Capital Markets Seminar Hendrik Klindworth, Founder & CEO

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Transcription:

Capital Markets Seminar 2017 Hendrik Klindworth, Founder & CEO

COMPANY SNAPSHOT Founded 2007 In Germany 420 employees in two offices Located in Hamburg & Düsseldorf 200m registered users >30 language versions 6 live games 155m sales 25% EBITDA margin (Q4/16-Q3/17) 2

VIDEO

REVENUE GROWTH (EURm) Total 155 LTM 131 104 2 6 11 21 27 47 0 66 1 82 10 19 33 Mobile 54 LTM 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 4

EBITDA MARGINS 23% 22% 26% 25% 26% 23% 18% Q1 2016 Q2 2016 Q3 2016 Q4 2016 Q1 2017 Q2 2017 Q3 2017 5 Q416 & Q117 adjusted for costs related to MTG s acquisition

2017 GAMING MARKET SIZE PER SEGMENT 33; 31% 7; 6% 18; 17% $33bn 31% $7bn 6% Total $109bn 2.6bn Gamers CAGR +6% $18bn 17% $46bn 42% $5bn 4% 5; 4% 46; 42% Downloaded/ Boxed PC Games - P2P Downloaded/ Boxed PC Games - F2P Browser PC-Games IG relevant market $51bn CAGR +12% CAGR -10% +2% -7% +14% +2% 6 source: Newzoo, CAGR shown for 2016-2020

2017 GAMING MARKET SIZE WORLD Top-Countries Rev and CAGR Mexico $1.4bn (+12%) Brazil $1.3bn (+11%) 51; 47% $8bn 8% Total $109bn 2.6bn Gamers CAGR +6% $27bn 25% $22bn 20% 27; 25% IG relevant market $49bn CAGR +3% Countries Rev and CAGR USA $25.1bn (+3%) Canada $2.0bn (+1%) North America Europe Asia & Pacific Other CAGR +3% +4% +7% +17% Top-Countries Rev and CAGR China $27.6bn (+8%) Japan $12.6bn (-1%) South Korea $4.2bn (+1%) $51bn 47% 22; 20% Top-Countries Rev and CAGR Germany $4.4bn (+3%) UK $4.2bn (+3%) France $3.0bn (+3%) Spain $1.9bn (+4%) Italy $1.9bn (+5%) 7 source: Newzoo, CAGR shown for 2016-2020

FREE TO PLAY BUSINESS MODEL 100 Registrations 8 8

FREE TO PLAY BUSINESS MODEL 100 Registrations 20 Active Users 9 9

FREE TO PLAY BUSINESS MODEL $ $ $ 100 Registrations 20 Active Users 3 Paying Users 50-100 $ per month 10 10

OUR HITS Multiple 100m+ lifetime revenue hits in strategy and simulation genres for both browser and mobile Strategy MMO Launched 2003 Lifetime revenues 100M+ 61m registered players to date Strategy MMO Launched 2010 Lifetime revenues 100M+ 38m registered players to date City Building Strategy Launched 2012 Lifetime revenues 200M+ 66m registered players to date Fantasy City Builder Launched 2015 Lifetime revenues 39M+ 8m registered players to date 11

WORLD CLASS CROSS-PLATFORM EXPERTISE INNOGAMES HAS PROVEN SUCCESS OFFERING GAMES ON BOTH BROWSER AND MOBILE SIMULTANEOUSLY Cross-platform strategy allows for one user login across devices Switch back and forth between devices without ever losing progress Graphics and gameplay optimized for PC, touchscreen and multi-touch gestures CROSS- PLATFORM 12

1 PROVEN IP, LONGEVITY & FINANCIAL PERFORMANCE 4 7 10 13 16 19 22 25 28 31 34 37 40 43 46 49 52 55 58 61 64 67 70 73 76 79 82 85 88 91 94 97 100 103 106 109 112 115 118 121 Time (in months) 10+ years 13

HIGH PLAYER ENGAGEMENT Total Paying Player avg. monthly in k 137 (+27%) 31 (+10%) 58 (-9%) 226 (+13%) ARPPU avg. monthly in EUR 63 (+3%) 56 (+1%) 45 (+2%) 58 (+4%) Q3 2017 compared with Q3 2016 14 14

OPERATIONAL KPI FORGE OF EMPIRES Total game sessions * Worldwide playtime * Q316 vs Q317 Average player age 7.9 bn 149.227 years +25% in DAU 40 years Paying players of active players Players per platform Gender split 9.2% 42% 23% 35% 76% 24% 15 * Since launch

KEY TO LONGEVITY ANALYTICS LIVE-OPS MARKETING 16

ANALYTICS Predictive Analytics: Deep experience in user behavior analysis and predictions. A/B Testing for optimized performance marketing and event trackings WHAT Games/ Marketing Analytics team Intelligent in-game monetization focused on delivering best options to players. Ability to predict potential churning players allows company to take counter-measures. Analytics Data Mining team HOW Market research team WHY 17

EXAMPLE: PREDICTION MODELLING Predict churn of mid-game players at a time where they are still active REGISTRATION ACTIVITY PREDICTION week 1 week 2 week 3 week 4 week 5 week 6 week 7 A/B test: daily retention in week 2 19,5% 21,2% Control group Test group 18

MARKETING: DRIVEN BY PERFORMANCE Brand Customer Marketing Lifetime Value > Customer Acquisition Performance Costs Marketing Brand awareness (aided and unaided) Registrations / Traffic Attribution Relevant set / first choice Paying Players Net Promoter Score Customer Lifetime Value Rating in comparison to competitors Campaign profitability / ROI We know which campaign the players came from We know the single campaign s costs We know the lifetime value of the acquired players We know the ROI of the campaign CAMPAIGN PROFIT = TOTAL LIFETIME VALUE TOTAL COSTS + The systems are centralized and automated which reduces the workload and eliminates errors + Every category uses the same performance data which makes them comparable 19

LTV LIFETIME VALUE PREDICTION Based on the payments within 30/180/360 days after registration, the 720 day lifetime value of a user can be predicted with great accuracy 95% Ø overall accuracy THIS IS FUNDAMENTAL TO MAKING MARKETING PREDICTABLE 20

MARKETING CASE STUDY Elvenar Ramp Up Net Revenue Ad Spend 21

LIVE-OPS Clear, predictable and sustainable process with constant improvements Events every second week for a longer stay and joining the Games Leads to extreme long-term motivation and fun for our players CRM: Individual offers to gamer and reactivate churning players Always fresh and new content Sales-driven and A/B Testing 22

23 FUTURE GROWTH

STAGE GATE PROCESS Central Stage Gate process and agile teams Milestone-based Game creation process in <2.5 years Core elements shared across studios Only top games are launched CONCEPTION PRODUCTION LAUNCH Pitch Prototype Concept Pre- Production Production I - basic game - Production II - first session - Production III - Content 30 days - - First 7 days - Stability Engagement Scalability Silent Launch I - Tech - Silent Launch II - LTV 7 - Silent Launch III - LTV 30 - Soft Launch Duration: 6 8 months Duration: 10 16 months Duration: 4 6 months Duration: 2 2.5 years Budget: 2 5m EUR 24

PRODUCT LIFECYCLE MODEL PRODUCE INTRODUCE GROW ESTABLISH DECLINE Positive profits High profit margins Highest profit margins No revenues Cost budgets Negative profits High marketing invest Strong revenue grow Negative profits Strong marketing invest High & growing revenue level Little marketing invest Strong & solid revenue level No marketing invest Low cost base Declining revenues 25

THREE PILLARS OF SUCCESS CREATE new mobile-only games LEVERAGE our successfull browser games & bring them to mobile BUY existing games which fits to our portfolio 26

SUMMARY Focus on a strong team and best talents Proven monetization ability bottom down line Focused strategy with clear USPs, Analytics and Marketing numbers Proven track record to create cross-platform games not a one-hit wonder Future growth driven by mobile expansion and browser consolidation 27

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We re here to make great games for our players with high quality, virtual worlds that link millions of people around the world Anytime, anywhere! GO GET IN TOUCH: @innogames /innogames /innogames www.innogames.com