the foresight to see where everything is going in terms of where we can get conversion. And so I think there is that, for years now, you've seen our portfolio sort of grow organically as we drive that conversion. You're also seeing us now more aggressively enter new international markets. We're doing a better job on localization. We did a great job with that with Solitaire Grand Harvest in Germany with an interesting this past quarter. And I think we can replicate that in other markets. We now have multiple titles under development. We've committed to the marketplace. We have 1 new title in 2022. And so that's another growth factor for us. And then M&A for us has been a consistent growth driver since we started the business. We had a very different approach early on in that we view the development of games is effectively a hit driven business, right? You can't control whether or not a game is going to be commercially viable. What you can control is buying great products with great people and great teams. And better monetizing them over time. And so I think whether it's managing the game economies. It's doing better players, segmentation and analytics, all the things around live operations, how we manage the road maps that really drive growth. And so you've seen that with 7 acquisitions over the last 9 years, about a deal a year. And I think the M&A market, while competitive, there's a lot of interesting stuff in the marketplace today. So we continue to be excited about further diversifying our portfolio and growing with M&A as well.

Douglas Creutz

analyst
#9

Because you guys measure on daily payer conversion as opposed to monthly, like a lot of your peers do. As that goes up, you should be capturing 2 things there, right? You can be capturing it. You're getting your already payers to pay more often, which sort of suggests they're spending more or you could actually be getting non payers to cycle in as payers. Like do you think it tilts towards one of the other with the way you run your business?

Craig Abrahams

executive
#10

So I think that's part of content introduction. So with more new content, you're giving your consumers more opportunities to engage in the games, which can result in more frequency of payment as well as providing new features that really get a consumer engaged where they weren't engaged before. And maybe they liked playing solitaire, and they were just engaged in the solitaire portion. And now with the farm portion, they're really much more engaged. Now they want to further their advancement on the farm portion. And now because then you meta feature, they're now a paying user. And so I think it is a healthy balance of both. And we're always trying to sort of manage that. I think what we're so good at is the introduction of product features to drive that monetization. So you're giving your consumers more content and that sort of is an inducement to spend rather than it just be based on, I guess, sale or something that's not necessarily something that's going to engage someone for the next 5 years. And then having a content-driven business has really been our priority. And that's what enables us to grow our games is sort of platforms and each franchise that we have, we view as a platform to introduce more and more content. Then I think as you look at the diversity of content on these platforms, it's so much more than the original new game. A game like Slotomania was known for playing slots. And now it's known for collectibles in trade and collectibles, almost as much as it is playing slot games. And so I think those types of innovations really drive that user engagement.

Douglas Creutz

analyst
#11

Well, speaking of platforms towards the end of last year and then especially in Q1, you had a pretty substantial share shift on your own proprietary platform, which which is great because it carries higher margins for you guys. What are you doing to drive that shift? Is it primarily marketing?

Craig Abrahams

executive
#12

Sure. So this past quarter was really driven by revamping our Bingo Blitz mobile web and websites. And so there was marketing around that. There was also a lot of new content in collaboration with that. And that drove the overall game, as I mentioned earlier, that 40% year-over-year growth as well as grow people into the platform, Bingo, was pretty unique in that it is probably one of the oldest demographics of all the games in our portfolio, there's users do like to play on a much larger screen, pleasure playing 4 cards at a time, it's easier to play on a larger screen. And so it opens up opportunities to get users to play and pay on PC as well. And so I think for us, we've always strategically wanted to grow on all platforms, Apple and Google are fantastic partners and do everything that we can with them. But I think where there's consumers that want to play in a different environment, we're sort of here to give consumers that experience as well.

Douglas Creutz

analyst
#13

Is that -- and obviously, in iOS, it's a little more limited because of the way their platform is constructed. But on Android, you can put your own platform. Is it -- do you make an effort to migrate people over to your platform in Android? Is it -- I mean, are you picking up mainly new users there? Or is it older users that you can bring into your part of the platform?

Craig Abrahams

executive
#14

So it's -- we're predominantly focused on driving new users into the system. We do have our own proprietary App Store on Google that [indiscernible] and Google Play -- sorry on Android that several Google Play store. So there are opportunities for consumers to download the games there as well. But for us, it's all about growing all platforms, bringing our content to all screen sizes and giving consumers as much choice as possible.

Douglas Creutz

analyst
#15

Yes, okay. Your revenue mix is pretty heavily tilted to the U.S., it's about 70-30. Is that a function of the tilt of your portfolio to social casino? Are there other factors in there that you think drive that?

Craig Abrahams

executive
#16

I think the biggest factor is we've always been focused on Tier 1 English-speaking markets since the beginning. I think the casino theme games initially tilted more that way. But I think in terms of the best consumers in terms of driving users that are going to stick around for long periods of time and pay. It's been a great market for us. I also think that it's been sort of the easier path than the localization into some of these other markets. And because we're always growing, if you look back 5 years, we've been bringing a 27% CAGR, we've always been focused on the big markets and really the content to drive that growth. And I think now we're looking to do that as well as augment with additional markets, especially with some of the new casual titles that are more -- that probably are sort of more applicable in those additional markets. I think if you look at Poker, clearly a global game, you look at Bingo, it has its markets where it's popular and with slot games, it was limited to certain markets. But now as you get to hidden objects, solitaire, Match 3, board games, there's a lot of other categories where there are a larger addressable audience for us to go after. And so I think that's something new for us. And I think Asia, as you think longer-term as well, is something that historically wasn't necessarily on the table for us. But I think with a lot of these new genres, there's potential as well.

Douglas Creutz

analyst
#17

Is that -- as you guys build out your pipeline, is that something you're kind of keeping in the front of your mind is building games that are -- that have a better kind of global reach?

Craig Abrahams

executive
#18

No. I think for us, it's more proven categories where we can be a leader. If you look at all the various categories that we've entered, it's always been the target of being #1, whether it was, and it started back to when we acquired World Series of Poker from EA and brought that title from #4 in the Poker market to #1, all the way through just acquiring over the last 2 years, solitaire and hidden objects, which was #2 in the category, now both #1 globally in the categories. And so for us, it's really been about how do you drive growth in the category through product innovation. And we've been very successful multiple times doing that. So it really is what categories are durable. And sustainable that we believe are going to be around the next 10 to 20 years, not fad driven categories where people play games for a period of time. And then 6 months later, they're bored of that game mechanic. It's really finding something that people are really passionate about in the real-world and then continue that sort of passion in the digital world.

Douglas Creutz

analyst
#19

Okay. To continue on the pipeline a little more, you said you expect it to start producing titles next year. When you think about resourcing your new games, are you building new teams to create these games? Are these teams that you've had for a while that you're maybe pulling off of older games to build new games? How do you resource the new titles in a way that makes sense?

Craig Abrahams

executive
#20

Sure. It's a great question. Historically, as we go back sort of 8, 9, 10 years, our biggest issue with new games was we had these top grossing franchises and are you going to take some of your best and brightest off of a top grossing franchise to put them on a game that's secular in nature? And then if you look at where the company is based in Israel, there weren't -- there was not a ton of product people. There's a lot of online marketers, a lot of technologists, a lot of cybersecurity, some other areas at that time, but not necessarily product. And through all the various acquisitions we've done, we've brought in great product teams, where they have a track record and a DNA as a studio of making new games. And so now as we look around the world in places like Wooga, Jelly Button, our studio in Montreal, a studio we built out in London, we really have a variety of teams making new games. And I think it's also great from an HR perspective in terms of moving people around in the company and giving them different experiences as well. So I think now we have a good mix on the company of new titles that are in development. And we'll have to see over the next year, kind of what's commercially viable. I think the real advantage that we have is that all of the titles are being built on the Boost platform. And so if one tile isn't commercially viable, we're able to sort of take, whether it's a meta game or a product feature that, that can add that it was sort of known for and bring that innovation into our other titles of our existing top grossing games. And so for us, we were what we call the accelerator internally because it really is an R&D tool that creates new games, but if it doesn't create a new commercially viable game, great. We have all these product features we're going to use throughout the rest of the portfolio.

Douglas Creutz

analyst
#21

When you're doing M&A as sort of capacity for pipeline, is that an important factor that you guys are considering?

Craig Abrahams

executive
#22

It's not necessarily. I think we are focused on great product teams, with great people that make great games. And we have $1.5 billion of liquidity now. $1 billion in cash in the balance sheet, $600 million in revolver. So I feel very good about our positioning in the marketplace. And we're able to do bigger deals now than we could have looked at as a private company based on expansion of the balance sheet and the options available to us. We just refinanced our debt in March as well. And so brought down our cost of capital significantly. So with $80 million of interest expense savings year-over-year. So I feel like we're really in a good position for that. And I'm pretty active in the marketplace now, meeting a lot of folks. So I'm happy that the world is reopening.

Douglas Creutz

analyst
#23

Definitely. When you think about mobile gaming, or do that gaming generally, right, sequels have always been a big factor, but less so in mobile gaming because of your ability to innovate within an existing title as opposed to having to create a new one. All over and we have seen some of the big franchises like Candy Crush have had to kind of spin-off games. I think they have kind of increased the total TAM of those franchises, maybe you get people who like the franchise you play multiple versions of the game. Is that something -- when you think about something like Slotomania, which obviously has been around for 10 years and has a huge following. Is that an attractive direction for you guys? Or are you really looking for in your pipeline like completely new IPs?

Craig Abrahams

executive
#24

So for us, each game because we view it as its own platform, the innovation that takes place year-to-year is pretty tremendous. And if you look at the game 5 years ago versus today, or any of those titles that we've had over 5 years, they almost look entirely different, right? So I think we've never gone with the sort of franchise approach. We've gone with more of the platform approach, where we're constantly adding on new things you can do on the platform rather than the idea that you need to migrate or those move your experience. If you look at it, and when you look at our 5 oldest titles, like something like -- we shared this during the IPO road show, like something around 45% of the revenue came from the 11, 12 and 13 cohorts. So you think about how long these users have been engaged in the game and playing the game. And they worked so hard playing the game and engaging in it to kind of get to where they are to now say, hey, you have to now start over in this new game rather than get all this new content. I think that's -- it's been a tricky model for us. So for us, we haven't gone with sequels. We've tried to continue to just drive that experience through great new content and engaging folks. And I think that's one of the advantages around our core competency of live operations as we found a way to really constantly introduce great content to engage folks rather than have the game at some point end. And I remember as a kid games, you get to the end, you beat a game, you're really proud, you're ready for the next version. And I think here, it's that endless loop of not knowing where the story ends. And -- some of the titles are really story driven as well. If you look like at June's Journey, it is very much a story driven game. And so how do you keep that story going for a very long periods of time is a challenge.

Douglas Creutz

analyst
#25

Yes, yes. So we can't really talk about gaming right now without at least not to the impact of the pandemic and shelter in place on engagement monetization. To what extent do you guys have a view on whether this is a permanent lift or when it's going to fade? And what is your experience in sort of markets that have been impacted by COVID differently tell you?

Craig Abrahams

executive
#26

Sure. So we saw the biggest impact in April, May, June of 2020. And then we -- so we saw the big lift in Q2, and then we saw it sort of fade into Q3 into Q4. And then we saw strong growth again in Q1. And some of that is road map driven and when we introduced new product features. And I think some of it was just normalization of behavior, right? It was a very unfamiliar times for a lot of -- for everyone having -- when their stay at home orders were there. And people chose to engage in gaming as well as a variety of other forms of entertainment in the house. And because similar -- all of our games are on mobile, and they're also casual in nature, I think what we're seeing is people will be playing while watching their son or daughter, playing their soccer game or while watching a movie on TV because our games aren't first person shooters. They're not meta versus where you're completely immersed in the experience. You can, but you can also kind of casually play while doing something else. And I think what we're seeing is people are getting out, even in Q1, we saw U.S. at 71% of revenue versus 70% a year prior. So U.S. in Q1 was probably the best example of just opening up more so than other markets. And so with that, we actually saw continued engagement or increased engagement in that example. So I don't think there's any evidence thus far that as things open up, these trends will change. I think we already saw that in our business. But I think every game's -- every business is different, right? Our customers are typically 35-plus, a variety of them still older female, a game like World Series of Poker, [indiscernible], but we don't have any games in our portfolio that are targeted at children. And so I think that really is a difference in that. I think with children, they were probably impacted even more so in terms of being stuck at home more so than adults in their behaviors. And so I think it's already worked through our numbers and what we're seeing. And we have confidence in the year and that we just raised guidance for the year as well. And we took up our revenue, $160 million top line, $80 million in EBITDA to now $2.6 billion. And revenue for the year and $1 billion in adjusted EBITDA. So I think we wouldn't have done that had we not had the confidence, have seen the trending we saw in Q1 and beyond.

Douglas Creutz

analyst
#27

Yes. I think that seemed to be a pretty common thing we saw across the industry where people came into the year, sort of being a little cautious. But as we got through Q1 and in the beginning of Q2, I think people have felt a little more -- a little more conviction about kind of the direction of the business, that the comps in Q2 wound up not being maybe as bad as people were worried about even going back to last year when we first started talking about what are the comps going to look like. To the extent you can talk about it, I'm curious to hear your view on the epic Apple suit. And maybe more broadly, talk about platform commissions and whether you see those changing in the next 2, 3, 4 years?

Craig Abrahams

executive
#28

Sure. So we will not comment on others litigation. What I would say is that Apple and Google are partners for us. We continue to support them. And I think the platforms offer organic traffic, there's a lot of benefits, obviously, to acquiring customers on those platforms. And if there is a change in fees, it would be tremendous for us, given 97% of our revenue is in that purchases. And so much of our revenues is from older cohorts. And then if it does change, obviously, I think it's a tremendous benefit to your current business. But on a go-forward basis, I think the value of a customer goes up and say you'll see higher customer acquisition costs. I'm not sure how long that benefit will last. But clearly, it's a tremendous tailwind to the business, given for us going to the year, $2.6 billion of revenue, with 82% of it on third-party platforms. There's definitely a lot of upside from every basis point shift if those rates were to come down.

Douglas Creutz

analyst
#29

Yes. Another frequent topic of discussion with investors has been the changes to IDFA that Apple has enacted. And now they've been in the market for a while, although I think that the kind of the rollout has been kind of a creeping as consumers update their operating system and make their choices. Have you seen any impact on the market? I know you don't have a ton of ad revenue, but certainly, on the customer acquisition side, I think you have some visibility on kind of what it's doing to CPIs and the effectiveness of advertising on Apple's platforms.

Craig Abrahams

executive
#30

We haven't seen an impact. When we did our earnings call, we spoke about it. It was only just over 10% of the people that had adopted in. And we really haven't seen any changes, anything material. And I think we have 18% of our revenue on our own platforms, 33% of our revenues on iOS. And so I think we're sort of more insulated than others in that expense, as you mentioned, only 3% of our revenue comes from ads. And so I think on the UA front, as I look at it, we guided to 38.5% margins for the year, but we had 40.4% margins in the first quarter. And so we definitely left ourselves room to be more aggressive if we see opportunities in the marketplace and prices come down. As folks that maybe don't have as advanced attribution models as we do, maybe pull back in advertising.

Douglas Creutz

analyst
#31

We talked about M&A a little bit earlier. How do you view the market right now? Obviously, there's been a lot of capital markets activity in gaming. There's been a lot of acquisitions that have happened. You've had like yourself company that have gone public, there's been spacs. What's the attractiveness in the market? And then when you're looking at targets, are you looking principally at sort of your ability to grow your scale? How important do you think scale for scale's sake is? What else are you looking at as you're looking at targets, that's really important?

Craig Abrahams

executive
#32

Yes. So I don't think scale for scale's sake matters at our scale that we have today, I would say that every title that we do under the Boost platform, has a network effect, right? And the value of that network becomes greater and greater as we bring those on. Because as we're able to not only grow a business we acquire, right, by bringing through our Live-Ops skill set and bringing them features that can help drive growth. We can also take either technology that they have or features that they have and bring it to the rest of our portfolio and lift everything. And so I think that's where scale benefits really happen is by leveraging the Boost platform. So that's our advantage in the marketplace. And it's always been our business proposition to everyone, all entrepreneurs and sellers has been that we can be helpful in growing their businesses and help maximize earn-outs as well to really make entrepreneurs more money with us than they could with someone else. And so I think the market today feels like it's normalized a bit. It was a little crazy. I feel like when the spec craziness was going on because people thought they had these spec options that were just at crazy valuations. I think some of that's normalized a bit. And so now people I think are reasoning or they want to sell before they feel like the market gets more air let out of it. So I think there are a lot of opportunities in the marketplace today. We commented on the call that we feel good about our road map and pipeline that we're looking at, and we'll update when we have something to share.

Douglas Creutz

analyst
#33

Do you think that the market ultimately is going to consolidate down to a relatively small number of major players like we've seen on the console side? Or do you think it's going to be -- remain kind of a more -- a more competitive market?

Craig Abrahams

executive
#34

The market is still fragmented in a lot of ways. And there's so many different genres in mobile gaming and so many different players that have expertise in these various genres. So I think you'll continue to see consolidation. It's clear with some of the scale players that you can drive greater margins in these businesses as you grow them. I mean our focus is always on revenue growth, but with a -- in our purchase business model, 70% on a third-party platform drops to the bottom line as you grow via Live-Ops, and so we're able to grow profitability. And so I think with that, you'll see larger players that really understand that continue to consolidate. It's hard to say that I think it's a little bit different than the console world, where there's years of development, much greater development costs and there's larger marketing expenses well ahead of the launch. So it's a different business model, mobile games, but I think what's been proven and why you're seeing valuations to go up now where you're seeing such so many franchises, 10-plus years in the marketplace and continuing to grow. And I think if you look back kind of in the first mobile gaming companies went public, one of the biggest knocks on them was but what's the sustainability of these games? Will these games be around? And I think now that you're seeing folks like ourselves being popular with so many titles, with such long duration to the titles that it's giving people a lot more confidence. Like a title even just Bingo Blitz being a 10-year old title, growing at 40% this past year. I think it really has shown people that it's not just about new titles to drive growth in the game world.

Douglas Creutz

analyst
#35

Absolutely. Well, I think we run against our time limit. So Craig, thanks so much for being here today. I really appreciate it.

Craig Abrahams

executive
#36

Thanks for having me, Doug. Good to see you.

Douglas Creutz

analyst
#37

You too. Bye-bye.

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