Verve Group SE (VRV) Earnings Call Transcript & Summary
August 31, 2022
Earnings Call Speaker Segments
Jenny Rosberg
attendeeA warm welcome to Media and Games Invest Second Capital Market Day here in Stockholm. So it's great to see everyone back after the summer, also all of you who are online. My name is Jenny Rosberg. And I'm supporting MGI here on the ground in Stockholm. So this morning, MGI published the second quarter result as well as first half year with continued strong profitable growth. So today will be all about the team behind the performance and the strategy going forward. So I will quickly walk you through the agenda, and then we make sure to get started with this Capital Markets Day. So on the agenda, and you will find -- those of you who are online, all documentation is on the IR web. And on your tables here in the room, you have like a QR code, so you can get access to all the documentation. So we're going to start with a short introduction by Remco and the business overview. And then we will walk into programmatic advertising and also the ad software platform, the supply and the demand side. And they will have a short Q&A session at 12, like 10 minutes or so. And during that Q&A session, you who are online will be able to send in questions via mail, and I hope you will be very active here in the audience also. After lunch, we will continue with the games portfolio and then have a strategic session of the organic growth strategy going forward. And we will have a short Q&A session also after that, those 2 sessions, and it will be like 10 minutes. And the same here, questions from the audience online via e-mail. And then we move on to wrap up with the financial performance and the outlook as well as the vision for 2025. And then with the last Q&A session, all of those who are online also are able to call in, so you can speak directly and ask your questions directly. So I think that's about it. So let's get started. And without further ado, I would like to hand over to the CEO, Remco. Welcome.
Remco Westermann
executiveThank you, Jenny.
Jenny Rosberg
attendeeYes.
Remco Westermann
executiveIt's getting fuller every year. It's good. Yes, also from my side, from the team, welcome, everybody. Welcome, everybody who's online but also especially people that took the effort to come and to visit here. And it's not only people from Sweden, but there's also people that really flew in to be here, so really happy about that. Welcome. Yes. As Jenny said -- Jenny, thank you very much for the introduction. We are going to take you through a bit of the company today. I would like to first start introducing the speakers, the team who's here. And I think that's one of the main tasks today is to really also -- yes, you can talk to our team, and I think that gives a bit better view than only hearing -- listening to Paul and myself, who are normally doing the presentations. So happy to have the team here. And yes, Sameer, if you quickly come on stage. Quick introductions.
Sameer Sondhi
executiveAll right. Myself, Sameer Sondhi, I am the Co-CEO of Verve Group and CRO of MGI Group. I've been with the group now 2.5 years, and we are very passionate about what we do. We -- always, every day, we say we just started. But I spent 20-plus years in the industry, and I've worked at executive positions at InMobi, Opera, which is the famous Opera browser. And I've been founding members of a company called GroundTruth, which is a very location -- large location-based demand source. But as I said, I'm very fortunate to be a part of the MGI Group. We are leaving our dreams, and we want to make it big. Happy to be here. Thank you.
Remco Westermann
executiveSameer is based in Silicon Valley.
Sameer Sondhi
executiveYes, I'm based in the San Francisco area.
Remco Westermann
executiveSo always with jet lag [indiscernible].
Unknown Executive
executive[indiscernible] et cetera.
Sameer Sondhi
executiveMelatonin help a lot.
Remco Westermann
executiveJens?
Jens Knauber
executiveYes. Has it turned on? Yes. Yes, Jens Knauber is my name. I'm COO of MGI and CEO of Gamigo Group. I'm with the company now since 10 years actually, exactly 10 years. I'm responsible and taking care of the games segment at MGI. And I've been in the industry now since actually over 15 years, I've been working in -- for another games publisher previous to MGI\Gamigo. Yes, nice to be here.
Remco Westermann
executiveThanks Jens. Jens is based in Hamburg and also a big fan of [indiscernible], the Hamburg football. Sonja?
Sonja Lilienthal
executiveGreat to be here. My name is Sonja. I joined MGI in April this year. So I'm not the youngest but kind of the latest addition in the management team. I joined as in CIO. Before joining MGI, I spent a long time in corporate finance advisory mainly, but also diverse operational roles in investment banking.
Remco Westermann
executiveThanks. The next story, Paul? You don't need to introduce yourself. Everybody knows you.
Paul Echt
executiveJust a few words. Paul, CFO of Media and Games Invest. With the company now for 4 -- almost 4.5 years already. I'm responsible for financing, controlling, investor relations. I spent a few years also in Silicon Valley working for a tech company then a few years in investment banking. And very happy to be on this speed boat here and also to guide everyone through the financials today.
Remco Westermann
executiveThanks, Paul. Based in Berlin. Ionut? And yes, Ionut and Sameer actually just joined the C team 2 days ago. So -- but they are in the company for a while now. So thank you.
Ionut Ciobotaru
executiveThank you, Remco. Hi, everyone. Ionut Ciobotaru. I'm the Chief Product Officer, just very recently for MGI and Co-CEO together with Sameer of Verve Group. I joined MGI 3 years ago, a bit more than 3 years through the acquisition of my company, which is PubNative, a mobile SSP. Previous to that, I worked in product. I had another company mostly focused on web development, e-commerce, also working gaming at a long, long time ago. So focusing mostly on the product and tech side of our ad platform. Very happy to be here. I think we can build a lot of great things with the teams we have and the assets we've got so far. I'll hand over to you.
Remco Westermann
executiveYes. Then next, Miguel? You need a mic?
Unknown Executive
executiveI could try without the mic.
Remco Westermann
executiveSorry, Ionut is based in Berlin.
Miguel Oliveira
executiveGood morning, everybody. Thanks for having us here. My name is Miguel Oliveira. I'm the CEO of the Casual Games business. I joined MGI Gamigo through acquisition of WildTangent, a digital games distribution platform. I have 20 years of experience in the games industry covering everything from retail publishing through digital distribution. Excited to be here. Look forward to very interesting conversations today. Thank you.
Remco Westermann
executiveThanks. And Miguel is based in Los Angeles. Good morning, everybody.
Unknown Executive
executiveThank you. My name is David Philippson. I'm the latest member of the MGI Verve Group. I joined with the acquisition of my company, DataSeat, which I'm the CEO and Co-founder of. We joined on the 1st of July. Previous to DataSeat, I founded several other ad tech companies, the most notable previous to DataSeat was an attribution business that we sold to Criteo in 2013. But it's a pleasure to be here, and I'm based in London. Thank you.
Remco Westermann
executiveCool. Then not to forget, were also here is our Investor Relations team and maybe quickly waving. Soren is sitting here. Esther is sitting here. And Jenny is presenting, who's external but also very close part of the group. So that's who are going to present today. What do we want to do today? There's a few, let's say, main takeaways I hope that everybody is going to take away from here. First of all, giving you an update of the latest developments in the segments; secondly, share deeper insights in our strategy and actions. Then very important, of course, this morning, we published our Q2 numbers. So giving you an overview of the numbers and also the outlook. There's a lot happening in the markets around us. So we would like to give you a bit of how we see it and what's going on. And then, of course, as I said before, getting to know the team of MGI. A bit of an overview because it's always good if you deep dive, but it's even better if you still have an overview of what's going on. So what is MGI or how did it start to happen? I started this in 2012. We've taken over a distressed gaming company owned by Axel Springer. And I never thought that we would -- that I would do it for this period, and I never thought that it would get so big, and it still feels like we're in the beginning of this company. We have so many opportunities here with the company, and we have been growing quarter-on-quarter. Yes, so that's where we started. The business, starting from gaming, we are now an advertising software platform with first-party games content. So we have pivoted the company. We'll show a bit more of that during the presentation. We are ad software platform that brings together advertisers and publishers and that via data optimizes the connection between the 2. And still, let's say, honest, a lot of principles and one of them is privacy-first. Privacy plays a much bigger role in this environment. So privacy has become more important, and you can also use it as a key competitive factor. Yes, and from doing more than 30 M&A transactions, we have really started to build organic growth, which is good because in current times, nobody is looking at M&A. So we are strongly organically growing, and I think that's also going to be the path forward. Some financials, 69% revenue cap since 2018, 50% minimum year-on-year growth. So it was not one big jump here, but it has really been continuous growth. 67% EBITDA CAGR since 2018, 37% revenue growth in Q2 2022. And as said, Paul will give more details on the Q2. 18% organic growth, 38% EBITDA growth. So also our Q2 was really very nice. Shares are listed in Sweden at the Stockholm North First Premier and in Frankfurt in the Scale Segment. We have 2 bonds also listed at NASDAQ and at the Open Market. Team of well over 800 people, 800 employees, 25 locations. It was just the week before in our Jakarta office, in our Pune office in India, so it's really become pretty spread out. But there are a lot of opportunities. And once you have the technology, once you have the platform, it's all about utilizing it, getting more volume on it, and that part of that is also, of course, globalization. Yes, and the goal, profitly growing our advertising software platform and our first-party content using the strength of the Flywheel, I'll get to that later in the presentation, and building clear USPs that differentiate us from our competitors. We want to become one of the top 5 worldwide ad software platforms. That was a lot. We go into more detail. First, important topic. When you are a small company and growing fast, it all starts, let's say, pretty -- how to say, sleeves up and pragmatic. But if you become bigger, especially if you're a listed company -- sorry, my microphone is here falling apart. So If you get bigger, of course, the stock markets expect certain governance. Also, the company grows, so you need to have your internal control system, better under control. So a lot of things have to happen outside of just doing business, governance sustainability. Board. We have a single-tier Board, which is that there is one executive in there, which is me, currently the Chairman. Then we have Tobias Weitzel, an IR specialist also running a debt fund. Elizabeth Para, coming from the finance industry based in London. And Antonius Fromme, working at Freenet, big telco, marketing specialist being in the Board. Top executive management team, we just introduced, all of them are here. Then going into the ESG. Important, all 3 topics. I'll start with the environmental one, carbon neutrality. I mean we do digital work. Everything is digital. And there, of course, we also have servers that use, how I'd say it, energy and we have carbon footprint. So one of the aims that we have as a company is to become carbon neutral. We managed to do that from 2020 onwards. One part of that is reducing, of course, our footprint less, let's say, waste. And the other thing is, of course, compensating if there is waste. So both things are done, but a clear focus on reducing the footprint. We see also our role as spreading this, not only doing it for us as a company but also making our players, especially in the games we have a lot of impact, aware of that. And one of the things we do with the players is planting virtual trees. And for each virtual tree planted, we plant a real tree in the real world. So we also try to involve our players in this. We do a lot more on the environmental side, but we wanted to pick for this presentation just a few highlights. Then social responsibility, social part. Gender equality is one of the important topics. And we are a tech company, and it's really a shame that so little women are really studying technical, how do say it, for technical professions. But we are hiring more and more, but it is not always easy. But we're really proud that with the next Board, which is proposed to the AGM, we will have a 50-50 male-female split in the team. Then also, we do a lot in the team, in the group. Important to also make our team aware of those things. We have a kind of cafeteria system, where people can choose between certain benefits, be it in the kinder, how to say it, in a crash or, let's say, getting a bike subscription. So a lot of things that we do there. And also there are more happening on the field. Third part, the governance part, yes. Many big things happening. I think that's also where we had to really make some step-ups from being a small company. One of the big things that we work on, as everybody is hopefully aware, is that we are moving our headquarters from Malta to Sweden. There's not a lot of companies that move their seat from one country to another, especially not many companies that are listed. It's not easy, I can say, and really respect to the team because it's a lot more work and a lot more difficult than we ever thought it would be, but we are well on our way. At the AGM, there are several topics that need to be voted for to really make this happen, but we will move in January to Sweden according to plan. So that's what we're working on. The second is, yes, with moving to Sweden, we will also -- but a lot of investors already wanted us to do -- move to on Big 4 auditor. And Christian is actually here of Deloitte. So the plan is also that has to be, of course, agreed by the AGM, but we will move to Deloitte as auditor. And also, Deloitte will already be involved in our current or is already basically being involved in our current numbers so that we really get a smooth transition from RSM to Deloitte. So this is things that are happening. Then yes, a lot more that's doing the Board expansion. I'll go to the Board on the next slide. Audit and Remuneration Committees. We're also going to split the role of the Chairman and CEO. I'm working too hard. I'm doing the Chairman role and the CEO role and also doing quite a bit of operational stuff. But also as good governance, I'm going to step down as Chairman. I want to further remain as a member of the Board. So also that is up to the AGM, of course, to decide, but concentrate on the CEO role. And yes, we will get new Chairman. That's -- here is the Board that is going to be proposed to the AGM, which is Tobias Weitzel, who is in the Board, I introduced them quickly, before in the Board already for a while, knows the company very well to become Chairman. I will stay on the Board. And we also put the flags now, so you see that it's really very international. Elizabeth remains further on the Board. Then new joiners are Franca. She's Professor of Finance, has a very strong experience on heading audit committees, and that's, of course, the financial part is very important for us. So happy that she's willing to join. Then Mary Ann Halford, based in the U.S., very acquainted with U.S. media part. And, yes, have also worked for 20 Century Fox. At the moment with Altman Solon, which is a big advisory on the media sector, also with OC&C. So somebody who really knows the media sector and is able to open a lot of doors for us. Then Johan Roslund, I don't know if he is here actually. Yes, we have also somebody in Sweden now. So Johan also, yes, happy that he is willing to join the Board, worked with GP Bullhound, also with Nordic Asia investment fund and was also in the -- probably -- pronounced it wrong, Unga , which is the -- let's say, the association of young share investors in Sweden, which, of course, is also, let's say, young shareholders are very important for us. They understand tech, so that's also for us very important to open some doors. So very happy to have this as the new Board. Also here, a small disclaimer, this still has to be agreed, of course, by the AGM. Remuneration Committee, Audit Committees, also those will be installed after moving down. So a lot happening on the ESG side. Then going to the business. MGI in a nutshell. We're going to repeat this many times, but everybody should know this, a leading European ad software platform with strong first-party games content. It's really a unique combination that we have, but that is working extremely well. Some key facts, EUR 287 million revenues last 12 months, EUR 81 million EBITDA, 37% revenue growth, 18% organic growth. We have had higher numbers, but in the current market circumstances, we're really happy with these numbers. I think it was really nice that we have had such good Q2. 800 employees, 131% ad spend growth, so we are really growing the total ad spend. 500 software clients, which is also growing, that's customers with more than $100,000 revenue because those are our substantial clients. 95% retention rate, which is also very nice because if you don't lose customers, you don't need to acquire the customers [indiscernible]. So 95% is a pretty good rate, especially also that there is some consolidation, so some customers getting together. And also, that's, of course, turned on. And this number is a bit special, 98% net expansion rate. We are in a more, how to say it, difficult environment now with maybe recession coming up, uncertainty in the market. And this number is saying that the customers that did SEK 100 last year in the same period are doing only SEK 98 now. So that means that we are more or less stable with our old customers but actually lost a bit. Last year as we have -- last quarter, we have always been growing with those old customers. How come? CPM have come down in the market. So the money that's paid per 1,000 ad impressions, that's reducing that. And also in some sectors, we see some softness where people are pausing budgets or really doing a bit less. So that's a number that went down, but we're still growing, which means that we really were able to capture a lot of new customers which are doing this growth for us. Global reach. We're basically a U.S. company, 69% of the revenue in North America. It's a market which is much easier, no different -- not too many different languages. There's some Spanish, but for the rest, it's easy. No frontiers, big customers, big advertisers, easy to grow. And also, we did a lot of acquisition there. Europe, much more difficult. The different languages, different regulations in all the markets. We are talking about one Europe or one EU, not really the case, still a lot of potential to grow. And Asia, where we have really put focus in the last quarters, months and where we see really nice traction. Yes, I just said, I was in Indonesia just last week, in India together with Sameer, and we see really a lot of opportunities in those markets. We have the platform, we have people locally, and we are building up those teams. So that's a bit of spread. Yes, we are reaching 2 billion people, 2 billion devices, that's a lot. 625 billion ad impressions per year, that's huge. And we have 250 million daily active users. So also here, we have a big reach with this company. And we have a lot of first-party content, which is our 5,000 owned games, 20,000 connected mobile apps and over 1 billion game audiences. So we have a lot of reach, a lot of things where we can leverage on and generate our revenues from. Some main happenings. And there's much more happening in this company, of course, but some main happenings in Q1. We started with presenting our segments a bit different a while ago. We said it's no longer gaming and media, but we say it's demand and supply. And everybody was saying, yes, but your demand side is so small, why do you show it separately. 8% or so it was when we started showing it, I think. And that is because this company, the more direct supply and the more direct demand we have and the more they match, so ideally a 50-50, this company gets even more efficient, even more effective. And that's the reason that we want to focus on the demand side also. And we're really very happy that on the demand side, we have been growing very strongly, with 76% organic growth in the second quarter. So really strong. Adding new demand sources, scaling them and really putting a lot of focus on that. We onboarded a lot of new publishers also, so that's on the supply side. And yes, each publisher brings, again, new content. And for example, we added Pluto TV, which is a very big TV -- CTV player in the U.S. We added Triple Dot. Yes, many others, but really some substantial publishers that have a lot of reach with our apps, with our CTV. Then this is always a topic where I try to be very careful, game launches. We are a game company. When we started, we said we are too small. We need to have critical mass to really run a portfolio strategy when launching games because a lot of payment companies have the money to launch 1 or 2 games. And if it doesn't work, they're bankrupt or they have a problem. So you need critical mass. We did these via M&A. And we are now on a constant basis, continuous basis, launching new games. And there are 2,000 game launches per month. And to really get the one jackpot or to get one big game is very rare, so it is a process where you need on a regular base to launch games. We have done a few so far, no big hits in there. We have now 2 game launches, Fractured Online and MMO. Closed beta has started. There's a playable free week. Jens will -- Jens and Miguel in their presentations will go a bit more deep -- in-depth. And Fantasy Town, a mobile game, which is being soft launched, both show pretty good numbers actually so far. But also here, we don't want to give you too many expectations because statistics are against us, but let's see. It might also be -- we are a game company. We're also really emphasizing on, yes, how do say it, launching games. Then on the financial side, we issued a EUR 175 million bond. While the markets were already getting a little bit shaky, the financial markets, we still managed to do that. We did repurchase of EUR 115 million of the old bond, which was basically a rollover that we did also extending the maturation. SEK 300 million share issue that we managed to do. Then acquisition. We did 2 acquisitions in Q2. The one is AxesInMotion, a mobile gaming company giving us a lot more supply. And the second one is DataSeat, we have David is here. Those are kind of puzzle pieces that we still wanted for our Flywheel. With what we have now, we can very well grow organically. So focus is not on M&A, also out of capital markets view, it wouldn't make sense to be on M&A focus at the moment. But this is nice that we still did those 2 acquisitions and are able to implement or to include them in our portfolio. Yes, and then the notice and agenda to the AGM 2022, that's what happens every year. But this year, it's very special because it, of course, opens the road to -- yes, to our Swedish new home. Talking about changing markets. The last 3 quarters of the year we have seen dramatic changes. I mean it started -- the world was all in order, was all great. Then COVID came that was already a bit of a shock for things. But now we really are in much deeper trouble. Capital markets, increased interest rates, inflation, recession fear, limiting access to capital and making capital more expensive. The economic situation, uncertainty, inflation, interest, supply chain issues, Ukraine war, so we have a severe risk of a recession. Some people are saying we are in a recession already. M&A, more expensive capital, less buyers, shifting from a seller's to a buyer's market. Ad tech, Identifiers, Walled Gardens. We see in duplication of identifiers, IDFA getting out of the market. Walled Gardens are closing their gardens more, the Googles, the Apples. Data privacy, big topic. So changing and disrupting advertising structurally. Gaming, it's no longer the darling. Everybody loved gaming when COVID came. Numbers went only up, but now we see the other side, post-COVID, consolidation, also big tech players entering. Amazon, over 1 billion budget for gaming each year now. Latest rumor that Electronic Arts will be acquired by Amazon also, yes. And we just saw the Google acquisition of Activision Blizzard. So there's a lot of things happening also in the gaming market. It's a great big market, but a lot of companies are really starting to see that and also the advantage of the combination. So how are we in this environment? Or what are we going to do? We want to be winners. We've learned that also in bad weather, it's different, but there's more good weather captains than bad weather captains that are good. And I think that we really have an opportunity to also use this phase of market downturn to our benefit. But we need to be, of course, prioritizing. We need to execute well. We also need to invest. I mean now blocking all the budgets would be really stupid. And we need to innovate. So reacting to the economic situation, we want to get out of the recession whenever it's coming or if it's there, stronger. Further investments in organic growth. Focus on active margin and cost management, we still have room there. With all the acquisitions we did, there's a lot of synergy, a lot of cost-saving possibilities, a lot of things that can become more efficient. We need to grow because with growth -- I mean, it's a tech platform. The more you grow, the more efficient it will get, better efficient and profitability. So the base we are well positioned with our business model and the assets that we have, and we need to go for further skill, revenue growth, margins and synergy. Be innovative and disrupt. We have bought a lot of companies that were okay technology-wise. We have now brought that together. We are investing a lot in getting at least market standard or better or are really innovative. So a strong setup, we are with end-to-end multichannel platform with games. It's a pretty strong unique setup. And now it's about building a USP: data, game launches, ad innovation. And then accept and navigate the capital markets. We are not as a company going to change the capital markets, so we need to really steer them as they are. Equity has become expensive, selective use only at the moment and focus on organic growth, no focus on M&A. But important, we are confirming our guidance for this year. So the guidance we gave in the -- earlier in the year or, let's say, we updated it earlier in the year when we did the acquisition of AxesInMotion. So we're aiming for EUR 295 million to EUR 350 million revenues for this year and with an EUR 83 million to EUR 89 million EBITDA. It's a bit lower growth than we had in last year. Normally, we are by far exceeding our, let's say, our forecast. Also here, I'm not ruling out that we still can be better. But this is, I think, already very solid to say in the current market circumstances, that we are able to really meet our guidance. And we are continuing to pursue our vision being one of the most desired global companies to work for, becoming one of the top 5 worldwide leading ad software platforms delivering cool games, respecting our partners' values and delivering transparency to our clients and building clear use piece that differentiate us. I go into more depth in the last slide of this presentation later today. I'm still going to continue. Sorry, I mean it's a very long slot now, but it's -- outlook. A bit what's happening in the overall markets. This is now the media market. If you look at the numbers, overall, market is growing substantially. And what we also see that the programmatic part is even growing faster. Programmatic, where you get an automated matching, it's a bidding system between demand and supply, is the most efficient. And especially in the world where the number of channels, the number of apps is increasing every day, it's impossible to do that just with humans pushing the buttons. So programmatic is growing. That's the part where we are working. So that's what we really see. But we have, of course -- we had COVID where we saw that the market was really worth still programmatic was growing fast, actually. So that's also corona led to a decline. We have a fast recovery after the corona collapse. So we saw a really strong rebounds of the market basically picking up the thing here. And then yes, now we're in 2022. And as you see here, July was the worst month for ad spend in 2 years. That's not yet in our Q2, by the way. But it's overall, the ad market is really suffering at the moment. Why? Companies are uncertain. They don't know what's coming. They want to reduce cost. And one of the easiest way to reduce cost is really freezing your marketing budget or reducing it. So we have seen quite some of them. So softness in consumer spend due to inflation [fee offstation] cuts in marketing budgets, IDFA also playing a role there because the -- partly the returns of the marketing budgets are not there anymore. So that's the reason that we see really already in June, by the way, weakness in there already in Q2. So we will expect or we are expecting lower growth for 2022. But as in 2020, at the moment, there's a bit of certainty or companies see that it's going upward again or that at least the interest rates are stabilizing at a certain point or inflation is stabilizing. We expect pretty fast rebounds again because as fast as people can cut their budgets, they can also, of course, open them again. Overall, markets will further grow, but we will see -- even though this is a report from May, we will probably see a bit more pressure on it. But the pressure is also in so far good. People look also at more efficient spend. So they look also, they are more open to try or to test new methods. So again, the move to programmatic probably will only speed up. Yes, digital advertising, that's also the bulken in, but programmatic is now becoming the biggest part of digital advertising. Yes, and then here are some quotes from GMP analysts. We expect growth to begin to reaccelerate in the first quarter '23 and noted our first quarter estimate likely represent a peak of the macro weakness. And the open web took share of ad budgets in Q2 2020. We now project that in the U.S., the ad spend grew 13% year-on-year compared to 11% for the walled gardens. So that's also what we see in other movement that a lot of companies are a bit fed up with putting all the data on Google, that there is also a certain fear of the walled gardens getting too strong. So the open Internet, the non-Apple, Googles, et cetera, is also growing at the cost of the big ones. Everything is still growing. Games market, yes, totally different. So we have a kind of natural hedging in our company. Corona was great for gaming. Everybody in lockdown, everybody at home, no other entertainment, great. Yes, that led however, to much lower growth in 2021, exactly the opposite, as we saw on the media side. So Games market a bit under pressure, end of lockdown. Russia, not to forget, we shut down all our activities, all our games in Russia. So not for us, it was not a big part of revenue, but for a substantial part of the game companies it is, over 1 billion revenues gone. IDFA affecting mobile advertising revenues, supply chain challenging, let's say, the new consoles games, et cetera. 2023. 2023, sorry. Games market expected to return to growth. In an economic downturn, normally, people are not buying a new car, not buying a new sofa but still are spending the small amount for the joy of playing games. We don't have a crystal ball, no guarantee on anything like this, but this is to our best knowledge, let's say, with the experts that we have access to what we think that's going to happen in these markets. MGI Flywheel. This is in all our presentations now because it's really, really, really important. We started as a gaming company, 5,000 games, and then we started to really expand this because we said, as a gaming company, you can only really be efficient if you are very good in user acquisition and if you're really good at selling your ads. And we were not happy with the partners in the market. So we said we build it ourselves. That was when we started via M&A, do the same way actually as we build also the gaming part via M&A, building the media part. And the glue between the 2 or, let's say, the -- yes, the thing that's really making it work is the data part. We'll go in more detail later, so I don't go into all the details here. So this is a bit of the history of the company. We started in 2012, what was it, roughly EUR 10 million revenues. We are now at EUR 287 million. So 10 years, it's a long period, but we also made more than 25x revenue. But we also pivoted from a distressed gaming company to buying more gaming companies to realizing that media is important. So we rebranded and we did the listing under MGI and really -- and here you see the really strong growth coming where we got into the media part and where the media and the gaming are really strengthening each other. So that's where we are now, a combined company, integrated ad platform with majority of the revenues on the mobile side, over 60%. Very strong desktop part, 24%. CTV, 13%, where there's a lot of growth, so that's also something that we're pursuing at the moment to get stronger there. And digital out-of-home is small, but it's a nice add-on. If you have a customer, normally digital out-of-home is part of the budget. Big games, they also use the external, let's say, big digital spaces. That's a bit of the history, yes, and how does it go further? What's the future? It's basically very simple. More players means more advertisers, means more publishers, means more critical mass. So it's really about extending this and bringing it further forward. With AxesInMotion, we have a big mobile gamer base now. The app integrations, 20,000 doesn't sound too much. There's people that have more app integrations, but we are integrated in the biggest apps and by that reaching a lot of people. Then on the technology side, the ad tech side, as said, we are strong on the supply side, building much stronger on the demand side, and we are multichannel, and the data side, very important. But I shouldn't say too much because, otherwise, Ionut and Sameer don't have too much text anymore. Games. Yes, we have 4 studios now, number set, full margin in-house, I think that's very important to mention here. Highest data quality we can guarantee to our advertisers, which games that are, who is playing them. So it's very brand safe, fraud safe. efficient UA for our own games. Also their data set will hopefully play a very -- even more stronger role. It's really user acquisition. The more people we get in the games, the cheaper we get them, the better it is, of course. And improved fill-rates of the ads that we have in the games and much higher CPMs. So that's the advantage for the games from the Flywheel. Yes, a bit of development targeting without identifier third-party data, that's one of the challenges at the moment. Improve AI, cross-channel, so also finding gamers for online games on CTV and the other way around. Full data transparency and fairness, also very important topics here. Then on the data side, data set are the glue between the 2. Behavioral data, ATOM already announced a while ago, they're going very well, going very nicely. It's privacy-first, on-device where we're collecting data, which we are growing. Then contextual data, which is another way of working without identifiers, which also the behavioral data is. DataSeat now part of the group Moments.AI, which we had already, and then first-party and third-party consent data. That's what we have in the games in the SDKs and also the floor to more. First-party data will stay, there we become stronger, that's the data that we have from our own games. Third-party data will go away latest in 2024 when Google also stops it's identifiers, this world is over. We're really well prepared, let's say, with all these things to be in a world where that's over. And then, yes, this is our fullest picture that we have in the whole slide show, but that's because there's a lot of logos in there. And also, I've experienced that explaining the media side is much more difficult than explaining the gaming side. Gaming is easier to understand also for investors than the media part is. But therefore, we do our best and especially also today put a lot of time in explaining what media is doing. So basically, it's very simple between the advertiser and the publisher. Advertiser wants to spend as little money as possible to get the best result. Publisher wants for his ads to get as much money as possible because he only has a limited amount of ads. And it's all about matching those 2. And that's best done programmatic, so automated with the demand-side platform, a DSP and the supply side platform and the data part in between. And we say we are most transparent, we're most efficient if we really cover the whole chain and not only do part of it. We work for our own demand. We work for our own supply, and we work for a lot of third parties. I'll not go further in detail. That will be done afterwards. And we also work -- we are in the open Internet. So we also work with competitors basically because we think that together, we can just get a better result. That's brings me to the end of my part. I'm coming back in the end. And I would like to hand over to Sameer to take the programmatic part.
Sameer Sondhi
executiveThank you very much. All right. Good morning, ladies and gentlemen. It's great to be back in the beautiful city especially when the sun is out. I'll take the next few minutes to talk on the guide to programmatic advertisements. Our investments, how the ecosystem is maturing and what is our belief in how we have to be prepared. So we -- open internet matters a lot. And it really fuels and growth is complementing the walled gardens. 70% of the media spends are actually managed by the walled gardens, the big names of Google and Meta and Amazon, et cetera. And we are -- all the other players, and we are one of them who are supportive of the open Internet. What Verve Group, a part of MGI, is we are building an ad ecosystem for the open Internet. And walled gardens are gigantic publishers who have UGC, user-generated contents and pub data, et cetera. Programmatic is -- has created an opportunity for millions of advertisers to connect to thousands of publishers in a very efficient by means of purchasing the ads with a lot of intelligence being built on. I'll take a step on the traditional digital advertising on how this has evolved over a period of years. And it makes sense for actually us to step back a bit into the back in a few years, et cetera. iT was a very manual and a cumbersome process. It was not scalable. Advertisers would actually negotiate with a lot of publishers in a manual RFP construct, Negotiations are going on. And eventually, it was a lot of one-to-one manual process in which, which cannot be scaled, et cetera. That is where the evolution of programmatic and efficient means of buying the ad slots came into the picture. And the essential element is to understand a demand landscape. The means and -- the effective means of efficiently buying the media, wherein the flow of spends -- any advertisers who are represented by an agency having their own trading desk. The demand side platforms, which are the platforms who are actually helping the advertisers to reach the mass publishers. And then we come into the flow of exchanges, we have one of the largest in the top 5 exchange today that exists in the world. Exchanges are working with the SSP, the supply side platforms, which are always a publisher can choose one primary or the medium supply-side platform or they can work with actually more, and we'll cover a bit on the next set of slides. But this is one slide that talks about the demand landscape, how -- what has happened in the last few years in the world of programmatic and how easy now it is with the technology involved. So the demand side management is more efficient. Let's take a moment to understand the supply landscape. The flow of the ad requests starting in from any publisher, coming in through the mediation platforms using SDKs or any means of integration, and then the mediation stacks, which are helping to basically navigate between the walled gardens and the open Internet exchanges in the world. And then behind the exchanges are the DSPs, who are representing millions of advertisers into the system. Now it's very important to understand that whether in the waterfall or the sequential means of how programmatic has evolved. And with the new technologies that we are actually trying to be at the edge, that's where Ionut's team is actually building in -- supporting all the latest technologies which are coming in. This is a very interesting aspect of things. How does the mediation work? And we should talk about the old world, and we should talk about where the new world is actually getting into. In the old days, when the sophistication and the technology was not there, it was a very -- it was a pure sequential waterfall setup. And the highest bidder in the system, there's a chance that they may win, there's a chance they may not win. What was happening there? If an ad request comes to the first exchange, if they don't fill, it goes to the next one, right? It's a pure waterfall sequential setup. Now is this sufficient? Not at all. Are the advertisers and the publishers making the maximum of it? No. So we've seen development happening with the technology in the new world, which is a parallel priority, where's same ad request goes to multiple exchanges at the same time, make it very competitive making sure that the advertisers are reaching to the right audiences and the highest bidder would actually win in the system. We, as a group, are not into mediation. We are working with all the top most mediation players in the world. And we are an SSP, by the way, and SS mediation is one of the features that an SSP offers. We work with the top most mediation players, and some of the top most mediation players happen to be very large global demand sources for us also. So this is how mediation works, and we are today ready to support through all the stacks that exist, the big ones, the small ones that exist out there to help the publisher and the entire ad ecosystem. Technology, at the best way the magic happens. So we hear too many acronyms in our industry, 3-letter acronyms. Real-time bidding has matured over the last few years to a great extent, and we are working with IAB, the open RTB standards which are governed by the Internet Advertising Bureau. And the communication protocol that is there today, the demand side platforms, all the exchanges in the supply side, they're all connected, and they talk and communicate through open RTB protocol messages. RTB is one mechanism which provides an efficient way of buying at real time, making decisions into precision, what sort of creatives, making it a very competitive bidding environment where the pricing is also going always in best of the right favors. But all of this actually happens within 300 milliseconds, okay? So the demand sources who are -- there is a time-out mechanism. If there are demand sources for any reason they are taking too much time, they're actually dropped out. So think about an ad request generated from our device, on our mobile device or any kind of channel that we use for media consumption or content consumption, all the decision-making is happening in a fraction like this, which is 300 millisecond as a guidance. So RTB protocol has really evolved over the last set of years. There is a new version, I won't say coming every year, but there is a new version and enhancement on the RTB protocol. And we are heavily engaged with the IAB community, both in North America, Europe across all different locations. Data. I think we've talked a lot, the importance of data enrichment signals. Now there was a world when there were no data enhancements or enrichment. And this was a very limited insight into the consumers. More than 50% of the ads were actually wasted. It's just a spray and pray, figuring out that someone is going to see my ad if I have big budgets. There was a very low ROAS for the advertisers and very lower investments. So publishers may not be happy, find some users are actually fed-up of ads. They may not even come back. But the importance of data enrichment and the lot of assets that we, as a group, actually own, the heartbeat of the system. We have an audience group, which is actually making sure that the data coming from direct integrations, from our own and operated and the other investments that we have done for contextual or cohort, which is Atom as one of the products. So a very simple example is we actually get a lot of signals with the user consents, location, device, demo, demog, application context, ad history, there are many more which can come. And that really makes the systems to be smart enough to make better decisions. Now advertisers, they believe in higher ROAS, and they don't really talk about CPMs or et cetera. Publishers would actually make more money because of a better yield. And publishers would actually see higher competition coming in because of the data enrichment factors which are happening to reach the right audiences. So we, as a group, have been heavily investing into it across all different business units and the various kind of suite of products that we offer. So programmatic and the importance of targeting in data enrichment is very critical and essential for this entire ecosystem. Measurement, extremely important. In the advertising ecosystem where there is a full funnel optimization and the measurement objectives, there is brand awareness campaigns. There is a user acquisition, an acquisition, the story doesn't end. We have to make sure that companies like us are smart enough for the retention also. So this is the funnel, and it is expected, all the marketeers, they expect that companies like us who own a complete platform are actually helping and working with them to measure most of the defined KPIs and the objectives. And it's equally important for us to actually be super flexible in terms of what choice of measurement partner they want to work with. Walled gardens, they have all the homework done within home. And -- but we are very flexible to work with the choice of measurement partners, independent measurement partners for a company like us, which is privacy-first and brand safe focused. So we are working with all the leading independent measurement providers, double verifies Comscore's, newstar, primarily to help the marketeers to cover the brand awareness, the brand performance and the performance campaigns. The future forward. This is where the group is investing a lot of time, energy, resources, marketing initiatives. These are the core tenets that we believe in as a group. We want to be an end-to-end stop -- one-stop shop. It has to be -- it is supposed to be transparent. That's our dream. That's our vision. It has to be very efficient and easy means of buying media. Number two is the best-in-class of data and audience excellency. Are we ready -- we have invested into the world without identifiers after buying Beemray which is Moments.AI in our latest addition to the family is DataSeat. So again, as I mentioned, that data and audience is very critical for the success for such a gigantic publisher platform or an ad software platform that we are offering. Transparency. Who's buying, how they are buying, what data they are using to buy. So our efforts and our efforts are being put in into the transparency to the extent from all the stack that we're actually offering to the customer. Number four is cross-channel optimization. There are very few organizations who actually are capable to be very efficient across multiple channels. There are some companies with a lot of respect. They've only focused on in-app. There are companies who are very strong on to desktop and mobile web. But we are one company who kind of touch bases through all possible means or screens or channels or medians of consumption of content. So we are in a position today to actually do optimize the cross-sell feature set that we actually offer to our customers. The next one is brand and performance KPI measurement in my last slide I actually shared. So we are optimizing for the full funnel KPIs. It's extremely important for brands performance and brand performances that them partnering with a platform or a company like us or any others, how comfortable they are, how much they trust on us. And we are -- how ready we are as a solution provider to them to be integrated with them to make sure that the KPIs are met. So we are already in that position. We are already -- we are investing into making sure that we are ready for the future. The last tenet is quality. Ad fraud, brand safety is extremely important. And as a technology platform, we are working with almost all the vendors that exist out there. We have to make sure that we are always on the edge evolving and growing our technology assets to be ready for the market to be supported. So the next presenter will be actually covering a lot in detail around the 6 tenets that we as a group are working in. But this was a very quick glimpse of our programmatic guide. And it's fun, It's difficult, but it's fun. And yes, the customers love it. That's the reason 95% of the retention rate is actually there, which Remco mentioned. And I was -- I think I was quick on time. I'll pass it to the next presenter, Ionut.
Ionut Ciobotaru
executiveThank you, Sameer. Let me go to the next slide. That was the previous one. So before I go into each and every of the tenets, I want to talk a bit about our approach, which is quite different than others. We've been building both our platform and our vision based on when the future of advertising is going to be, not where it is today. And [indiscernible] identity and identifiers where we've been building everything privacy-first. When we look at how the ecosystem evolves and grows is going to be more fragmented. And because of that, it will be more complex, and it will be identity constrained, right? So that's a set of challenges that we've been building our foundations upon, the companies we've been buying, the product we've been building, and we're going to talk about each and every of those, how they fit in together and how Verve Group and MGI overall, the ad platform is sold for each of this. But I think it's important to know where our North Star is. So going from that, let's take them one by one. So how do we solve for complexity? Well, by putting all of the pieces of the supply chain together into one roof, right, the end-to-end stack. We're one of the first, one of the few, but we're seeing that happening more, more and more, and a lot deeper into that. Now audience as we mentioned, probably the most frequent word from both Remco and Sameer already, we take a holistic approach. We started with identifiers and PII, personal identifiable information. But we've expanded into context and cohorts and there's more good stuff coming from those learnings. In terms of transparency, as Sameer already mentioned, we believe in the word open in the open ecosystem. We believe we can create opportunities. We believe it can create value, and we believe the value distribution is better in a collaborative environment, so we work towards that. Now cross-channel optimization. We try to work across screens. In an identity-constrained world where you barely have any identity either on your phone or on your computer with cookies disappearing and on CTV is even more fragmented. It means that the way you reach users and personalize their ad experiences has a lot of similarities that were not there before when you had the identifiers and the old world, which means the learnings we have from mobile, where we come from and it was the first impact that we can move to web, and then we can apply those to CTV as well. And I'm going to learn a bit of how we do that. But we think that's very important as the lines between screens are becoming blurrier and blurrier. And the second part is -- sorry, the second part is about the full funnel. So now that we have all the screens and we can cover the user experience from one to the other, can we solve more business cases and use cases for advertisers. From brands, as Sameer mentioned, to performance advertisers, they look at [ad request] and David will speak more to that, right? We have a broader reach. And the advertising customer actually split in half. There's a lot of physical advertisers, the Fortune 500s, but there's a lot of new digital advertisers and even digital native advertisers that spend just as much and probably will evolve faster with the new channels. And last but not least, trust and quality. Again, this is related to build with bridges, so built with a lot of internal tools and system. What this means is that we want an ecosystem in a marketplace that's vetted, trusted, transparent, and we work hard day and night to make sure that, that's the case. Okay. So a bit with these buttons figuring it out. So let's start with the end-to-end, the ecosystem. What this means in short is we have the DSP, demand side platform. We have the SSP, supply side platform. And we have the data layer that connects all of this together and makes the pipes more efficient and smarter, serving the right ad to the right person. Why is it so important to have everything in-house? Well, first for complexity and fragmentation. But even more so, allows us to iterate and innovate, and maybe David will touch on that as well. But having everything in-house, you don't need to depend on somebody else's road map and plans. You can actually do it, test it, and you can just call the gaming team and say, hey, we need to test this and we need to do it in 2 weeks rather than in 2 quarters or sometimes 2 years with the larger costs. And I think that's really, really important. So bringing the entrepreneurial spirit to the richness of having all of these assets in-house, which we've been collecting and building. And yes, I would say most of the point solutions were not -- that we acquired will not have access even to that breadth or depth of vision. And there are a few pillars which this is built, which is our open-source SDK, our multichannel optimization and our privacy-first approach, right, coming from mobile and again to web and to CTV. All right. Again, these buttons. All right, it's counterintuitive how these ones work. Anyway, audiences, right, we talked about it quite a few times. We take our holistic approach to audiences or a privacy-first approach that you make. So on one side, we have the behavioral uses based on PII data. PII means personal identifiable information. It could be IPs, it could be e-mails, it could be mobile IDs, whatever we have access to and whatever we have constant for to get information from the users across devices, right? So you might use one app, you might inside another app, you might use a website, you might use console. As long as we have the content and the PII, we can create a profile based on that. And I understand your interest, maybe sometimes you're going to declare your demographic data, your age, your gender, in order to win a price. So we use that information to create profiles that then helps us personalize the ad experience across screens and improve the advertising results and efficiency. But that identity world is becoming more and more constrained. So we've seen it. It's either the walled gardens or is the privacy regulations. So we see that happening across channels, right? Mobile first [indiscernible] is cookies coming. Well, it's always more delayed than not, but the future is coming sooner or later. So we think by being early in learning how to adapt and how to perform at similar standards right now will allow us to transition, actually capture much more market share than the others that are, let's say, living in the legacy world. So how do we do that? Well, with probabilistic or non identity-based audiences. One is contextual, and we're going to dive a bit deeper, which is more related to the situation rather than the user. And the other one is cohorts receives on device, and that's our Atom solution, which I'm also going to talk in a bit. So let's start with behavioral. Maybe I'll just turn this one around. On the behavioral side, you've heard already, the number of users we currently have within first-party data, it's around 1 billion. We have around 2 billion in our marketplace and SDK footprint. So we have a broad data set already that we can use to customize. So it's -- again, it's e-mail IDs, mostly for the gaming, it's idea phase when it's mobile and it could be IPs when IP addresses when it is CTV. What's interesting here to know is that our gaming portfolio is actually as diversified as our advertising spread, meaning that we have mobile games, we have PC games, and we have games on console. So we understand these different touch points, and that's one of the inputs into our behavioral audiences. But of course, mobile is our bread and butter as of now. And we believe mobile to be the device that you use every time, all the time at work business trip in Stockholm, maybe the bar later and so on. So with those data points, we can understand better user behaviors. And based on that, we can serve more relevant ads. Yes. Of course, this is becoming more and more challenged, but we still think there's going to be a baseline across channels of maybe 20%,and it is that's what we see in iOS that will serve actually as a control group for our probabilistic segments, which we're going to talk about next. Okay. really I need to [indiscernible] okay. Let's do like this. I turn it around, yes. So let's do like this. Okay. Yes. So the behavioral solution is called Verve Activate. That's an internal name. I'm not sure how much we marketed it. But in case you hear it or check our marketing materials and our sales deck, we call those Verve Activate. Our contextual solution is called Moments.AI, came through an acquisition last year. We have a strong team in Finland working on LLP and machine learning for more than a decade. And what they do is they look at all the websites that are available in our ecosystem. And they read the content, and they try to understand from that content, what kind of ads would be relevant for user. Yes, and this happens in real time. So like Sameer said we need 300 millisecond. The behavioral a process and segmentation is a bit longer. But this happens in real time. So we look at the page and we see, okay, I wouldn't even say a person, but let's say a person, we don't know who that person is. It's reading news about games, and it's, I don't know, maybe later in the evening. What can that mean? Well, it could mean that maybe it's a new game that he's reading about and maybe he needs a new console or maybe he needs a new PC. So we're going to use the situation and the context and deliver the right ad, right, without any personal identifier, right? So it's better than random or Sameer said in the past where 50% was waste. We are trying to remove as much of that waste as possible through to contextual solution. And of course, being probabilistic or not using identifiers means measurement is a bit more tricky, but that's a challenge we need to solve as an industry. Anyway, and probably one of the better challenges we need to solve because then we don't need to talk about privacy and identity as much, and we can focus on other things like creating more value, building for new business and use cases. So more interesting I think it seem. Okay. Let me move to the next one and this time it works, ATOM. So that's our solution that we built -- we've been building for the last couple of years. And this is our own device cohort. This is the answer to Apple's ATT, app transparency framework. And what this does, it collects signals on the device, both from the device itself, from the app itself and so on and over time, creates a probabilistic segmentation that we then package into cohorts or of, let's say, 50 users or 100 or 1,000. And then similar to the contextual audiences, we can target that across what, mobile devices, iOS in particular, and within our SDK and deliver better efficiency. What's super interesting here is that, let's say, on the same device, we could have both PII, so the behavioral one, as well as ATOM. And what this means is that we can test and benchmark our audience against each other. Actually, we can benchmark all our audiences against our behavioral audiences, which ideally should be the most granular, the most precise, but with maybe less scale as of now. And we might have more scale on contextual and maybe ATOM, and then we can improve those with larger scales based on the lower scale behavior audiences. And again, this holistic approach is rather unique or at least I haven't seen it that much. There are a few companies that have a similar approach. Obviously, Google, obviously, Facebook, and we can say even Apple or I would focus mostly on Google and Apple because they publicly launched their privacy sandbox, of course, and also the SDK network on iOS. So there is movement, but I would say we're in a good company. And we're in good company thinking about, again, where the future will be versus where it is now. And we feel pretty strongly about that. Okay. So now this works. Transparency, touched by Sameer. Going deeper, we think the open-ecosystem has 2 core pillars. One is transparency, the other one is collaboration. Why transparency? Our whole ecosystem, the Verve one and the AGI one, is built on openRTB transparent, audible pipes, right? There are 2 ways to do. You can do it as a black box, basically a walled garden or you can do it as an open box or in the open and using open standards. And we stand for the open side, so we've been part of Prebid for I don't know how many years, which is the largest ad serving tech, if you may, or had a bidding tech in the web. We'll be part of the IAB, and IAB Tech Lab for, yes, even more years. And we are leveraging all of the IAB's open source specs or standards -ads.txt, sellers.json, the transparency and consent framework and more, and more. There's actually a plan to double down on this part. Again, to our point about the word open in open ecosystem. And interestingly enough, now that there's privacy regulations and there's some antitrust losses coming up. The walled gardens are opening up, and you see things like open sourcing the measurement both from Google and from Facebook, and we're very much looking forward to that. And that brings more value into the open ecosystem. And again, we believe that can create opportunities and also distribute value. Okay. Yes, cross-channel optimization. So I mentioned a bit before, and Remco mentioned Pluto TV and Triple Dot. And if you look at what PlutoTV and Triple Dot have in common, it's not much. One is a streamer but digital native app, and the other one is a game developer for casual and hyper-casual games, right? They probably don't even operate their business in the same way. But they have one thing in common, right? And that's they monetized to advertising. So we think in the new world, there's going to be a lot in common between news publishers on the web, game developers on mobile and streamers or broadcasters moving to digital on CTV. And we try to solve for each of those publishers with different tech stacks or similar tech stacks but also taking care of their differences. So the way we're structured, we actually have pods, and we have specialists within each of the pods with 10 years of experience as much as myself and Sameer have in each specific field, so game development or web or TV/CTV, right? Because those needs are as much different as they are similar. And we believe there's a common core, and that's what we've been building, and that's what we're putting together. And we believe, again, there's many more use cases to be solved for if those dots communicate with each other. And I think that's the key theme here. So let's give an example because maybe it sounds too abstract. But let's say you see an ad on your TV for a mobile game. But you cannot really download from your TV, right? But then when you go home or go at work or you're in transit back, you will see the same ad in a small banner on your mobile phone, and you remember, this game I really like. The trailer was really cool. Maybe I'll download it now. And now you download that game. So we solve for mobile app, on CTV and maybe afterwards, the banner was shown on the web page, right? And maybe half of it was done without identifiers, right? So that's the kind of new business cases. We can solve and create new value with the existing platform, right? Because I think that's what putting all of this together means for us and for the ad software platform. So coming back to those use cases. We cover one of the broadest range of use cases because we have the assets in-house. Meaning it's actually not that hard for us to deliver results across the broader set of KPIs. So let's start with brands. What does physical brands want, like a soap brand, right? They would want you to buy soap every week or every month, so then they want frequency capping. And they will want to be associated with a premium publisher whatever they consider premium, right? So that's what the brand wants and they spend their money constantly because you need to buy those physical goods continuously, right? But let's take a more digital brand or a brand moving from physical to digital. They would want different results. So they will look at engagement, they will look at, hey, did you reach my target audiences and how much was within the audience, how much was outside audience. What was your CTRs, what was the time spent on page, maybe my e-commerce website and things a lot of those like. So it could be viewability or view to rate or engagement, right? So the different set of KPIs. And if you look even further, so we go down, down the rabbit hole on the funnel, we see the pure digital brands, actually brands that have the whole user life cycle happening within one device. So you play a game, you see an ad for another game, you download the other game and you play it again, and you might see another ad there, and the cycle continues, right? What do they look for? Well, they look for installs or downloads. They look for purchases. They look for return on ad spend. And they look to reengage users like Sameer mentioned, right? So yes, of course, we haven't built everything. A lot of it came through M&A, but that's how we put the business together. That's how they make sense. There's still a lot of work to make everything work, but we're already seeing the fruits of our labor, if I may say. Yes. And very important, because I said, yes, we have the end-to-end, and it's important to iterate, but it was mentioned about Dataseat and Gamigo and UA by Remco. What's super important is not just having the tech parts inside but actually having the content in-house. So actually, we can test and make sure that everything I'm speaking here happens in our gaming unit as well. And once we prove that, that's the case, some business case actually not work or maybe we won't succeed to make any more, then we can actually move those to third parties and offering to the rest of the world, other gaming publishers, whoever is out there and doesn't have their own tech stack or hasn't bought their own tech stack. Yes, and it's not only gaming publishers, there's other media companies, and you are coming, right, Pluto TV, as just mentioned. So moving forward to measurement. Well, all is good if we can prove that it's good. And being part of the open and transparent ecosystem means we don't like to grade our own homework, but we want to prove that, that we perform. You will hear the word self-attributing networks. Basically, walled gardens grading their own homework, not as much anymore because in an identity constrained world, we -- the playing field is leveled and everyone plays by the same rules, allowing us to better compete. Nonetheless, we work with many and different measurement and attribution providers, again, covering all our business cases, right? So we start from verify, who will check for brand safety and audience verification, we will go to comscore and Nielsen, who'll again will do measurement and household audience, yes, again, measurement. Foursquare will do footfall. So are we driving users to specific markets and specific stores in the city. And last but not least, all of the usual suspects in mobile, right? The Kochava, the [indiscernible] they are just -- all of these guys that measure installs [indiscernible] and the mobile ecosystem. And now expanding actually into CTV, funny enough. So we believe in a world built with bridges. We are checking, of course, our results, both with our gaming, and internally, we have some solutions, but we believe we should be open to third parties. And I think that's how, again, create and distribute value better. Now quality, the last one. Our industry has been sometimes plagued by malevolent players who come within the ecosystem to either destroy value or extract value, but not bring value into the custom. And we have a zero compromise policy for these kind of actors. Yes, they have nothing to do with our ecosystem in general and our platform in particular. And we do that in a couple of ways. So the first one is internal tools and automation and internal teams that monitor and scan or eventually on a daily basis, 24/7 basis with alerts and everything that's needed and required to make sure we have one of the most trusted and safest environment to transact and run the auctions that Remco mentioned. That's one part of the puzzle. Second part of the puzzle is that we collaborate with the largest companies in cybersecurity in our space. So think of human, think of double verify. Some of them are publicly listed companies, as big as us that are focused only on cybersecurity and making this ecosystem more safe and more and more secure. So we collaborate with them. And we scan every ad request and every impression. GeoEdge as well, who are taking us for bad actors from the advertiser side, right? Because as a marketplace, we are exposed to both sides, right? So once again, build bridges, partnerships to complement our own in-house tools and teams. And last but not least is that we basically vet every partner we work with, with the same rigor that we vet ourselves, making sure that they work with third-party vendors, doing credit checks and making sure that they have the tools and that they are not away in for these bad players. So doing quite a bit of work there, although we don't talk about it that much. It all happens under the hood. It's more or less a given, right? If an advertiser comes to you, if a publisher comes to you, they expect this, yes. So this though cost us quite a bit of effort. And well, that effort is being rewarded actually. We've been, yes, how do you say, keeping the top list of the [Pixel stop] for the last couple of quarters. So it means what we're doing is getting us the results we want. And we're in a rather good company, I would say there. You see other listed companies like ironSource in the list and some of the larger ones that are unlisted. So we'll be working hard, and we'll continue to work hard and make it harder for any bad player to have a way in -- again, not only in our ecosystem but in the advertising ecosystem as a whole. And with that said, I guess I will leave it to Jenny for the Q&A part.
Jenny Rosberg
attendeeAnd I would actually ask Sameer to jump up on the stage and Remco as well.
Ionut Ciobotaru
executiveI don't know what to do with this.
Jenny Rosberg
attendeeNo, I take care of it. You're a software guy. struggling with hardware, right?
Ionut Ciobotaru
executiveYes, the hardware. Hardware is complicated. I managed it.
Jenny Rosberg
attendeeSo we open up for questions. We have microphones here in the room. So just up with the hand, and we make sure to circulate the microphone around. all right? We have one question already here.
Fiona Orford-Williams
analystFiona Williams from Edison. Can you talk a bit, please, about the click-through rates and CPMs that you're getting with ATOM and Moments.AI?
Ionut Ciobotaru
executiveI will take it. I'll take it. Yes, I have the microphone. Okay. Very good. So let's starts with ATOM. So right now, the current tests we're doing, and hopefully, we're going to publish something soon. I think I need a disclaimer, but we will have new results from ATOM published within this year or at least we're working hard to make sure we publish the new results within the year. So I would say our results have been double digit. I don't want to give a precise one but double-digit better than without ATOM. We're targeting on device and targeting the same audience. And I hope our next results are going to be better than that, and those will also be public before the end of the year. What that means is you target using ATOM or you target without ATOM, and you will see double-digit improvement in your ad spend, meaning that the solution works in reaching your target audience. Similar with Moments, with Moments a bit more tricky because on Moments, we have a broader range of audiences. And we still compete with the cookies, right? On iOS, is mostly cookie -- sorry, IDFA constraint. So we're competing -- it's a bit easier to compete. Where with Moments, we're actually competing with cookie-based solutions. I would say right now the results are either a bit below or on par with a cookie-based solution. So we haven't been yet able to outperform. I would say we can perform better when there's no cookie, of course, right? So if there's no cookie we can perform. So think of iOS, right, which is the most, I would say, valuable users from an income perspective and audience perspective. So there, we can outperform basically anything cookie-based. But in Chrome, where most of the ad spend still goes because everyone is, I would say, cleaning on this melting iceberg, which now has been prolonged for another 2 years, it's still a bit hard. But we're working hard on that as well. Again, the measurement piece that I mentioned without cookie, it's a bit harder. But we're working to bridge that gap as well. Once we have the measurement figured out, I think we can get on par with those solutions. Yes.
Remco Westermann
executiveYes. What we also see is that, let's say, the world is waking up because the reaction on, how to say it, non-identifier world, people were just shifting budgets to Android and so on. But we see that really people are waking up, customers are waking up and starting to really test new things, look at new routes, but it is -- yes, let's say, what we also saw with GDPR when it was introduced, it takes a bit of time for people to realize that the old world is not there anymore and that you need to move to the new world. And in this world, it's even more difficult because Android, Google is slow on this. Apple was very fast on this. So there is a bit of still 2 worlds. But yes, we see people moving to that. And as I said, we are really extremely well positioned. And the good thing about that people are moving slower, it gives us also more time to really ramp up, to also test and especially also with our own gaming part that makes a lot of sense.
Jenny Rosberg
attendeeOkay. I think over here, right? Yes. Please present yourself.
Unknown Analyst
analystJamie [indiscernible] with Carnegie. Just a really quick question, kind of very specific around the real-time bidding and the waterfall mediator methods. In theory, the RTB would be a lot more scalable and a lot quicker to use. I'm interested in kind of hearing what you think about the future of RTBs versus the waterfall mediator and thinking that it would be probably more scalable and more optimized if you only specifically work on like the RTB.
Unknown Executive
executiveYes, I can answer that. So see, RTB protocol is the barebone for the future, okay? It's a protocol where efficiently media bang happens both on behind DSPs and SSPs. Mediation is something which is used on mostly in the supply side, yes? So what I'm trying to say here is that mediation also uses RTB protocol. So they are independent and the sophistication in real-time bidding actually complements towards how the header bidding in the pre-bid, et cetera, is actually happening. So they are not kind of like blocking each other, but they work together.
Remco Westermann
executiveBut we can clearly say that header bidding is the future. I mean header bidding, which means really that people are bidding at the same time and that you get really the highest bid that is winning. And there is less and less people that are still offering waterfall, but Google, for example, is still a waterfall, and there's some that are still using it. But the future is in the interest of all parties in the market is towards header bidding.
Unknown Executive
executiveAnd just one side might be a technical detail, but everything in header bidding happens over the open RTB protocol with some extension and customizations, but all of the header bidding, so basically the future of mediation happens over open RTB in parallel and in real time.
Jenny Rosberg
attendeeOkay. We have at the back of the room. Danish?
Unknown Analyst
analystDanish from equity analyst at Redeye. So I have a question regarding the quality and the depth of data within your own -- the first part of data you gain from your own games like AxesInMotion compared to the data you get from the installed SDK base you have. And how that translates to targeting and CPM levels? I mean is the quality of data on par with each other?
Ionut Ciobotaru
executiveYes, I'll take that one. So there's 2 sides of data. And the one side is, okay, what is actually useful for advertising and advertising efficiency. And the other part is what's available out there overall. So obviously, in the case of AxesInMotion, we have throes of data for every user, right? Because we don't see them only when they engage with us, but we also see them when they do in our purchases. We see them when they don't engage with ads and play other levels that don't have ads and so on. So -- and we have all of the, let's call it, PII information and consent, right, that we can leverage in our own CRM, right? So we can connect the dots with other parts of our ecosystem. So it's richer. Now if you look at the SDK data, which we have with consent, is not that much different in terms of what you can use for advertising purpose, meaning that, okay, we might not see the full session where we see when the first ad is served, on the second ad and when the third ad is served, right? So we can connect those dots and generate insights again to use for advertising. So I would say, yes, there's definitely more data on the first party relationship that we have with the users in Axes, but it's not much different than what we have in our SDK and -- yes, our SDK in our marketplace. Now what's very interesting about having those first-party data relationships is that you can expand those across from the mobile games, connect them, okay, do we have overlaps with our, how do you say, casual games and MMOs and all of these things. So we can be much more creative. And that's where we think there's more to uncover. Not much to say at the moment, but we think there's more value that they can be leveraged, again, not just for mobile but across the different screens and different, yes, user experiences or user journeys, right? So we think that's where the value is going in terms of the first-party data versus consented third-party data. I hope that helps.
Remco Westermann
executiveAnd another important point is -- it was said, I think before by Sameer, that having own as own apps on content enables us much faster development cycles because a new SDK before a third party starts testing it, you need to have internal testing and those things. And with having our own apps available, we can much faster iterate and come to the next version of the SDK or put other things in the SDK. So yes, our development cycles are a lot shorter, but that's giving us a big advantage.
Ionut Ciobotaru
executiveYes. And I would add to that, what Sameer said is all of the walled gardens are basically big publishers and they have their own end-to-end ad tech stacks, right? So yes. And maybe let me add another point which is relevant now I thought about it. Actually, there's other data which is equally, if not more valuable, which is the advertiser data because you asked about the supply and that first part of data. But what we have -- and I guess I can say it and others don't have is, I mean, we have all the purchases in all of our other games, right? I would argue that's even more important because that allows us to predict and create localized, right? Even more important than the supply side data is the advertiser data or equally as important. And we have throes of that as well. And that's also super important for performance and vast optimization of these things. So you do need to have the balance. So it's not only supply side that, hey, all that data is relevant. And that data from the purchase and so on, you don't have it on the SDK, on the marketplace, comes only from the demand side or the advertising unit -- sorry, the gaming portfolio. Yes. Yes. So you need to have that feedback loop or the flywheel that Remco mentioned on the data, on gaming and in the media side.
Jenny Rosberg
attendeeOkay. So we have another question.
Edward James
analystEdward James from Berenberg. I've got 2 questions. Firstly, just on competition, how is the consolidation of the industry particularly with large players such as Unity and ironSource potentially merging impacting your position in the ecosystem? And is that changing what you believe the group needs on a 3- or 4-year view to elevate yourselves to lead that industry? And as a second question, how do you think the changes in Google's ad placements framework may or may not change the industry and the way that you operate?
Ionut Ciobotaru
executiveI can take the second one.
Sameer Sondhi
executiveI'll take the first one. So our perspective is the following. Actually, we see it in a very positive way for us. See consolidation in the last few years have actually really helped emerging companies. There were so many struggling companies trying to build independent solutions. So one large platform like us where we have the capabilities to aggregate these assets and join them together. Any organization that -- I mean, once they get into the domination mode, right, whether whatever Apple offered in order to break that marriage, it didn't work out. So we are partners, by the way, with all of them so far. I think it opens more doors and opportunities for companies like us to build more products which could be, which are kind of like consolidated already because it fits into our end-to-end stack story. So again, our read is it's pretty positive for us.
Remco Westermann
executiveWe organized also some music. Sorry for that. Now maybe if I can say a few more words about it, it's about time that there is consolidation in this market. If you look at the Lumascape, which is this -- yes, Luma is an M&A company in the field, and they have made every year, they stopped last year, I think, an overview of all the companies in the space. And you see really thousands of companies in there, a lot of startups, a lot of smaller companies. But if we see -- the way we look at ad tech, it's developing so fast that you need to have a certain size as a company to be able to do those investments in innovation and change. And also without identifiers, the need to become vertically transparent. With an identifier, you can have a zillion of parties, and everybody throws it over to the next one, and you have to identify it to work with. Without identifier, it becomes very difficult. So that naturally reduces the number of parties in the market. So money for investments, identifiers are things that, yes, put this trend, let's say, into the market. And it's also better against the big walled gardens to have a few larger players instead of a zillion of small players and also for advertisers and publishers because each player that's in there takes this 15% or 20% or 25% take rate or even more. So if you want efficient advertising, there need to be a bit less parties. It's still insane in this market that from a dollar ad spend, 70% of them goes in the pockets of the intermediaries, and 30% is only there for the publishers, which means which is actual ads. So therefore, there's still a lot to optimize in tech sector that's basically technology-driven but still very inefficient.
Ionut Ciobotaru
executiveSo I agree with everything Remco said. I just want to add one differentiator that I didn't mention but answers the question. Unity and ironSource right, just mobile and just gaming, right? Significant part of the market but not the whole market. We cover web, we cover CTV, and identities are -- identifiers are disappearing everywhere, and those markets are also growing and transforming. So that's one part of the story. The other side of the story, again, the advertisers are only games. Sure, they will expand. But in the meantime, we work with the Fortune 500 with all the holdcos. We have opened the platform to SMBs, through match to one, which they are here in the room today. SMB is meaning small e-commerce and D2C and these kind of things. And on the UA side, although we're having in gaming, we also have other verticals already. So I would say it's good for the mobile part, but it's not -- I would argue it's complementary to our current position, if I may. And now let me answer the other question, which is the Android policies. I actually think it's good. If you look at what happened in the web 10 years ago, right, Google said, hey, there's 3 ads per page, visible and nice and no random c***, pardon my French. So now they are doing the same for Android. And I think that's actually great. I mean I don't know how much you've played the hyper-casual games specifically, but there's more ads than gaming there, right? And some of them don't have the X button. But when you click it, you go on the app store page, like this kind of random stuff. I mean if they operate a clean marketplace, right, or a clean app marketplace, well, then they should care about the ad experience as well. And I think on ad model, that was already the case. But now they commanded for the rest of the ecosystem, so I think that's actually great. It's going to make for more fair and more, how do you say, resilient business models versus the ones that are more shaky and built upon shaky foundations. So that will be my take on that.
Remco Westermann
executiveAnd in the end, we don't want to annoy the consumers, but we want to, let's say, enable the whole ecosystem with ads but without having 20 ads before you get to the content. So I think also it's a good movement.
Jenny Rosberg
attendeeYes. Okay. So checking in with Soren, do we have questions coming in online? And also here in the room, any more questions? Raise your hand. Everyone is longing for lunch, longing for lunch. But I have one final question.
Remco Westermann
executiveI wanted to say we will test afterwards if everybody has understood what we have been trying to explain because it is really complex. That's what we understand. And please don't hesitate to ask questions to -- we try to explain what we're doing, but it's complex. And even if you get below this deeper into technology, it's even more complex. But yes, it's also part of the fun of this to improve it.
Jenny Rosberg
attendeeOkay. One final question then. And as it is so complex, it's going to be about sales and your sales organization. I mean software, selling software is different from driving top line with games. So I'm curious to better understand actually your go-to-market strategy, direct sales, partnerships, et cetera, and also region by region. Yes, is it Sameer or who?
Sameer Sondhi
executiveI can start.
Jenny Rosberg
attendeeIt will be the final question, then we get to lunch I promise.
Sameer Sondhi
executiveSo today, luckily, we happen to be very high on the supply side. I think 90%, roughly, and again Paul can give the numbers. We are on the supply side. Our strategy going forward is we want to be equally split. That's really where we want to be on the demand side of things also. So North America, we have an agency and holding placing team, sales team. We are very aggressively investing to grow that. They are dealing with the holding companies for managed iOs or programmatic, which is PMPs, or guaranteed binds. That's a key. We are also ensuring that we bring that flavor to EMEA. And so we will continue to focus because we have a very wide spectrum of advertiser base, Fortune 500, performance-based enterprise customers, SMB customers. So that's -- we really want to be in that stage. And a lot of investments are already being done as we speak for us to grow.
Remco Westermann
executiveYes. Yes. We have a platform -- again, getting back to that. And the more volume we get on it, the better. But there is, of course, different ways of getting volume and small pop and mom shop, they will not, let's say, need and full -- how to say, they don't have a full tech setup, and it doesn't make sense to have a full account manager on that. So for that, we have platforms like the Match to one platform, where we have people can really put their own ads online, and so it's a full do-it-yourself tool. We have enterprise systems where we enable larger customers to enable their customers. So that's an outlet that we have. And then we have the possibility to do it full SaaS. So people that really want to run a full DSP themselves, we enable that for them. And also, we have the possibility for people to book campaigns with us, where we basically, on an IO basis, where we run them programmatically. So that's the managed sales team. So we're basically covering the whole scope from Coca-Cola, who does partly the decision self, or partly also via what is Publicis of one of the big holdcos, up to the full digital natives which partly want to run the campaigns themselves towards really the small shops that, yes, have some expertise but just want to do it click and play very simple but also see results with that. And that's what we have been building via M&A organically also and which we are further rolling out and also rolling out globally.
Ionut Ciobotaru
executiveYes. I think the global part is very important because not all markets are made equal. If you look at CTV, it's mostly in the U.S., while Europe is catching up. And actually, we're working to scale that up as well. So I would say U.S. is the most advanced market in terms of advertising technologies. And that's where we fight a good fight because we think being competitive there and winning market share there will allow us to basically expand in any other market. And talking about global and other markets, we're taking one step at a time. We're already now in quite a few markets between Europe, Latam and APAC as well. So we, let's say, launch new products in new markets based on where the market is and where we have the resources and the footprint and the marketing support to actually roll it out. So it's step by step. I would say there's opportunities out there, yes, for us to basically launch all our product lines or most of them in each of the markets we're present in.
Remco Westermann
executiveBut it's all the same technology behind it which makes it, of course, very efficient. So the more volume we run on it, but of course, you need to build up sales teams. You need to build up, yes, the local presence, and that takes time. And we cannot -- let's say, there's other people that have tried to conquer the world very quickly, that's not working, so we also do it step by step and not all at once. But with the acquisitions, of course, we had very nice possibilities also to get in. In Indonesia, for example, we have a joint venture with Indosat, which is the second largest carrier which, yes, we are now ramping up for more volume and all those things. So there's a lot of opportunities worldwide, but also here, we are careful to not do everything at the same time.
Jenny Rosberg
attendeeOkay. Thank you. And yes, we are taking this Capital Market Day step-by-step also. So it's time for lunch. And we meet back again online and here at 1:00, and lunch will be served behind you, those over here. So thank you.
Remco Westermann
executiveThank you. [ Break ]
Sören Barz
executiveA warm welcome back to everyone and also online. And yes, let's kick off this afternoon with the Games Portfolio. So I welcome Miguel up on the stage.
Miguel Oliveira
executiveHello, everybody. Welcome back from lunch. I would say I probably have the toughest job here today, which is to make sure nobody falls into a food coma today here after lunch. My name is Miguel Oliveira. I'm the CEO of the Casual Games business at MGI Gamigo. And even though it's called casual, it's really a very serious business. Today, you've heard a lot about MGI's flywheel. And I think I need to press the button to move on here. And you've heard a lot about the flywheel, especially through the eyes of our media team. This segment is going to cover the flywheel and its effects and the benefits mostly from a games business perspective. What does games actually mean for MGI? What does games mean for within the games business within MGI? As Remco shared earlier, we have a variety of game studios that MGI owns, amongst them, the gamigo Group with all of the acquisitions that have been made over the years. To highlight a few, AxesInMotion has been mentioned, the most recent mobile game, through the acquisition from a few months ago. KingsIsle, which was acquired last year, our MMO studio in Austin with properties like Wizard101, Pirate101, et cetera. And WildTangent actually the company that I came in through about April 2019. Overall, our company has a portfolio of a little bit more than 5,000 casual and mobile games. In addition to that, also 10 MMO premium role-playing and strategy games that we own and operate, out of which 8 are actually built on top of IP that we fully own and created. I will focus in my presentation on the mobile and casual part of the business; Jens Knauber, our CEO of the gamigo Group and also COO of the MGI Group, will focus on the MMO part of the business. What does our mobile and casual game strategy look like? There are basically 3 main pillars. First one is diversified monetization strategy. Second one is a synergy-driven growth approach. And the third one is betting on in-house mobile game development. Let me add a little bit more color to what it all means in detail. Within that purchase, free-to-play games, advertising, data and subscription-based monetization, we can tap into a very diverse complementary set of revenue streams that really help us manage risk, deal with fluctuations in the market, be it seasonality or consumer trends. It is a fantastic way to go with the trends, go with the direction where the money is coming from without actually being just cornered into one part of the market. As far as our growth strategy, at the end of the day, what this all means, in particular, is everything that we've talked about when it comes to the flywheel. It's reducing the cost on the user acquisition side, while at the same time, improving our monetization on the revenue generation side. I'll add a little bit more color to that, in particular, through some case studies and first-party data that we generated in just a few slides. And then third, but not least, we are consciously betting on in-house mobile game development. And this comes, in particular, because as a game studio and as a games company, gamigo has a long-standing tradition and history and track record of developing MMO games in particular. MMO games are extremely complex, very cost-intensive and bring some of the difficulties along that we know and learn how to master. When we looked at mobile, it's exactly opposite. Mobile game development is in general, especially mobile casual game developments, in general, less -- has a lower risk profile, is less complex and therefore, requires a very different and significantly lower investment profile than what we saw in MMOs. This was really encouraging for us in order to embark and embrace the in-house mobile games development. Now having said that, it's not enough just to bet on experience that we have and knowing that structurally, it's all possible. We're still adding additional variables to the equation that help us mitigate risk and improve our chance for success even further. One of them is our successful approach to tap into government funding processes and programs that further reduce our cash outflow and investment requirements. And above that, also our bet on licensing established IPs, which allow us to tap into existing audiences, again once more in order to drive the success chances of new games that we launch. I look at the room and I see a lot of finance people. So I think it's fair to assume that everybody has seen a P&L in their lives. On the left-hand side, we have revenues or cost depending on how you structure it. And then at some point on the other side, you end up with the revenue side. So you have costs and revenues. In mobile gaming or in gaming in general, you have the same thing. You have to acquire users, which is the cost side of the equation and then you have to monetize that user, which is the revenue side of the equation. Once more, we come back to the flywheel and all of that, as I mentioned earlier, we can use the synergies that we create between the gaming and the media side of the MGI business in order to drive higher chance of success, higher profitability and what we all strive for, which is organic growth. We have a few case studies that I would like to share with you. First-party data. In this case, we're talking about a hyper-casual game situation where on the left-hand side, you see, in terms of schematic outlay, our games catalog, pick a game. On the right-hand side, you see the audience, meaning consumers, gamers. And in the middle, like said, a variety of different gaming platforms. And when I say I stumbled for a moment, gaming because it's a PC gaming platform, it can be and is being used as such. So you have PC, mobile consoles, et cetera. When we ran those tests that I'm sharing with you here, we identified that acquiring a user costs maybe about EUR 0.15. Monetizing that user cost generates about EUR 2. When we take that stand-alone game, and we take that game and plug it into our flywheel environment, all of a sudden, the equation changes. And we've been talking about, obviously, how the media side of our business drives that benefit. The net result in terms of data that we found is that we ultimately see user acquisition drop from EUR 0.15 to EUR 0.10, and we see the monetization improve actually double from about EUR 2 to EUR 4. And again, use this all with a grain of salt. We're talking about specific case studies, use cases. It varies dramatically, obviously, by platform, et cetera. But these data points are the ones that we collected in-house. Once more, you take improved targeting. You combine that with improved monetization, you end up with what we all want, which is organic growth because that's what outside of M&A, acquisitive growth is what drives the engine. Another case study is a situation where we integrated advertising technology into our casual games business. And there, we took control of the entire stack, meaning from campaign creation all the way to advertising display and delivery. What we saw was that right from the get-go, the monetization that came in through our own sources, was already coming in at a higher CPM than what we saw with everything that we had already built in. Now the additional benefit is that it didn't just start at a higher level. It actually grew at a faster pace in terms of improvement as far as CPMs -- faster than the lower CPM revenue streams. Ultimately, that led to a scenario where by now more than 50% of our revenues actually come from our in-house sources, not because we force it that direction, but simply because it is what makes sense because it maximizes the monetization overall. As you can imagine, that's great for the games business because we're generating overall more money. But at the same time, also the media business is taking on far more revenue and being able to generate far more revenue from our in-house inventory than ever before. Now with all this data in our hands, we're super excited and looking forward to integrating all this technology into even more of our games, starting, amongst others, with emotion, as we mentioned a couple of times already before, our most recent mobile game studio acquisition. Talking about content, let me just share a little bit about our upcoming and current game portfolio and launch pipeline. We shared already earlier that Fantasy Town is our most recent mobile game launched. Very, very positive metrics that we've seen right from the get-go. Consumers are loving the game. I would claim that some of our employees are borderline addicted by now, which is a good thing is kept in control. For Q3, in particular, the publishing and product team is very focused on improving all of the key metrics that one would expect from cost per install over -- in that purchase through advertising rates and also overall customer engagement and retention. I am super excited personally because I'm a racing fan. Everybody, I'm sure, has their favorite jar and mine is racing. I'm really excited about Nitro Clash coming out later this year once more bringing up AxesInMotion, the most recent acquisition that we made. This game leverages the racing game expertise and combines it with a modern and very enticing card game play mechanic. So you end up actually attributing certain features to your cars and then having those cars race against other gamers. Coming out later this year, more announcements as opportune. For next year, looking into 2023, we have Golf Champions on the docket. And being a golf on myself, I have to admit, I'm super curious. I have not played it yet, lack of time, admittedly, even though I'd love to. Initial -- early-stage testing has shown really positive response from consumers and gamers when it comes to the variety of different golf-matching types and modes. So we're betting even more on that and really expanding that proposition once more, 2023, that is the game that we can talk about with the name attached to that. Last but not least, we have a Self Project. It's a 4x strategy game, a city builder where I would say, because we're gaming and gaming creates magic, and we make everything possible. We managed to have dwarfs and elfs and monsters all live in harmony. But obviously, that's your job as the gamer to keep them all in harmony. It's a city builder game looks already super fun, plays real fun and more on that as we go throughout the year and happy to share more press releases and announcements as we go. In addition to all that, those 4 specific mobile games, we always continue to deploy and launch new casual games. And we continue to aim to launch about 30 per month, and the plan is to maintain that at the current pace. And I think as far as I'm concerned, before the marching band shows up again, I am done for now. And I'll pass the torch over to Jens Knauber, our Group CEO, the new Group CEO, and MGI Group COO. Hold it this way because then you press the right button.
Jens Knauber
executiveYes, I learned it from Ionut already.
Miguel Oliveira
executiveThank you.
Jens Knauber
executiveYes. Thanks a lot, Miguel. Thanks a lot. Yes, you have learned a lot now about our mobile and cash flow portfolio and also a little bit about our strategy. And it's on me now to guide you through our MMO business because it work slightly different and lifespans of users are different. Also development strategies are different from what we do on mobile and casual. MMO business can also be called gaming as a service. Because once the MMOs launch, you really have a huge bunch of people working on it to keep it maintained, and you always deliver content update. But first, talking about the monetization. So we have different monetization models. First of all, we are free-to-play, free to play. I think all of you know it already, but it's the game access in general is for free and then the game monetizes either via in advertisement, although that's not very common in PC MMOs or console MMOs, but mainly through in-app purchases like buying swords, armor or boosters just to gain some time. Then we have buy-to-play. Buy-to-play works different. Buy-to-play, you basically buy the access to the game, so one bigger purchase in the beginning. And then usually, it also comes with a hybrid monetization that you still have some customization items in game where you just can then change your character, look or stuff like that. Then you have subscription-based monetization model. Subscription-based also can work different. First of all, the initial access to the game can be behind the subscription model, so that you pay month by month to access the game or what we have, for example, in Wizard101 and Pirate101 and is subscription-based combined with a free-to-play model, where the access to the game is basically for free and then specific parts of the game and specific contents of the game are monetized by a subscription model. So you still can play the game for free, if you like to, but if you want to have full access to the game, you need to, yes, get the subscription. And then in-app purchases, that basically accounts for all 3 models of monetization or free-to-play, buy-to-play and subscription. Our growth strategy. So first of all, reengaging players is really a key for us. We have a huge database of customers of players or former players. Whenever we do new content updates, offering anything new in the game, for sure, we try to reengage those players and try to bring them back into the game. Also with our combined with our community services. Community services, basically, what stands behind it, that's community management, social media management, also customer support. Then only reengaging players is nice, but attracting new players and customers is also nice. What are we do their portfolio expansions or we have portfolio strategy, bringing new games to the market. Internationalization means expanding games to new territories. And I also will show a case study, some slides later. And device expansion means if you were able to play the game currently on PC only, we will expand the game consoles or even mobile and that you have a cross-channel, multichannel experience. Development. Development strategy for our desktop and console games really works different than for our mobile games because as Miguel mentioned already, desktop and console games to develop them from scratch. In-house is complex, very cost intensive, takes a long time and you don't have any guarantee that it will work out. So all that together, you have a really high risk profile when it comes development games -- to develop games from scratch. Our approach towards desktop game -- console games development, no in-house development from scratch, but developing existing [indiscernible] games. So bringing into the games permanently, new DLCs, new items, new purchase, giving the player something to reengage with the game. And then to focus on licensing of strong IPs. This means in-licensed games from other development teams, a lot of them coming from Asia, where they have already launched their games in the Asian markets or in their territories. We have seen already KPIs for their market, so we can judge already better if those games also will work in our markets in-licensing them, publishing them. We have a resilient MMO portfolio, a dedicated customer based with multiyear relationship. That's an example of Wizard 101 coming from our acquisition, January '21 from KingsIsle, family-friendly MMORPG, which was launched -- first launched in 2008 and then still always getting reworked, also got a big traffic update in 2018 so that the game looks more modern again. Interactive, meaningful capital evolution and exciting fully voice narrative. So that also means that the whole game has voiced over. So if characters talk to each other or you talk to MPCs, yes, it's just with voice over. An extensive world coming with thousands of hours of diverse and engaging game content. What you can see in the middle, we have weaker in revenues. So 56% of our revenues are coming from players who are in the game since more than 5 years. That doesn't mean they spend money month by month. This just shows how we're engaging such a game. So sometimes they make a break over a couple of months, whenever we deliver new game content, they come back. And 15% -- also a very impressive KPI, 15% of all new players, which we are bringing into the game, are converting into customers over time. And this is possible due to multiple diverse points of sale as that we have a subscription model in the game, we have traditional in-game transactions and we even think we do retail packages, especially in the U.S. market, where we gain cards, but also some pluses and things like that. Substantial venue game generated since its launch more than EUR 450 million revenues, more than 55 million gamers play the games since then. And the target group is basically 20- to 30-years-old male and female audience. Not only Wizard101 or the KingsIsle games are showing this behavior, we also see that in our other games. So as an example, Desert Operations, which is a browser game, even 88% of the people of our customers since more than 5 years, just talked about. Fiesta, 69% and, Pirate101 52%. But what you also see here on that slide is that especially for Wizard and Pirate, the 1-year customer base is quite increasing compared to the others. That's after the takeover, we increased the marketing efforts again. So we are able to get new customers into those games and then transform them step by step into the, hopefully longer with us in 5 years bucket. Yes. That's one of the 2 case studies I'm going to show today, talking about geographical expansion. Also example is Wizard101 we have expanded into Europe. So the game was not published by ourselves in Europe when we took over the company. The game was published by another games publisher, European games publisher, which was for us resulting in a lower profit margin, which was for us and for the European games publisher office and for the players resulting in delays for updates when it came to updates for Europe because you have 2 companies working with each other. You have a lot of processes. For sure, there are also priorities to bring the update first on your old version and then to the other version. This always is leading to complaints from players. So what we did in May this year actually, we took over the game and we republished it in Europe. The corporation with publisher was really good and really helpful, really working together to take it over, resulting in higher margins, resulting in faster releases of updates in Europe. So the game is still 3 or 4 updates behind of the current version from the U.S. version, but we're going to publish that now throughout the year. And this was leading in total from April to May, you see it, yes, 220% increase effect on top line. And this is continuing. If you look at the numbers from July, August, you also see that trend is continuing. Next one is not a territorial expansion, but what happens if we improve game? What happens if we bring in game content? That's what we did to. We have just launched in June. In June, our biggest content update for 12 since we acquired the asset back in 2018 -- October 2018. The game itself was launched in 2015. And it's -- if you look at that sign over there, that's the game graphics. It's a voxel graphic, looks a little bit, yes, like Pixel, but it's really modern style. We acquired it in October 2018. Since then, we published 14 content updates since the acquisition. This was also many of those content updates, we are smaller, but also to learn because the games on consoles, Sony, Microsoft and Nintendo and to learn how that process works to go through the submissions also what's the need of our players, how do they react to specific content. And then last year, we started to work on the biggest content ever, had published in June '22. And the recent months since reported online shows highest revenues since we acquired the asset. Really great effort also from the teams working on that. So post M&A, QA 2018 compared to the last 3 months average revenue compared to Q4 2018 when we took over, we see a 46% increase in revenues. And the good news is the update was structured in a way that it's replayable content for players. So it's not like usual update, players played for 3 to 6 months and then they are done with the content. This update can be played and played not forever, but for a long time. Now I'll step on. Yes. We also are doing and especially have done the last 12 months since we met here last time a lot in our games. I'm not going through every single one now. But Q3 last year Aura Kingdom Whipmaster was a big update with new class. Fiesta Realm of the Gods, which was the preparation of an update for more updates. So it was a huge sanction with new level and everything. 12 console update, we did last year one more. We slightly moving update and really increased the player engagement a lot. We have seen that in the KPIs, [indiscernible] was celebrating the anniversary last year in December. And then in Q1, this year [indiscernible]. And in the second quarter this year, we have done already Wizard101 for the European server, the returns to KingsIsle and gamigo what I just talked about the big launch or the big 12 update I talked about. And The Return of the Battle Pass for RIFT. Battle Pass is an example of a subscription model. You have to subscribe for the Battle Pass once the month and then you get extra items on top. Those big updates are driving our revenues. And yes, we have done a lot in the past. We also will do a lot in the future. And very excited to talk a little bit about Fractured, Fractured Online, it's a license game. License game from a game developer from Italy, actually. And I met the guys almost the whole team last week in Cologne at gamescom. It's an MMORPG dynamic one, has 3 character classes. We went through some phases now closed beta, open beta. And we just announced that the 15th of September, we're going to go in early access. That's still not the commercial launch. So there's still some way to go until there. But early access is also coming with the steam release, and it comes with a huge content update. So the second world map is going to be leased to the early access. I hope I don't leak something now to the community. And there's also the last missing character class getting patched for that. Q4, also Realm of the Gods, new realm #4 and 5. So in between has been already realm #2 and 3. As you can see, first on Q3 '21 was the preparation to have longevity of those patch line, so to say. Then in Q3, '22 [indiscernible] update will come H2 next year, next new world expansion, which is a big one for Wizard101 will come. And then, yes, same as on mobile, we have one project in stealth mode. We call it Project H.A.M.M.E.R. That's not going to be the launch title. It's a licensed game. And yes, we are all excited about what did come and excited about what will come. And if you want to try some of our games, always welcome to do so. That was my last slide before I come later again. And now I would like to hand over to Sonja.
Sonja Lilienthal
executiveThank you very much. Now let me -- so we have founded our robust business model on a strategy, which we have implemented for the past 10 years, basically. We call that strategy, buy, integrate, build and improve. As we already have heard, M&A has been integrated and to build and improve pillars of the strategy. On the integration side, the focus is on realizing synergies from past M&A. We do this by implementing cost-efficient management structures. Also technical integration is a very important part by moving individual service and tech platforms into connected platforms and the hybrid cloud. And obviously, there's more cost savings to be had. As an example, by cancellation and/or renegotiation of contracts. On the build and improved side, the focus is on organic growth. We do this by improvements in products, services and technology and by various initiatives to grow existing customer revenues and add new customers, obviously, as well. And finally, internationalization is a very important topic by expanding existing products and solutions to new markets. So on the gaming side, one example would be Wizard101, bringing it to Europe, taking over the publishing, which Jens has just mentioned. On the media side, for example, one example would be, for example, the launch of Moments.AI in the United States. So let me maybe recoup again why M&A is not a priority. I think -- I mean, basically, the reasons are twofold. The first reason is that by the recent acquisitions and the acquisitions of the past, we now feel in a position that we have a very, very strong platform already. So there is no obvious parts, which would be missing, which would require to be added via M&A or inorganic growth in any way. The second reason, obviously, and Remco has already highlighted that is the general capital market environment. Markets have been extremely volatile. Public valuation is decreasing. Everybody is talking about the recession that adds further uncertainty and intransparency to what's going to happen over the next month and the geopolitical situation, obviously, is another part there. One further aspect, which I would like to highlight is that there still is very much a gap in valuation expectations when you look in particular at private market to transactions, which we have been very active in. And we feel that the valuation expectations of sellers there still haven't adjusted to the new reality. So while public markets have been decreased significantly, in private transactions, we expect valuations to further decrease. So that makes it also now not a good time for M&A. Furthermore, debt and equity capital markets, the way they currently are, it's difficult to finance M&A. And last but not least, and I think that's probably the most important point on this slide is that our net -- our own net leverage is already at the upper end of where we wanted to be. So we put a strong focus on deleveraging at the moment. So now I would like to go into an example of realizing synergies from past M&A by highlighting, again, Dataseat and AxesInMotion to acquisitions, which we did, and they have been mentioned many times because we are also excited about it. So Dataseat is a DSP start up with a contextual technology. It has shown significant growth over the past years, fitting in with the high demand for non-identified solutions. And so what do we get from Dataseat? Dataseat obviously strengthens our DSP segments and add more advertisers and additional tasks to our platform. And what this Dataseat get from us? So how can we propel data seed is we can allow to upsell to have access to further data segments and our first-party data. More game advertisers, plus we introduced a global demand via our global platform and global reach. On the gaming side, AxesInMotion, it's a leading free-to-play mobile games developer, which enriches our ad software platform with the first-party content that it brings. And with the over 800 million additional unique users, that's, I mean, a huge number. So what we get from AxesInMotion is additional first-party ad spaces and data enrichment. And what AxesInMotion gets for us is a more efficient user acquisition and an absolutely better monetization of its advertising space. That's an aspect which Miguel has already highlighted. So that is the flywheel. And if we look at both those companies, so Dataseat has shown an organic growth of 63% over the last 3 years annual growth. AxesInMotion has shown a growth of 36% over the last 4 years annually. So putting that together, we believe that the growth can even be much higher by making the flywheel spin here. And now it's my absolute pleasure to hand over to David.
David Philippson
executiveThank you, Sonja. You have to hold it that way around?
Sonja Lilienthal
executiveYes.
David Philippson
executiveThank you. And good afternoon, everybody. And thank you for welcoming you here today. As said, my name is David Philippson. I'm the Co-Founder and CEO of Dataseat and as the newest member of the MGI family. I've been asked to give a 10-, 15-minute presentation on what we do and what value we add to our clients and what kind of growth we can expect in the future. So what do we do? We are an in-app transparent privacy compliant DSP. And we work with advertisers that are trying to promote their apps. We help them drive user acquisition, retargeting cross-promo campaigns. But that's more the headlines. What I'd like to do is tell you a bit more about myself and my co-founder and why we created Dataseat. Because I'd be honest with you, when we started Dataseat, most people thought we were crazy. So I want to explain to you a bit more about who we are and who Dr. Paul is before going into a bit more detail. So my entrepreneurial journey started 12 years ago, but don't worry, I'm going to stick to my 12, 15 minutes. So I started a mobile media agency in 2010. Now that was a significant timing because that was 2 years after the first iPhone had shipped. I only had 2 clients, but it's fortunate that these 2 clients were the first big advertisers in our industry to be promoting an iPhone app. And there was no way to track a download in 2010. And this is when I met this gentleman. He's a PhD from Oxford. In fact, he was lecturing at Oxford University when I met him. And I appeals to his entrepreneurial side and encourage him to quit lecturing and come and join me, and we created a business called Ad-X Tracking. And for those of you that are familiar with more of the details of the industry, that is what is called an MMP, or mobile measurement partner, or an attribution platform. Again, somebody is more familiar with some of the names just is an MMP. They started off for us at and bought them for $1 billion. There was Appsflyer, Kochava and Singular. So it was Paul and I that really kind of started that segment in the industry. Now we sold that business to a company called Criteo in 2013. I became the General Manager of Mobile Solutions at Criteo. And Paul and I were tasked with building Criteo's in-app retargeting business. So I think it's fair to say up to that point, both Paul and I have done our Malcolm Gladwell's 10,000 hours in all things, attribution and programmatic and also spending a lot of time studying Apple and trying to predict their next significant moves, which influences our industry so greatly. Now interestingly, towards the end of my tenure at Criteo, Apple made their first significant move in privacy. And again, those of you familiar with the detail, they introduced ITP, or Intelligent Tracking Prevention 1 and 2. Now ITP was limiting the effectiveness of first and third-party cookies in the Safari browser. Now that was important to us because it led to a hypothesis, which was -- it would make no sense for Apple to limit identifiers in the Safari browser and not limit identifiers in the app store, which is significantly more important to them. So our hypothesis was that IDFA would disappear. And that was in 2018. Again, everyone thought we were crazy. They would never do that. That really hurt Facebook. That will really be bad for all these app developers. Well, we don't think Apple care, which is why we then kind of started and embarked on our own journey. Now why is this significant? Because starting a mobile DSP in 2019, 2020, it is crazy, unless there's a significant disruption that occurs. It's crazy because it's now a mature industry. It's a mature industry dominated by very high-valued companies. So it's very hard for a new entrant to enter unless there is a significant disruption effects. And I'm going to explain to you why that is important or why we've been able to kind of navigate and grow through that dynamic. And it's because there's -- some of my colleagues have mentioned, but I just want to go through a bit more detail. There's 2 fundamental types of bidding behavior or your ability to predict the likelihood that an impression will lead to a return on ad spend events, it is behavioral or contextual. Now behavioral in the app world was very much driven by Facebook. And I could summarize it by whoever has most data wins. Facebook was able to gather data from all of their advertisers, from all of their publishers. And all of these other companies that were competing for the same media dollars, they had to do the same thing. Now many of these companies know a lot about your device. They would know how frequently you fly from Stockholm to New York, which hotels you book. Whether you use Just Eat or Deliveroo the or the Chinese or Vietnam foods and whether you use games or a dating app in the evening, all of that slid to very effective advertising, but all of that was very much dependent on a persistent identifier ability to build profiles. So our hypothesis was that, that would disappear, which would then leave you with contextual. Now the way I summarize contextual is what advertising used to be before these big ad tech companies got a hold of persistent identifiers. I would describe that as this is why the BMW would advertise in the financial times. Because contextually, it's a good fit. And so if they are whoever has most data wins, what we are and what the world is becoming, is you need to have the technology to advertise and learn. So we'll learn and our technology will learn that this advertiser is performing very well on this publisher on this day of the week, and this time a day with this creative. There's many, many more variables on this device type, on this operating system version on WiFi as post operators. So we learned that to drive performance. Now that was all the hypothesis. We've built the technology. We're crossing our fingers and then it happened. In fact, in June 2020, Apple announced that they were releasing IRS 14 and there would be an opt-out of IDFA, which basically meant it was largely disappearing. They actually released it on the 26th of April 2021. So that was -- had a significant positive impact on our business. And interestingly, Google have followed suit or at least they've announced they're going to follow suit. But why that's significant to us is because of all the technology that we're investing in and building and the traction we're gaining here is very much applicable to Android in the future. This is the last 2.5 years of my life. My X-axis is month-on-month. I've removed my Y-axis, but this does represent our revenue growth. I'll just give you a few time lines. This in January 2020 is when Paul and I had self-funded and built our MVP, and we raised seed funding with venture capital. Then the lockdowns happened in COVID, and we thought how do we scale a global business, but thank god we raise some money. And 6 months later, Apple announced that IDFA was disappearing. We were one of very few ad set companies in the whole industry, we were popping champagne corks. We were right. We actually see a way forward to our -- for our business, plus the majority of other or the we're going into disaster recovery plans. How the hell are they going to deal with it based on their profiling based technology. Now usually when Apple announces an operating system, it rolls out within 3 months. It was delayed and delayed and delayed, which for me was painful at the time, but it eventually was released in April 2021. Now all iOS operating systems take a few months to propagate. And this is what the -- and it also gave us time to fully bake our solution and which then led to us launching it in November. And since then, we have had 9 months of consecutive growth. And it was around this time I met Remco and in July just gone, we joined MGI. Now it will be a valid question for you to ask me, well, David, with a hockey stick like this, why did you sell your business? So I'll explain. Because for me, it was compelling. And we're pretty good at predicting the future. And my prediction is that a contextual DSP -- a successful future contextual DSP will have an SDK and store base gives you far greater creative control than just receiving bid requests from SSP. So to receive it from your own SSP, you have better performance, which then gives us this virtuous circle where our demand -- currently, we spend millions of dollars on all of these other SSPs outside of our own walls, but we can now start routing our media demand spend to Veran Smart SDKs which then helps them grow their SDK installed base, there base helps our performance. So there is a clear 1 plus 1 equals 3 just from here. But when you include the MDI flywheel that's been mentioned many times when you then start including, the data capabilities and the owned and operated inventory, it then becomes more of a 1 plus 1 equals 4 or even in the future a 5. And so there's clearly technology synergies, but that's not the only driver. As [indiscernible] founder, whenever you have a strong product market fit, that's not the only thing. You need to scale quickly and globally. So to be able to join a firm that has a global presence that has that has offices in multi-countries around the world with sellers on the ground, this increases our ability to accelerate our growth and eventually be successful. Finally, and I think this is another important thing from our growth. Now we made a strategic decision to focus on gaming. Now that was my decision. I wanted to focus on the biggest TAM, the most lucrative TAM is also the most competitive. We were fighting with the big boys, but it was a good decision because our bet was right, and then we had a good TAM. We've got some fantastic Tier 1 clients. But my point here is that our artificial intelligence, our machine learning capability, it knows no difference between an in-app game gem purchase or a burger purchase in a McDonald's app or a hotel booking in another app. So our capabilities are absolutely scalable across various terms. So those were the drivers of why we joined MGI in that particular timing. Now there are some other, what I would call, trade winds and tailwinds that are significantly in our favor. Some that have been mentioned today, but there are things that I'd encourage you as investors and investors to look out for. I would say, over the next 6 to 12 months, look out for Apple enforcing a ban on probabilistic attribution. That will be challenging for our competitors. It will be good for us. There was an article in Financial Times in December just gone, makes interesting reading. So Google have announced that they will be doing similar. Again, those are kind of macro, what I call trade winds, more industry things that are in our favor and what I call tailwinds when I'm talking is more about consumer attitudes and then brand attitudes. People care more about previously than ever before because of all the big headline data breaches that are going on. Brands, therefore, have to care more about privacy, which means that our value proposition resonates more than ever. And finally, I think now that we're part of MGI, our ability to execute on that opportunity. That is the end of my presentation, and I think I'm handing back over.
Remco Westermann
executiveYes. Thanks, David. Really forward-looking -- very forward looking to work with you together in the future and for sure, also the team. But one team, we are all of us also where we're forward looking to work with in the future is the motion, which I'm going to show you now. Our recent acquisition in our game segment. So you heard the name today a lot. And now I'm going to show you what's behind the name. It's adding critical mass and mobile gaming with strong synergy and growth potential. Why is that? So first of all, they have a strong games portfolio of racing games. Their biggest flagship title is called ECDS, Extreme Car Driving Simulator. So because it takes a long time to say it all the time, we shorten it with ECDS. ECDS comes -- was launched in 2014, but had some really major revamps. I'm going to talk later about that. It's a flagship title main revenue driver and is consistently delivering strong results since '14 until year-to-date. So downloads more than 480 million downloads by today, 88% of ex revenues are coming from ECDS and the game actually is monetizing mainly via ad monetization. So 87% of the revenues from Extreme Car Driving Simulator is coming via monetization. And very important U.S. as being the strongest market, that's why it's also a perfect fit of our work group. Car Stunt Races Mega Ramps is one game to mention in the portfolio. It's launched in 2019. It's a stunt racing game, also where we fund to play. It's an attractive market opportunity. Prototype development only took 2 months. That's why it's based on the assets of ECDS. That's why they were able to produce prototype in a very short time frame, bring it to the market. Downloads more than 30 million. Revenue share in total of AxesInMotion, 5% and 84% ad revenues. Then Extreme SUV Driving Simulator, it doesn't make sense to shorten that, launched in 2014 as well. It's recognized as best off-road simulator and it's really based of at real physics, also fun to play. Only available on Google Play so far. We are considering to port it to iOS, but we also have some fresh games in the pipeline. We only have specific resources available. So considering if we do it or not. But we have refloating the game already, and that means growing daily downloads from 25,000 to 100,000, an impressive number. 55 million download so far, 3% revenue share and 97% monetized via ad revenues. We have seen for Extreme Car Driving Simulator an explosive growth in ARPDAU. What does ARPDAU means? Its average revenue per daily active user. The time frame we are talking about all the time now is 2020, December '20 until December '21 when we compared. So we have seen on iOS an increase of 204% in-app revenues per daily active users and an ad revenue growth of 19% ad revenue per daily active users 2020 compared to '21. And you see here, the ARPDAU has increased by almost 40% -- 39% on iOS and 87% even on Android. Also on Android, 123% increase in-app purchase revenues ARPDAU and 65% ad revenues ARPDAU. IAP means in-app purchases. That's an explosive growth we have seen from '20 to '21. Why is that? That's what I'm talking now about. So first of all, company is founded in 2014. AxesInMotion is established. Extreme Car Driving Simulator was then launched already. Then they worked a lot on optimizing the game, published some more games, but also worked a lot on optimizing. So result rate strategy to maximize that, to maximize traffic. This was lean cost. So you see here whatever they did, it was leading to organic growth. Back in the days in 2015, the team had already 15 -- so the company had already 15 employees working on the games. Then they took 2 years to focus on scaling the existing portfolio. This means really optimized the graphic, how they appeal in the stores, how the onboarding of users is working, those kind of things. Then they were focusing for about on the operations. That also means how we're going to treat players? How we add content to the game? What kind of content do we add to the game? Where do we show ads? What kind of ads do we show? So -- and there you see a strategic way of how they were growing the game and how they were appealing the game. And then what they found out is that from 2014 to '19, 5 -- '18 Q4, almost 5 years went over. And they had a lot of learnings about Extreme Car Driving Simulator, also taken by the other games that we are launching. So they decided because it was their most promising flagship title to rebuild a game. This means give it new graphics, give it a better game play, which is increasing the usability, the first time experience when you enter the game. And this was leading to the growth which I was -- which I have shown here in that time frame. Yes, they launched that release of ECDS. And with that, the company reached new all-time high results, not only in downloads, but also in monetization revenues. So really well done by the team. But that's not all. So that's not the end of the funnel. We still have not only with, but also with the whole portfolio and the games coming up, huge potential to grow the games further. Organic growth based on scale and cost-efficient UA, user acquisition, keeping the full ad value chain in-house. Now it comes where we start to talk about the flywheel for AxesInMotion. So user acquisition. User acquisition is key. Company has not invested in user acquisition yet, and this was already generating more than 800 million downloads. That also shows how appealing the game is to the user and what kind of good position they have in the download in the stores. So there is a huge synergy potential via cost-efficient user acquisition, via our own tech stack based on MGI's demand side platform, Dataseat, what you just learned from David. In-game ad monetization. We have huge potential by cutting out the middleman in our ad stock as well as increased efficiency as value chain and content is fully in-house. That's exactly when we talk about the flywheel, that's exactly what we talk about. New game launches. New game launches, we're going to launch 2 more games within the next 6 to 12 months on about. So it's -- I played both of them. It's fun to play them, the prototypes already. And both of them are based on valuable insights from the previous games. And also there, when we launch games, we can accelerate the flywheel, traffic better data good for work and or AxesInMotion in that case. In-game item sales. You also have seen the majority of the monetization of the games currently is happening via ad monetization this will stay, but we still will make stronger in-app purchase part. This means we're going to include item shops. We're going to work with back end so that we also contract the users better, those kind of things. And we're going to leverage the know-how which we have in our MMO business where in-game item monetization is a very common thing since, yes, 15 years. We're going to leverage that knowledge together with the AxesInMotion team. So they are working together and get the best result out of it. And yes, strong potential to quote this revenue stream in the upcoming years. Content updates. That's very comparable to MMO. We still will deliver content updates also for the raising game portfolio of AxesInMotion in the upcoming months and years. And this will also grow the existing player base organically. Some highlights about the company itself. Yes, compelling portfolio of visually stunning highly viral racing games. So if you check out the games, they said some has a comic art style, but really good looking and somehow have a really realistic approach. Delivered record trading year top line growth in 2021, have a proven track record in building a massive audience worldwide without any marketing, so really only organic. And now we come and add our user acquisition on top. Strong vision to expand in-game monetization mechanics and to further diversify revenue streams. That's what I talked when I was talking about the in-app purchases. We have over 80% EBITDA margin. That's also outstanding, I would say, a really great number. Strong pipeline of new games and really highly experienced and dedicated management team. But here to mention not only the management team, [indiscernible] but also the full team. By today, they are a bit more about 30 people. They are located in Zevia, Spain. I've been visiting them a few times since March. 41 degrees, that's maybe not the best experience always. But the team is highly motivated, great people and really, really not only fun, but they are also very professional, and they have an idea how to bring the games forward and what are their next steps. So it's really nice to work with them. And the teams when they talk to each other, not only Verve and AxesInMotion, also gamigo, the people in AxesInMotion, great. Yes. 33% of the total revenues in 2021 were generated in the U.S. That so far important. Remco mentioned we are a U.S. company, but a majority of our revenues are coming from the U.S. That also comes from AxesInMotion. That's perfect for both. They are targeting their audience over in the U.S. And this slide, I just going to show short. And here we come to the flywheel. You have seen it a couple of days today. So first-party data from the games are going into the data enrichment machine. Then the data enrichment machine, scale distribution, monetization. This is leading to more relevant users, and this is just spinning itself. That's the perfect example how we spin our flywheel. On the right side, you see it a little bit summarized, efficient UA brings more users, SDK integration of Verve brings more first party data, monetization via Verve SSP brings up to 100% revenue increase by cutting out the middleman. And then in the end, our world-class U.S. audience in real time connected to U.S. advertisers. So it's spinning itself. And then last but not least, games pipeline. 2 games I've been talking about, jump over that quickly. Nitro Clash, it's a card-based game play, more in the comic style. What you're doing there is, yes, you change the racing tracks while you are racing. This means you also have to change the vehicles with cards and you then can boost the cards. This means you're not only -- not only have the racing cars, you also have like trains or boats or snow cars and so on, really exciting. It's fun. We have different game modes, solo game, leagues, time-limited events. Monetization beyond that, that's for sure is included in all those games is get new vehicles, upgrade them and buy a season pass, which is then more also going towards subscription and both platforms will be served, iOS and Android. Basic game play will be free to play. Drift Master, more realistic style. Yes, just drifting with your car, super fun also to play. I just can say, focus on realistic depth of drifting experience. Simplicity is critical. So there will be a single thumb control and intuitive actions. I think that's for the game audience very important so that really everyone can play it without study how to drift and also a wide range of game modes, solo leagues, time-limited events. You can play with friends, you can make something like groups, play with friends and compete against other groups worldwide. So a PvP element will be included and you do brokers through leagues and monetization will be the same as for Nitro Clash with season passes and those kind of things. We are currently between prototype and soft launch for both games. Excited to see them. And yes, as I said, again, I'm really looking forward to further work with the team in AxesInMotion. And that's my part for today. Thanks a lot for listening. And now Jenny is coming for a Q&A.
Jenny Rosberg
attendeeFor a short Q&A session. So let's bring up the team. So -- and let's start with the room. We will have a very short Q&A session, and then we move on to Paul and Remco. And then I know we have analysts online on the phone. So we will make sure this one in between here will be a short one. But you're welcome with questions. Here we go, yes.
Fiona Orford-Williams
analystIt's Fiona from Edison. When you were talking about Wizard101, you were talking about acquiring the European rights. Is it common for the rights to be segregated? Or is most of what you own global and therefore, you can do what you like with it?
Jens Knauber
executiveYes, this was a special case because we were not the original publisher of the game. So we took over the game. Usually, we do our core territories like North America, Europe, also partially South America ourselves. And then if there's an interest for other markets, we would look into out-licensing. Usually, we do Europe, North America, that's where all our offices are. We do it ourselves.
Danesh Zare
analystDanesh Zare, Redeye. You mentioned again that you don't do development for console and PC games. But considering the synergies you gain from mobile games where you have stronger synergies with the Media segment there, how much are you looking into porting popular PC games like Wizard101 for instance to -- or Trove for that instance -- or for that matter, to mobile?
Jens Knauber
executiveActually, good question. Actually, we do look into those kind of projects. For Wizard101 also for Trove, those are open world MMOs. So you also have to look from the technical aspect and also from the navigation, how you can port a joypad navigation to mobile. That's what the teams are looking into. And it's part of our strategy to expand devices. I cannot say no, we're going to do Trove or Wizard or both or none of them. But I'm sure at some day, you will hear something about that again.
Danesh Zare
analystAnd a quick follow-up on that. I mean you mentioned also focusing more on the organic growth. I mean, initiatives like that maybe might be more interesting if you dedicate less capital to M&A, for instance. Or could you speak maybe more about what you're focusing on for the organic growth?
Jens Knauber
executiveIn the gaming part now?
Danesh Zare
analystI mean, in general. I mean maybe porting or what else are you looking at?
Jens Knauber
executiveYes. Yes, device expansion is one thing for sure, but also portfolio strategy. So really launching 3 to 5 games roundabout per year. We have set up a launch department, which is prepared now working on the Fractured launch then jumping over to the new license game. So we're launching games, portfolio strategy, device expansion, and we are also looking for territorial expansions also, which also could include an out-licensing to Asia as an example for some of our games. That's mainly the growth drivers. And then combined with delivering for our existing games portfolio, constant content.
Remco Westermann
executiveBut Klaus, of course...
Jenny Rosberg
attendeeExactly, yes.
Remco Westermann
executiveMore user acquisition and also more ARPU per user or...
Jens Knauber
executiveYes, KPI improvements.
Jenny Rosberg
attendeeOkay. Any more questions? No, I think actually we move on, so we come to the big Q&A session at the end. So thank you, everyone, and I would like to welcome Paul, the CFO, up on stage. So now we get the number crunching and the financials.
Paul Echt
executiveSo welcome to the second quarter financial highlights. And starting here right away, it was a very strong revenue growth of 37%, which we saw in the second quarter, so very overall strong growth with also a very strong underlying organic revenue growth especially despite macroeconomic headwinds where we saw some softness in the market already, but we also overcompensated that by scale and also delivering a lot of ad impressions to end consumers, which we will show later. So we achieved a EUR 78 million in total revenues in the second quarter, a very strong EBITDA of EUR 21 million and a EUR 16 million EBIT, which means in terms of growth rates, 38% EBITDA growth quarter -- year-on-year in the second quarter, 47% EBIT growth. And also the margins remained stable. That was also planned despite also further investments, which we did. And also the overall cash flow was EUR 21.3 million was very strong and a very strong cash conversion also of 92%. So overall, a very strong quarter with a very strong cash generation for the MGI Group. That brings us now into the segment performance, and we have changed segment reporting in the first quarter to also now apply a more -- a reporting in the end, which is in line with also the transformation from a pure games company much more towards an advertising software platform with very strong first-party games content. And what we see here, we talked a lot about it today, is on the left side, the demand side segment, which were growing with 104% in the first -- in the second quarter where 76% has been coming from organic revenue growth, and there was adding new clients, scaling existing clients and also products like AxesInMotion AI, even they are still early stage, also brought a lot of new customers in and already saw very good results. And therefore, our demand side segment is growing very strongly, and we also expect that in the coming quarters to further strong growth, and it's not even Dataseat included yet, so that will also add quite nicely in the coming quarters. On the right side, we see the supply side segment, which we're growing at 32%. And that also includes our games now, which is adding also a lot of data and advertising space towards the SSP. And we also were seeing a very strong organic growth of 14% despite the fact that existing customers, and that's what we saw in the net dollar expansion rate, were rather stable with 98%. But as we were also adding 25 new publishers to the SSP side, we were actually also able to deliver a very solid organic growth of 14%. Looking now into the long-term financial development. And especially in these a bit more uncertain times, I think it's also important to look back a bit and to see where the company is coming from, where it is going to. And what we see here is that we have delivered very strong profitable growth now for almost 8 years in a row, always scaling revenues and always scaling EBITDA and EBIT. And we have achieved now EUR 287 million in revenues on an LTM basis with a very strong EBITDA of EUR 81 million and EUR 64 million EBIT and achieved the CAGR for the full group now since 2018 of 69%. And we also expect to grow further and therefore, also reconfirmed our guidance now for '22 and also see a lot of growth potential as we saw today in all business units, including the games, but especially also on the advertising software platform and the combination out of both of them. Looking now into our software clients and where a certain amount of growth of the company is also coming from. And here, we also see that the ad impressions, so the ads delivered to the end consumer in the end have constantly growing over the last years. And what we see here is in the end, the organic growth where we were growing from 15 billion in the first quarter of 2020 to 89 billion, and that's just fully organic in the second quarter of '22. And on top, we also added acquisitions like VGI CTV, but also like the Smaato acquisition. So in total, we now delivered 161 billion ad impressions in the second quarter, and we're off 60% where then coming from organic growth. But one thing -- and usually, that's also linked to revenues. But as also CPMs have been decreased overall in the market, and that's also what Remco mentioned earlier, we also saw that this is not fully translating into revenue growth. Nevertheless, we were scaling further. And as we also increased the ad impressions massively, we could also overcompensate the decreased CPMs and still generate a very strong organic revenue growth. On top, we also added a lot of new software clients, so 7% quarter-on-quarter. That's not year-on-year, that's quarter-on-quarter. So more than 30 new clients, which also then enabled us to further scale and grow. And that in combination with a stable net dollar expansion rate, which is also reflecting a certain softness in the market, also comparing to Q1, where we had 125%, et cetera, but also come by with a very strong retention rate of our clients. And then on top, also a very strong scale, so 131% ad spend growth, which means we increased volumes which are going through our pipes massively, even take rates, CPMs, et cetera, are decreasing. But overall, also our market share was increasing massively in the second quarter, but also important to mention here that also includes M&A and especially also the Smaato acquisition. Looking now to the seasonality. And yes, how especially after the transformation more from a pure games company towards an ad tech software platform with strong first-party games content. We also see a stronger seasonality in line with the programmatic advertising business. And usually, the fourth quarter, so the last quarter in the year is always the strongest because of holidays, yes, Christmas, Thanksgiving, Black Friday, all these kind of things. And then the first quarter, there you have a revenue drop of 20% to 30%. And that is also something which we saw this year. And in the second quarter, and that's I think also a very good proof for our growth, we almost achieved already the same amount of growth or amount of revenues as we saw in the fourth quarter. And what we can expect now in the second half of the year despite some softness in the market is that we further grow compared to the first half year. And that is also then supported by seasonality. So yes, all the Christmas and holidays which are upcoming in the second half year. And therefore, regardless of certain softwares, which we currently see, we also expect further strong growth for the second half year. Looking now to the net working capital development, and that has also changed quite a bit over the years. So we started as a games company in 2014 where we had a negative working capital until 2019, where we were mainly a games company, which means we have lower receivables than payables and have a positive impact also on the operating cash flow. That has changed quite a bit in 2020 when we also decided to step more towards advertising. And therefore, we have no more receivables than payables in the business, which is absolutely normal thing. So usually, you have 60 to 90 days to collect the revenues where you pay between 30 and 45 days the publishers. And therefore, you have a positive working capital. And we have now roughly EUR 50 million, which is also eating a certain amount of cash. But what we have mentioned over the last few quarters is especially that the net working capital compared to the revenues has been decreased. So we have really accelerated also the collection efforts and which means also it has a positive impact on the cash flow, and that's also something which we really want to put a lot of focus on because obviously, there's EUR 50 million cash sitting, which can also decrease the leverage over time as we further collect the revenues. Looking now at the MGI balance sheet, which is especially important in times with a bit higher uncertainty. And on the left side, we see the intangible assets. So almost EUR 800 million, which is the majority of our assets due the M&A transactions, which we have done over many years. And in the past, the impairment test was always done by Deloitte. As you know, moving to Deloitte, we now will transfer this task to EY. But also EY has a lot of experience with us because since 2018, they were doing all the M&A transactions with us, always doing the asset valuation and therefore, there will also be a very good handover at that part. Looking at the cash position, EUR 125 million. So we have a very robust cash position, but further focus now is really on deleverage. But it gives us a lot of buffer and a very good feeling also in this environment. Looking now at the long-term liabilities. And here, we see especially 2 bonds where we have also refined -- financed in the end our M&A transactions. So it's EUR 235 million bond which is maturing in November '24. So it gives us plenty of time for this bond. And then we even rolled over a certain amount of bonds and into a new bond, which was recently issued now in the second quarter of EUR 175 million, which is maturing in June '26. And therefore, we have now also diversified our debt and bond maturities and therefore, have also derisked the balance sheet. Looking at the earn-out payments of EUR 95 million, and there is EUR 80 million AxesInMotion included, which are mainly relating to performance targets like EBITDA. And these earn-outs will just become payable and if you would add another EUR 25 million EBITDA to the full group. So therefore, looking at the earn-outs, which also would become payable over a period of 3 years, they would pay in the end for themselves. And therefore, we also don't see an increase in leverage, even the earn-outs might come through. And yes, overall, very strong cash position. Net interest-bearing debt of almost EUR 300 million, but also a very strong equity ratio of 34%. Looking now into a few more KPIs in relation to our balance sheet. And on the left side, we see that we have managed in the last 5 years always to be between 2 and 3 in terms of leverage, which is also our target. We are higher now with 3.7x. Nevertheless, we have a lot of EBITDA growth in the coming quarters, a lot of free cash flow and expect that we are very confident about it, that we can delever to below 3x again on a midterm basis. On top and that's, I think, also very important to mention on the right side, we see also the interest coverage ratio, and that remains very strong. So that remains unchanged in the end. So we have a 4x interest coverage by EBITDA. And therefore also a very strong credit ratios and also a very strong cash position and balance sheet. That brings us to the operating cash flow and CapEx development. And we have grown our operating cash flow massively to EUR 84 million on an LTM basis. Where we saw EUR 54 million free cash flow after interest expenses of EUR 21 million. These are the cash interest expenses because we always have also certain IFRS interest, which are not leading to cash outs. And yes, the very strong free cash flow is in the end, yes, covering the interest expenses multiple times. And yes, we have a limited maintenance CapEx as we don't invest the EUR 550 million into a fully new MMO game and start from the scratch and rather work on mobile games also using some government funding to derisk the development risk. And in the end, still working on the upside potential. And one thing also to mention, so the expansion CapEx on the right side, that increased due to the AxesInMotion acquisition, but also due to the earn-out payments for KingsIsle. And overall, I think very good key takeaway is that we have a very strong high free cash flow and cover our interest expenses multiple times. That brings us to the guidance '22, and we have talked a lot about it today already. So there's a lot of companies currently adjusting the guidance or decreasing the guidance or even saying they cannot give a guidance at all anymore. Well, we're really confirming our guidance, seeing also strong growth numbers overall. And therefore, expecting EUR 295 million to EUR 315 million for the full year with a strong EBITDA of EUR 83 million to EUR 93 million. And looking at the LTM numbers, where we have achieved already EUR 287 million in revenues and EUR 81 million in EBITDA, we see already that we are almost there. And therefore, there's just a very small gap to reach our guidance, might even be already in the second quarter and the third quarter on an LTM basis. That brings us to the midterm financial targets, and these targets are usually given for the period of 3 to 5 years. And here, we also expect as we also did in the last 3 years in a row to grow with the 25% to 30% revenue CAGR with a very strong EBITDA margin of 25% to 30%, with an EBIT of 15% to 20%. And we are also confident that we can decrease our leverage to below 3x again. And again, we have outperformed them for the -- in the last 3 years in a row, and we are very confident that we -- despite the current macroeconomic headwinds, et cetera, that in the next 3 to 5 years, we can really manage to grow the company with the same speed as we did in the past as well. That brings us actually to the last slide and to the financial key takeaways. And yes, I mean, MGI is well positioned to really navigate the cycle. We have a very strong cash position. 70% of our ad revenues is coming also from the U.S. market which is more recession-proof also than the European market. 50% of our EBITDA in the second quarter were still coming from free-to-play games, which rather profit in an economic downturn. And we're also positioned in 2 very strong gross markets, which will grow in the long run and also naturally hedge each other. And as mentioned, strong free cash flow covering interest expenses multiple times and we have diversified bond and debt maturities. We expect and we are confident that we delever over time to below 3x again. And also the earn-out liabilities as we saw earlier is the EUR 95 million coming through, then we would add EUR 25 million EBITDA on an annual basis. So that also puts it in a good relationship and therefore, reconfirming our guidance and being very confident around the future performance of the company. And herewith, I would like to hand over then to Remco for our long-term vision.
Remco Westermann
executiveAnd long term with us is 2025. We are not, let's say, a communist country, which is doing 10 year things and so because this market is just too volatile to talk about very long. Thank you both first for the numbers, of course, sorry. Yes, 10 years now, October it will be really 10 years that I'm doing this. We started, let's -- now a few basics of the company. This is basically the building blocks or the stairs, however, we say. First thing that makes life a lot easier, we are acting in growth markets: gaming, media, they're both growing. A lot easier life for a company than to be in markets that are consolidating. I think that's a very important point to say. Within those growth markets, we are positioned on the -- very well on the good side of it. So we are in programmatic advertising, digital advertising, which is growing much faster or whether, let's say, from traditional advertising to digital advertising movement. Games also growing. The demographics, more gamers, more countries gaming, et cetera, and then the shift towards first-party data, the shift towards contextual data is also there, we are well positioned. So I think that's good to really realize this is a company that is in markets that are growing. Second one, platform focus. There's a lot of ways to drive businesses. But at the moment, you have a platform, things get more efficient. The basic platform idea is more volume on the platform is driving more efficiency because your cost basically don't increase as fast as the revenues that you get on the platform. So also that is the second principle, more economies of scale and growing the customer base and getting a bigger share of wallet. So that's the second point or the second rationale behind what we're doing. Third one, building critical mass. When we started with gamigo, just this gaming company, there were a lot of people in the company that said, today, doesn't go well. But tomorrow, we will launch a game and then the world looks different. Look at and then they came with a lot of games that are making billions. Life is not that easy. So what we said, the least risky way to grow is not betting on games, but it's just buying companies and building critical mass. That's what we did in the gaming side. We bought game companies which gave us a lot bigger audience, which allowed us to do cross-selling, which allowed us to gain -- to share knowledge between the parts and really build critical mass and which most of all, allowed us to really run a portfolio strategy. So do not have to bet on we can do -- we can afford 1 or 2 game launches. Now, we can afford 50 game launches. And even if 49 of them are not successful, this company will not suffer from it. So you can really -- you have to run a portfolio strategy in gaming. That's what we did with M&A. We build critical mass. And from that, we are now using it as a launch platform. The same, media side. We said we want to strengthen the gaming side with media. We could have done everything from scratch. I mean, it would have taken much longer, much more risk probably now in the current downturn of the economy. We would have stopped all those projects because they are taking too much money. So what we did also there, learning from the gaming side, M&A. We made a draw board. We said we want to be DSP, SSP, multichannel data, and we just bought companies that fit in there. Last puzzle of blocks were basically Dataseat and AxesInMotion, mobile gaming company and a contextual DSP, which we said, okay, that's what we need. Is there more? Of course, but not things that we really need to leverage and to excel our things. So M&A, very important -- and as Sonja said, yes, not at the moment, our focus. We have a lot of stuff internally always saying, and it's a very -- not very elegant way of saying it. We acquired a lot of toys. Now we have to play with them. And it's -- yes, it's time, and we have synergies and all that kind of things. So we don't need M&A at the moment, and I think it's kind of fitting very well with the marketplace where we're in, also doesn't make do -- makes sense to do M&A at the moment because of leverage and all these kind of things. With all the things that we have, it's the flywheel. It's really -- and I think we have said it so many times that you probably dream from it tonight, but we have the flywheel and it's really the combination of adtech, the first-party content, first-party data and yes, spinning it, the synergies. That's where we are now. And with everything that we bought, we have really bought nice technology, we've partly bought technology that's not so great. So for example, liquid platform or liquid tech that we bought to connect the TV. Great customer base, but the technology is really terrible. We had, I don't know, 3 to 4 crashes per day, and we have now semi stabilized it, but we will duplicate that platform. In Smaato, we also have a CTV platform. So those are things that are happening in the background that you don't see, but there's a lot of optimization happening between the parts that we acquired. With what we have now, it's about really building USPs, really making sure that we do things more different. We have already this full vertical, the multichannel, which makes it special. There's hardly anybody in the market who has that. But we can make our platform available for SaaS. We partly do that already. Transparency. This market is totally transparent. All the platforms, it's dark black boxes, especially Google and Apple. You don't even know where your marketing money is spent partly. So there's a lot to gain in transparency, not only towards where my ads are shown, but much more in this market. Contextual very interesting. ATOM is one of the things that we're working on. So it's now really -- we are working in this company and we're further investing in USPs to further excel with what we have. So this is a bit of history and a bit of outlook here. Yes, Vision 2025, let's spin the flywheel and there's still a lot of things to do. So it's the network effect that we use between the 3 elements, but just to go through different parts that we can still do. Actively launching games, that's something that we are doing. Sorry, I can't better show it here because it's so big. Actively launching games, the game updates, DLCs, et cetera. I mean, Jens covered most of these parts and Miguel, growing the SDK base via onboarding more publishers, boarding IPs to other platforms, question that came from. On the data side, adding tech capabilities, AI, big data, we are hiring experts for that. We have quite a few already, but we need more. Focus on contextual data, focus on ATOM, increasing scale via first-party data and increasing scale via partners. And then when it comes to the tech platform, it's improving, of course, the ad platform, increasing cost efficiency, onboarding advertisers and publishers, investing in open source, which is a very special point, for example. The SDK that we have is, at the moment, the only open source SDK in the market. MoPub was the other one, but that was duplicated by AppLovin. There's an opportunity there because open source gives trust is again a point of transparency. So that's one of the points that we further want to continue to build on and continuous innovation, which is really bringing new products into the market. So that's the flywheel. And then some headlines above it. You have seen these before, at least it's in our slides, with a small tweak, by the way. Being one of the most desired global companies to work for, that's still very important. And I have to really compliment my whole team here and also the people that are not here, it's great to work with them. They're really talent. They're good managers, and that is what is building a company. And one of the very important points from what I really rate as most important, no politics. We really go for building the company, expanding the company, and we hate people that do politics, so we try to fire them. We fire them. Embracing diversity global, professional, global also. Yes, it's very different if you're in India or if you're Indonesia or in the West Coast U.S., it's totally different cultures, different styles. But we make it work together. Engage, very important, innovative and strong drive. We want people that really want to bring this forward. Becoming 1 of the top 5 worldwide leading ad software platforms. We are now a top 5 mobile platform in that platform. We want to also transport that to our other platforms, but here also transparent, open source, innovative, multi-format, omni platform vertically integrated. [indiscernible] a few times. This one, we found out was missing in the last slide. So this is what we added now, delivering cool games. Of course, very important part of it, really the first-party content because that's also driving the whole story, the whole flywheel. So focus on making players enjoy our games while monetizing to further invest in new content. Then -- it's not only internally no politics. We also want externally, respecting our partners' values, delivering transparency to clients. There's too much tweaking in this market, too much in transparency. So we think that we can also win with really trusting the partners. When we have gaming customers, we don't use the data just as is, we would ask them for it, we pay them for it. So those things are very important, combining our own and partner strength, consent-based partner data sharing and also working together with a lot of partners. And building clear USPs that differentiate us, including a white label platform enabling companies to have their own ad software platform and control their own data. Those are our 5 headlines. There's much more happening. We are 800 people, more than 800. So there's more projects than a few that we can stem. On the other hand, it's also, as I showed before, about focus and really executing the things that we do. That brings me to the end of the presentation. And yes, time for questions, and then we have a few drinks and stuff. But we will also ask you about the format, if it's good. We were a bit afraid of going too deep into ad tech because it's really -- there's people here that are very experienced and people that's less. Sometimes it's really a thick book that -- yes, it's very difficult to understand and the deeper you go, the more difficult it gets, but we want to give you insights, share these with you and we'll also want to collect some feedback if this format is working well.
Jenny Rosberg
attendeeOkay. Paul, join Remco on the stage. And we open up for questions. And yes, we will take 1 here in the room while the operator get ready with the questions on the phones.
Sören Barz
executiveI'm just going to give the instructions first. [Operator Instructions] But we will start with a question here from the room.
Jenny Rosberg
attendeeYes.
Fiona Orford-Williams
analystFiona from Edison. You've talked about adding customers. What are you finding are the main points of resistance both on the supply and the demand side?
Remco Westermann
executiveSameer?
Sameer Sondhi
executiveWe are building blocks of a very large platform. Do we do everything? No. And I'll give you an example. Are we good into rewarded video slots, large-scale video slots? No, not today. But now having Dataseat as an asset, which is a DSP, 90% of the spends currently are on large units. So if we go towards large gaming pubs on that category, now we know that we will be there, right? So that is one example. Are we the best in class to be on CTV? No. We have a very fast-growing business. These premium pubs, they would ask you such a difficult set of questions, give me all the advertisers list that you're running on PMPs, how many direct brand advertisers do you have, right? So we are basically taking those steps. But these are some common examples. And similarly, we asset through Smaato, we acquired mobile, web and desktop assets. Are we there on every premium global publisher on the web or mobile web? No. Are we -- we are still continuing to do cookie sinking with all the DSPs. We are investing into other technologies and the cookies are out. So these are few examples of resistance.
Remco Westermann
executiveBut also here, it's about, of course, adding new customers on the supply side and on the demand side. And so when we talk about customers, it's also suppliers as well as demand side. But it's, of course, also about scaling customers. And if you work for a customer like, I don't know, McDonald, Amazon or whoever, they have -- they use multiple channels, they use multiple agencies often very much. So the structures are very complex in the market, but it's all about delivering quality, showing that they really get money for the -- value for money. And for us, I would say we almost work for everybody already. So it's more about scaling the customers and making sure that they start buying other products instead of really new customer acquisition, where we're still not as strong as I would like to be as with the holdco. So the -- what is it, the big WPPs, et cetera. That takes a bit of time. The companies that we acquired, none of them had really strong, but some had some positions, but that's something that we still want to further build on where we also hire people then that have the contacts and that get us in there. So there is still...
Paul Echt
executiveMay also see the results already with the 76% organic growth also on the demand side. And by adding also further M&A, that will also bring other customers in where we can cross sell, et cetera. So there's a lot of synergy effects which we can create going forward. But I think also due to the new segment reporting, we can really see already quarter-by-quarter now that the strategy also looks out from a financial perspective.
Sameer Sondhi
executiveBut there is still room -- still a lot of room ahead. We talk about the EUR 500 million, EUR 600 million. That's a billion market, we're peanuts in that. So we still have to grow.
Jenny Rosberg
attendeeOkay. So should we go on the phone or take more questions from -- okay, we go. Yes?
Edward James
analystEdward James from Berenberg. Just got a couple of questions around FX and organic growth. Could you just explain whether -- what the FX impact is to the organic growth in second quarter? And sort of how does that compare on a constant currency basis to where the business was last year? And a second question is that if we look at the last 12 months of revenue and we gross up, say, Q3, Q4 last year for the FX environment we're in now, how does that compare to the guidance range because we probably are already there? And does that imply an extreme sort of slowdown in constant currency organic growth as a result?
Paul Echt
executiveSo yes, maybe to answer that, so we don't report FX. There's a few percentage points where we had positive tailwinds also in the second quarter from it. Maybe also to mention, but we also have a lot of cost in U.S. dollars. And therefore, on an EBITDA and free cash flow basis, it's fully balancing out. So we had, I think, EUR 300,000 for the first half year in terms of profits from FX because the positive and negative effects were setting off. And therefore, yes, there is a certain effect. But yes, we also were showing a lot of strong organic growth, I think, on the demand side, where it's also somehow small impacted by FX, but it's not a very big impact on that end. And overall, our company is scaling quite nicely. And one thing which impacted, obviously, also certain revenue growth is that also the CPMs have been decreased, but that was also then overcompensated by further ad impressions, which we were delivering to end consumers. And therefore, due to a lot of traffic could still also generate good organic growth.
Sören Barz
executiveOne more from the room.
Danesh Zare
analystDanesh Zare from Redeye. Yes, speaking about the balance in the gaming portfolio. So you mentioned in the report that yes, the gaming -- free-to-play gaming is very recession-proof. But at the same time, the mobile games, you're monetizing that through ad spending, which is not that recession-proof. Can you speak a little bit about the gaming portfolio where you have the MMO games, which are supported more by in-app purchases and subscriptions, which might be more recession-proof?
Remco Westermann
executiveDo you like to take it, Jens? Jens, come up on the stage.
Jens Knauber
executiveSo to be honest, I didn't get the question to 100%. So we further will monetize our mobile games via in-app advertisement but also further improve our inner purchases in our mobile games. So as an example, AxesInMotion for Extreme Car Driving Simulator, we're going to integrate an item, so to say, an item shop where you can buy cars all those because we also see that there's a high potential to grow those revenue streams. And then for sure, when we talk about the MMO business, there's no plan to integrate an in-app advertisement at the moment. That's just not what you do in big PC MMOs. So there, we further go on monetizing by subscriptions and in-app purchases. So further adding content, it's just what we did in the last 12 months, just continuing that for the MMO business. And mobile, indeed, also setting a second focused parallel to in advertisement on in-app purchases and then again, user acquisition via our own.
Danesh Zare
analystYes. The question was basically, if you're seeing that MMO or PC console is more stable in a recessionary environment than the mobile?
Jens Knauber
executiveIt depends on how you monetize your mobile games for sure. So if you have a purely ad monetized mobile game, yes, I would say MMOs maybe a little bit more stable. But we have so much opportunity with our mobile portfolio that I would not give you a hard yes on that. I would say, so much opportunity that we still will see growth, organic growth, also together with UA from Verve that we will see organic growth even on our mobile games portfolio in a down going recession market.
Remco Westermann
executiveBut there are some headwinds because the CPMs go down with IDFA, some people have started spending less or, let's say, stopped some spend. So we see indeed that there is less spend on games. On the other hand, there is so much potential that we have, first of all, because we don't -- we are not dependent on the IDFA with contextual stuff that we have. And secondly, we have so much more growth and also margin improvement that we can realize, we're doing it by our own part that we don't see the market pressure that a lot of others see.
Danesh Zare
analystAnd a quick follow-up. You don't report the gaming segment separately anymore in detail. Could you give some color on how much is PC console versus mobile?
Paul Echt
executiveSo we don't report these numbers anymore. The only thing which we can say is in the end that we have a very stable MMO portfolio. Also, the KingsIsle acquisition had a single-digit organic growth year-on-year. And then obviously, we added also a lot of mobile games now, especially also with the AxesInMotion acquisition where we see a pretty nice double-digit organic growth, and that is something which we don't take into account yet because it's just after 12 months. But overall, yes, we still have a very solid MMO portfolio but expanding more and more also towards the mobile space.
Jenny Rosberg
attendeeOkay. Any more questions in the room? Should we also check with the operator?
Sören Barz
executiveYes. [Operator Instructions] As of right now, we don't have any questions on the phone lines. So let's continue in the room, maybe.
Jenny Rosberg
attendeeNo, we have one at the back here. Yes?
Unknown Analyst
analystJust with regards to the mobile segments of the advertising business. We've seen within casual games and hyper-casual games that sort of downloads are sort of normalizing, but probably normalizing a lot faster than most people thought because user acquisition is becoming more difficult. So the question, I guess, I'm asking is how much of the ad inventories sold to other gaming companies, i.e., a gaming -- kind of gaming app trying to acquire users from another casual gaming app? And how much of that portfolio is also hypercasual? Because hypercasual segment's going to come into quite some pressure. So what I guess what I'm trying to understand is as we see the normalization in hyper-casual and casual, how exposed is the business to that? And therefore, is growth there, just more of a market share shift from using identifiers to contextual? And how hard is that going to be to offset?
Remco Westermann
executiveYour question is already showing how complex this business is. But I think, Sameer, if you can give from there.
Sameer Sondhi
executiveSo see, what we do here is all the publishers that work with us, we are 1 of the top 5 mobile exchanges today. Selling this inventory, we don't block unless and until it's a recommendation from a publisher that do not expose me to this advertiser. We have a growing base of performance-based DSPs, and I can name a few. These performance-based DSPs, it's their wish, it's their choice, whether they want to advertise on a hypercasual or a casual or a ton of non-gaming premium publishers or so called, et cetera. So we do not restrict it. It's at the choice of these DSPs. But now within our own Dataseat choice of which publishers to go for, where the performance is, it's a very new addition to the family. And we will be more scientific towards the best approach on formalizing the right audience to reach on.
Unknown Analyst
analystAnd then sorry, just as a follow-up to that. I noticed that quite a few of the sort of very large casual gaming companies, be that Rovio or King, where they've got very big brands are sort of shifting more to top of funnel types of engagement because basically, trying to identify specific uses is quite difficult. In that context, your flywheel, do you think that sort of positions you better compared to even some of the AppLovins of this world or the Iron Sources, et cetera, because they are much more focused on sort of the bottom end of that funnel?
Remco Westermann
executiveI would think -- David take this one or Ionut. I mean they're fighting already.
David Philippson
executiveGood question. So I do agree. These publishers that we're monetizing through pure performance because the demand side could identify which users that monetize incredibly well. That has become harder for the publishers, so I completely agree. But a good way to fill that is, as you say, start going up the funnel. So you can then start working more with brand, more with agency, more on increasing that upper funnel percentage of the business. And I think you would agree, within MGI, we do have different demand-side platforms. I think [ Matched1 ] is one, Platform 161 is another and they are very much -- more so than what we are. I'm more selling to those hard core performance gaming companies and will remain in performance because that's where we specialize. But I think one of the strengths of MGI is that they do have different demand-side platforms that focus on different parts of the market. So really, there's a nice hedge there. But yes, I do agree with your observation, and I think there will be more brand spend coming through different DSPs. Might not be mine, but honestly, delivering a brand campaign is easy. It is. It's the performance stuff that's hard. If you can fill up some of those gaps with brand dollars from MediaCom and Coca-Cola, then we'll take that all day long.
Remco Westermann
executiveIonut wants to add something to that. So Ionut?
David Philippson
executiveIt was a very good question. You're getting everyone involved.
Ionut Ciobotaru
executiveVery good question. That's something else to the conversation. So once you reach, let's say, how do you say, food penetration in 1 channel, let's say, mobile, let's say, there are certain challenges now with IDFA and so on. What do you do as a business, right? You look at where else can I grow and you look at, hey, which other digital segments are coming up and growing every year with double digits and so, right? And one will be CTV, right? And we're experts in brand. We push audiences for top of the funnel, right? It was on my slides before. And we also layer audiences there. So we don't just randomly send brand ads on CTV, but we know, okay, which audiences, which households could be more interested in casual games, for your example, and then maybe we follow up with the banner with data set and get the conversion as well if we saw desire, right? So that's -- yes, that's what I wanted to add to that part.
Remco Westermann
executiveSo now we need 2 more questions to get Miguel and...
Jenny Rosberg
attendeeSonja and Miguel joining up on the stage because if we don't have any more questions, I would like to have the whole team up here. And then Remco, I think it's time to wrap up. So I'm going to hand over to you for the final remarks.
Remco Westermann
executiveYes, I would like to impolite start to thank the team for what they did and what they're doing and how they're presenting here, really very happy to work with these talents and to bring this company forward. And I would like to thank all of you, people here, people online, but all our investors, all our partners you make it possible that we do this. You believe in us, you invest in us. And yes, we will do our utmost best to further build value in this company. I hope we were able today to convince you or to show you what we are on to and that this company really has a very bright future. But there's also still a lot of work to do this, to get further. We are ambitious. We want to grow this company, and we would like to thank you to be on board here. And there will be time for further questions with coffee. Thank you very much.
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