ITEM 2. MANAGEMENT’S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS
This Management’s Discussion and Analysis of Financial Condition and Results of Operations is intended to provide a reader of our financial statements with a narrative from the perspective of our management on our financial condition, results of operations, liquidity and certain other factors that may affect our future results. You should read the following discussion of our financial condition and results of operations in conjunction with the condensed consolidated financial statements and the accompanying notes included elsewhere in this Quarterly Report. The following discussion contains forward-looking statements that reflect our plans, estimates and beliefs. Our actual results could differ materially from those discussed in the forward-looking statements. Factors that could cause or contribute to these differences include those discussed below and elsewhere in this Quarterly Report. The forward-looking statements included in this Quarterly Report are made only as of the date hereof. See “Special Note Regarding Forward-Looking Statements” for a discussion of the uncertainties, risks, and assumptions associated with those statements.
Overview
We develop and publish apps for mobile platforms that we believe can be leaders within their respective categories, with a focus on social-casino games. We refer to these titles as “Category Leading Apps.” Our library includes over 300 titles that, collectively, have achieved over 495 million mobile downloads, including notable properties such as Video Poker Classic and Solitaire Dash. We generate revenues through the sale of branded advertisements and via consumer transactions, including in-app purchases and subscriptions. We are headquartered in New York, with product development and marketing teams located in North America, Europe and Asia. Consumers can find high-quality mobile applications from us wherever they see the “T” character logo.
Our Revenue Model
We rely primarily on a revenue model known as “free-to-play” (“F2P”) or “freemium,” which means that our games are free to download and play. Unlike traditional console-based video games, which are sold for a fixed retail price, the revenues from F2P mobile games are generated through a combination of in-app purchases (wherein the user purchases additional premium content, functionality or in-game currency with which they can improve or extend their game experience), and advertisements displayed within the game. As part of the process of developing and marketing a new game, we may enter into revenue share agreements with developers or publishers whereby we agree to share a portion of the revenue generated by a game in exchange for services related to the development or publication of the game.
In order for the F2P revenue model to be successful, it requires that a game have a large base of non-paying users and an adequately sized subset of recurring paying users. As a result, the tracking and optimization of measures such as daily active users (“DAUs”), average bookings per user (“ABPU”), player retention rates (e.g., Day 1, Day 7 and Day 30 retention), player conversion rates, average revenue per paying user, and player lifetime values (“LTVs”) are essential to the successful management of mobile games. Ongoing investments in marketing, product development, and active operations within a game, sometimes called “live ops,” are therefore important to acquire, accumulate and maintain an audience of loyal, paying users.
Products
We currently publish two types of mobile apps and games: Category Leading Apps and Rapid-Launch Games.
Beginning in 2017, we shifted our focus from our legacy Rapid-Launch Games business to our Category Leading Apps business, and while we continue to publish both types of games based on our substantial library, our new development and publishing activities are exclusively focused on Category Leading Apps.
Category Leading Apps
We believe our Category Leading Apps are visually beautiful, functionally in-depth products, with high production values and significant revenue potential. They are developed and published selectively based on both original and licensed intellectual property. These titles require considerable development investment and, in the opinion of management, have the potential to become evergreen mobile franchises that can become market leaders within their respective categories. These apps are monetized primarily through consumer app store transactions and, to a lesser extent, through brand advertising. These apps are published primarily under the Tapinator brand.
We have historically succeeded in getting our Category Leading Apps featured at launch by the major app stores, including within Apple’s “New Games We Love” category. Beyond initial product launch, we acquire customers for these products via paid acquisition channels for applications in which we achieve player LTVs that, on average, exceed the CPI.
Rapid-Launch Games
Our Rapid-Launch Games are legacy titles that were developed and published in significant quantity beginning in 2013. These are highly casual products that were built economically and rapidly based on a series of internally developed game engines. These games are monetized primarily through the sale of branded advertisements and via paid downloads. Since our formation, we have compiled a large library of over 300 such games and, while we are not currently developing new Rapid-Launch Games, we believe our existing portfolio will continue to produce a long-tail of revenues over the next several years. However, revenues from our Rapid-Launch Games have been declining over the past two years and we expect them to continue to decline during this revenue tail period over the next several years. Our Rapid-Launch Games are published primarily under our Tap2Play brand.
Strategy
In early 2017, we began a major strategic shift to focus more of our investment and management resources into our Category Leading Apps business and, more specifically, into the social-casino genre. We believe the potential size, quality and sustainability of revenues and earnings from this business is significantly greater than that of our legacy Rapid-Launch Games business. We completed this shift during the fourth quarter of 2018 and we are now focused on developing and operating these Category Leading Apps, primarily within the social-casino genre. The larger competitors in this market include Playtika Ltd. (“Playtika”) (acquired by Giant Interactive Group Inc. (“Giant Interactive”) for $4.4 billion in 2016), Zynga Inc. (“Zynga”), SciPlay Corp. (“SciPlay”), HUUUGE, Inc. (“Huuuge Games”), and Murka Entertainment Limited (“Murka”) (acquired by The Blackstone Group (“Blackstone”) in 2019). We believe that these companies have achieved success by (i) focusing on the most well established social-casino game types (e.g., slots, bingo and multiplayer poker) and (ii) focusing on improving production values, running live ops, and adding content to their games rather than gameplay innovation. We believe this creates market opportunity for several winning strategies. First, with games such as Video Poker Classic, we have focused on niche casino game types that are not dominated by large competitors but that nonetheless have significant player followings. We believe similar niche opportunities continue to exist. Second, with the upcoming launch of Castle Builder, our new slots title, we believe that applying gameplay innovation to slots, an area that otherwise offers sparse differentiation between games, can result in a highly sustainable and successful product.
Our goal for our Category Leading Apps business is to develop a small number of core franchise titles, primarily within the social-casino genre, that can achieve lifespans of at least five to ten years, and where we can grow these titles into sustainable market leaders within their respective product categories. In order to accomplish this, we are working to achieve customer LTVs that exceed customer acquisition cost, at scale. To date, we have been able to achieve this, at certain customer volumes, for two products: Video Poker Classic and Solitaire Dash. We seek to build a valuable portfolio of these core franchise titles that can represent repeatable, stackable and long-term revenue streams for us.
Our Growth Opportunities
We believe that we have several promising growth opportunities:
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Existing Games: We are continuously investing in and growing our current games by enhancing their functionality and delivering fresh content, improving our monetization and marketing engines to improve player engagement, increase conversion of free players to paying players and drive per-player monetization. As we continue to develop our games, we believe we will be able to further monetize our existing user base and attract new players. With access to additional marketing capital, we believe there is significant opportunity to scale our existing games as we increase market penetration for these titles.
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New Games: We intend to continue to capitalize on our ability to build successful social-casino games and evergreen apps by introducing new titles that appeal to specific audiences and offer highly differentiated, best-in-class experiences.
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Live Operations: We use live operations, or live ops, to create and execute events and promotions that are designed to maximize retention, revenue and player happiness. We view live ops as having four key components: content delivery, offers/promotions, events and product improvements. Content delivery allows us to provide new content (for example, new levels) to our players. Offers/promotions allow us to tailor both free and paid virtual currency and other offers to each player, depending on that player's past history with the game. Events allows us to provide content in the game that is available for a limited time such as a theme that is unlocked for a specific holiday. Product improvements is a continuous process where we analyze each game's metrics to invest in existing functionality and new feature development.
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Strategic Acquisitions: We expect to pursue select strategic acquisitions to augment our organic top line growth and continue to build out our app portfolio. We plan to seek small, entrepreneurial teams that are focused on a single evergreen product. We expect that we will specifically target products that operate at sub-scale or that otherwise have not been optimized to achieve their full monetization potential.
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Current Outlook
Our conviction regarding our social-casino focused, Category Leading Apps business has strengthened during 2019. We delivered year-over-year bookings growth of 30% within this business during the first nine months of this year. When adjusting for bookings recorded in the previous period in connection with one-time Upfront Payments that we received pursuant to the SD License Agreement, we delivered year-over-year bookings growth in excess of 100% within this business during the first nine months of this year. Based on the strength of this performance and the growth opportunities discussed above, we believe we are well positioned to continue to deliver solid bookings growth in the years ahead. We expect this growth to be driven by our seasoned franchises such as Video Poker Classic and Solitaire Dash, combined with recently launched titles such as Crypto Trillionaire and My Horoscope, and from our new game pipeline. We are particularly excited about our upcoming launch of the latest update to Video Poker Classic in November 2019. This significant update features new progressive jackpot functionality along with expanded live ops capabilities. We believe that both features will have a positive impact on retention and monetization, as we continue to invest in and scale Video Poker Classic into 2020.
In terms of upcoming game launches, Castle Builder, our new social-casino title, is currently in soft-launch in select international markets and features a slot mechanic, with innovative metagame systems that have been adapted from similar systems used in real money gaming. The title is made possible through our recent licensing deal with a major European real-money slots developer. The real-money version of the product is currently a top performing slot game across over 200 online casinos in a number of European countries. While we previously planned to launch this title globally during the fourth quarter of 2019, we have decided to delay launch until the first quarter of 2020 and instead focus our development and marketing resources for the remainder of 2019 on our already live applications.
Looking forward to 2020, we are actively seeking to add to our portfolio of social-casino titles through both organic product development and via selective publishing or acquisition opportunities. We are currently developing one such title that is expected to be released during the first quarter of 2020.
Key Metrics
We regularly review a number of metrics, including the following key operating and financial metrics, to evaluate our business, measure our performance, identify trends in our business, prepare financial projections and make strategic decisions.
Key Operating Metrics
We manage our business by tracking various non-financial operating metrics that give us insight into user behavior in our games. The two metrics that we use most frequently are Daily Active Users (“DAUs”) and Average Bookings Per User (“ABPU”).
Daily Active Users – DAUs. We define DAUs as the number of individuals who played a particular smartphone game on a particular day. An individual who plays two different games on the same day is counted as two active users for that day when we aggregate DAU across games. In addition, an individual who plays the same game on two different devices during the same day (e.g., an iPhone and an iPad) is also counted as two active users for each such day when we average or aggregate DAU over time. Average DAU for a particular period is the average of the DAUs for each day during that period. We use DAU as a measure of player engagement with the titles that our players have downloaded.
Average Bookings Per User – ABPUs. We define ABPU as our total bookings in a given period, divided by the number of days in that period, divided by, the average DAUs during the period. We believe that ABPU provides useful information to investors and others in understanding and evaluating our results in the same manner as our management and board of directors. We use ABPU as a measure of overall monetization across all of our players through the sale of virtual goods and advertising.
Key Financial Metrics
Bookings. Bookings is a non-GAAP financial measure that is equal to revenue recognized during the period plus or minus the change in deferred revenue during the period and amounts billed, but uncollected, pursuant to contractual license agreements. We record the sale of virtual goods as deferred revenue and then recognize that revenue over the estimated average life of the purchased virtual goods or as the virtual goods are consumed. Bookings is a fundamental top-line metric we use to manage our business, as we believe it is a useful indicator of the sales activity in a given period. Over the long term, the factors impacting our bookings and revenue are the same. However, in the short term, there are factors that may cause revenue to exceed or be less than bookings in any period.
We use bookings to evaluate the results of our operations, generate future operating plans and assess the performance of our company. While we believe that this non-GAAP financial measure is useful in evaluating our business, this information should be considered as supplemental in nature and is not meant as a substitute for revenue recognized in accordance with U.S. GAAP. In addition, other companies, including companies in our industry, may calculate bookings differently or not at all, which reduces its usefulness as a comparative measure.
Trends in Key Operating Metrics
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Three Months Ended
September 30,
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Nine months ended
September 30,
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2019
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2018
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2019
|
|
|
2018
|
|
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(In thousands)
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|
|
(In thousands)
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All Apps
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Average DAUs
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168
|
|
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261
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|
|
190
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|
|
|
476
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ABPU
|
|
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0.05
|
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|
|
0.03
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|
|
|
0.05
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|
|
|
0.02
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|
The decrease in average DAU for the three and nine months ended September 30, 2019 as compared to the three and nine months ended September 30, 2018 was related to the continued decline in new player installs of our legacy Rapid-Launch Games that began in the fourth quarter of 2016 and that has continued through the third quarter of 2019.
ABPU increased for the three and nine months ended September 30, 2019 as compared to the three and nine months ended September 30, 2018 because a larger percentage of our overall player base was derived from our better monetizing Category Leading Apps and from significant improvement in the monetization of our Category Leading Apps in 2019.
We expect further comparative decreases in DAU in 2019 as new player intalls of our Rapid-Launch Games continue to decline and the Company continues to focus its efforts on its better monetizing, but lower volume Category Leading Apps.
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Three Months Ended
September 30,
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Nine months ended
September 30,
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2019
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2018
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2019
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2018
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(In thousands)
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(In thousands)
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Category Leading Apps
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Average DAUs
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31
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29
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34
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29
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ABPU
|
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0.20
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0.11
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0.19
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0.11
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The average DAU within our Category Leading Apps increased slightly for the three months ended September 30, 2019 as compared to the three ended September 30, 2018. This increase resulted from the successful launch of My Horoscope in the second quarter of 2019, Crypto Trillionaire in the first quarter of 2019 and audience gains in Video Poker Classic, all of which were offset by declines in Fusion Heroes and Dice Mage 2, games that the Company has not promoted since 2018.
The average DAU within our Category Leading Apps increased for the nine months ended September 30, 2019 as compared to the nine months ended September 30, 2018. This increase resulted from the successful launch of My Horoscope in the second quarter of 2019, Crypto Trillionaire in the first quarter of 2019 and audience gains in Video Poker Classic, all of which were partially offset by declines in Fusion Heroes and Dice Mage 2, games that the Company has not promoted since 2018.
The increase in our Category Leading Apps’ ABPU for the three and nine months ended September 30, 2019 as compared to the three and nine months ended September 30, 2018 was primarily related to the successful launch of My Horoscope in the second quarter of 2019 and monetization improvements in Video Poker Classic in 2019.
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Three Months Ended
September 30,
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Nine months ended
September 30,
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2019
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2018
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2019
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2018
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(In thousands)
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(In thousands)
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Rapid-Launch Games
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Average DAUs
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137
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234
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|
156
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|
447
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ABPU
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0.02
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|
0.01
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|
|
|
0.02
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|
|
|
0.01
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|
The decrease in average DAU within our Rapid-Launch Games for the three and nine months ended September 30, 2019 as compared to the three and nine months ended September 30, 2018 was primarily related to the continued decline in new player installs of our legacy Rapid-Launch Games.
The increase in average ABPU within our Rapid-Launch Games for the three and nine months ended September 30, 2019 as compared to the three and nine months ended September 30, 2018 was driven by increases in advertising prices (“CPM’s” or “Cost Per Thousand Impressions”) and a shift in revenue mix from advertising to consumer transactions during the relative periods.
Results of Operations
The following sections discuss and analyze the changes in the significant line items in our statements of operations for the comparison periods identified.
Comparison of the Three Months ended September 30, 2019 and 2018
Revenue
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Three months ended September 30,
|
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2019
|
|
|
2018
|
|
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(In thousands)
|
|
Revenue by Type
|
|
|
|
|
|
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Consumer App Store Transactions
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$
|
688
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$
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344
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|
Advertising / Other
|
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131
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337
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Total
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$
|
819
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$
|
681
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Our revenue increased $138 thousand, or 20%, to $819 thousand for the three months ended September 30, 2019 from $681 thousand for the three months ended September 30, 2018. The increase in revenue was attributable primarily to an increase in consumer app store transactions from within our Category Leading Apps and due to the shortening of our statistical estimates for the average user life of paying players within our casino and card games beginning in the second quarter of 2019, pursuant to our revenue recognition policy. Our revenue increases were partially offset by a decrease in advertising related bookings stemming from the continued decrease in DAUs across our legacy Rapid-Launch Games portfolio.
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Three months ended September 30,
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2019
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2018
|
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(In thousands)
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Revenue by App Type
|
|
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|
|
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Category Leading Apps
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$
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557
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$
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380
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Rapid-Launch Games
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262
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301
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Total
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$
|
819
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|
$
|
681
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Our Category Leading Apps revenue increased $177 thousand, or 47%, to $557 thousand for the three months ended September 30, 2019 from $380 thousand for the three months ended September 30, 2018. The increase in our Category Leading Apps revenue was attributable primarily due to an increase in both consumer app store transactions and advertising related bookings resulting from strong user growth and monetization improvements in Video Poker Classic during the most recent quarter, the successful 2019 launches of Crypto Trillionaire and My Horoscope, and the shortening of our statistical estimates for the average user life of paying players within our casino and card games pursuant to our revenue recognition policy.
Our Rapid-Launch Games’ revenue decreased $39 thousand, or 13%, to $262 thousand for the three months ended September 30, 2019 from $301 thousand for the three months ended September 30, 2018. The decrease in revenue was attributable to a decrease in advertising related bookings resulting from the continued decrease in DAUs and new player downloads across our legacy Rapid-Launch Games portfolio, which was partially offset by an increase in consumer app store transactions.
Cost of Revenue
|
|
Three months ended September 30,
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2019
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2018
|
|
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(In thousands)
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Platform Fees
|
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$
|
241
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|
|
$
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156
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|
Licensing + Royalties
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17
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|
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|
8
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Hosting
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4
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|
|
3
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|
Total Cost of Revenue
|
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$
|
262
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|
|
$
|
167
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|
Revenue
|
|
|
819
|
|
|
|
681
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Gross Margin
|
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68
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%
|
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|
76
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%
|
Our cost of revenue increased $95 thousand, or 57%, to $262 thousand in the three months ended September 30, 2019 from $167 thousand in the three months ended September 30, 2018. Our Gross Margin decreased to 68% during the three months ended September 30, 2019 from 76% during the three months ended September 30, 2018. This decrease was primarily due to the absence of platform fees associated with higher revenues in the previous period corresponding to the SD License Agreement and an increase in royalties in the more recent period resulting from the 2019 launch of Crypto Trillionaire.
Research and Development Expenses
|
|
Three months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Research and development
|
|
$
|
124
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|
|
$
|
43
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|
Percentage of revenue
|
|
|
15
|
%
|
|
|
6
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%
|
Our research and development expenses increased $81 thousand, or 188%, to $124 thousand in the three months ended September 30, 2019 from $43 thousand in the three months ended September 30, 2018. The increase in research and development costs was primarily due to an increase in revenue share associated with our Rapid-Launch Games.
Marketing Expenses
|
|
Three months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Marketing and public relations
|
|
$
|
165
|
|
|
$
|
129
|
|
Percentage of revenue
|
|
|
20
|
%
|
|
|
19
|
%
|
Our marketing expenses increased $36 thousand, or 28%, to $165 thousand in the three months ended September 30, 2019 from $129 thousand in the three months ended September 30, 2018. The increase in 2019 was primarily due to an increase in marketing expenditures for our Category Leading Apps.
General and Administrative Expenses
|
|
Three months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
General and administrative
|
|
$
|
684
|
|
|
$
|
783
|
|
Percentage of revenue
|
|
|
83
|
%
|
|
|
115
|
%
|
Our general and administrative expenses decreased $99 thousand, or 13%, to $684 thousand in the three months ended September 30, 2019 from $783 thousand in the three months ended September 30, 2018. The decrease in general and administrative expenses was primarily due to a decrease in labor costs and an increase in the portion of labor costs that were attributed to capitalized software development.
Amortization of Capitalized Software Development Costs
|
|
Three months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Amortization of capitalized software development
|
|
$
|
153
|
|
|
$
|
166
|
|
Percentage of revenue
|
|
|
19
|
%
|
|
|
24
|
%
|
Our amortization of capitalized software development decreased $13 thousand, or 8%, to $153 thousand in the three months ended September 30, 2019 from $166 thousand in the three months ended September 30, 2018. The decrease resulted from the amortization wind-down of our Rapid-Launch Games portfolio, which was partially offset by an increase in amortization of our Category-Leading Apps resulting from the commercial launch of My Horoscope during the first quarter of 2019, and the initiation of this product’s amortization period, combined with increased amortization attributable to Video Poker Classic software development costs that were incurred and capitalized in the first quarter of 2019.
Other (income) expenses
|
|
Three months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Other (income) expenses
|
|
$
|
(0
|
)
|
|
$
|
(1
|
)
|
Percentage of revenue
|
|
|
0
|
%
|
|
|
0
|
%
|
Our other income decreased $1 thousand to $0 in the three months ended September 30, 2019 from $1 thousand in the three months ended September 30, 2018. The decrease in other income was due to lower interest income related to lower cash balances during the more recent period.
Comparison of the Nine Months Ended September 30, 2019 and 2018
Revenue
|
|
Nine months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Revenue by Type
|
|
|
|
|
|
|
|
|
Consumer App Store Transactions
|
|
$
|
2,444
|
|
|
$
|
1,345
|
|
Advertising / Other
|
|
|
533
|
|
|
|
959
|
|
Total
|
|
$
|
2,977
|
|
|
$
|
2,304
|
|
Our revenue increased $673 thousand, or 29%, to $2,977 thousand for the nine months ended September 30, 2019 from $2,304 thousand for the nine months ended September 30, 2018. The increase in revenue was attributable primarily to an increase in consumer app store transactions from within our Category Leading Apps and due to the shortening of our statistical estimates for the average user life of paying players within our casino and card games beginning in the second quarter of 2019 pursuant to our revenue recognition policy. This change in estimates resulted in a one-time reduction in deferred revenue and a corresponding increase in revenue during the more recent comparative period in the amount of $521 thousand. These increases were partially offset by a decrease in advertising-related bookings stemming from the continued decrease in DAUs across our legacy Rapid-Launch Games portfolio.
|
|
Nine months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Revenue by App Type
|
|
|
|
|
|
|
|
|
Category Leading Apps
|
|
$
|
2,173
|
|
|
$
|
951
|
|
Rapid-Launch Games
|
|
|
804
|
|
|
|
1,353
|
|
Total
|
|
$
|
2,977
|
|
|
$
|
2,304
|
|
Our Category Leading Apps revenue increased $1,222 thousand, or 128%, to $2,173 thousand for the nine months ended September 30, 2019 from $951 thousand for the nine months ended September 30, 2018. The increase in our Category Leading Apps revenue was attributable primarily due to an increase in both consumer app store transactions and advertising-related bookings resulting from strong user growth and monetization improvements in Video Poker Classic during the most recent period, the successful 2019 launches of Crypto Trillionaire and My Horoscope, and the shortening of our statistical estimates for the average user life of paying players within our casino and card games beginning in the second quarter of 2019 pursuant to our revenue recognition policy. This change in estimates resulted in a one-time reduction in deferred revenue and a corresponding increase in revenue during the more recent comparative period in the amount of $521 thousand.
Our Rapid-Launch Games’ revenue decreased $549 thousand, or 41%, to $804 thousand for the nine months ended September 30, 2019 from $1,353 thousand for the nine months ended September 30, 2018. The decrease in revenue was attributable to a decrease in both consumer app store transactions and advertising-related bookings resulting from the continued decrease in DAUs and new player downloads across our Rapid-Launch Games portfolio.
Cost of Revenue
|
|
Nine months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Platform Fees
|
|
$
|
875
|
|
|
$
|
642
|
|
Licensing + Royalties
|
|
|
102
|
|
|
|
59
|
|
Hosting
|
|
|
14
|
|
|
|
9
|
|
Total Cost of Revenue
|
|
$
|
991
|
|
|
$
|
710
|
|
Revenue
|
|
|
2,977
|
|
|
|
2,304
|
|
Gross Margin
|
|
|
67
|
%
|
|
|
69
|
%
|
Our cost of revenue increased $281 thousand, or 40%, to $991 thousand in the nine months ended September 30, 2019 from $710 thousand in the nine months ended September 30, 2018. Our Gross Margin decreased to 67% during the nine months ended September 30, 2019 from 69% during the nine months ended September 30, 2018. Our Gross Margin decreased primarily due to ongoing royalties related to the 2019 release of Crypto Trillionaire, and due to the shortening of our statistical estimates for the average user life of paying players within our casino and card games beginning in the second quarter of 2019 pursuant to our revenue recognition policy. This change in estimates resulted in a one-time reduction in deferred platform fees and a corresponding increase in our cost of revenue during the period. These increases in our cost of revenue were was partially offset by the absence of platform fees associated with revenue corresponding to the SD License Agreement.
Research and Development Expenses
|
|
Nine months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Research and development
|
|
$
|
203
|
|
|
$
|
198
|
|
Percentage of revenue
|
|
|
7
|
%
|
|
|
9
|
%
|
Our research and development expenses increased $5 thousand, or 3%, to $203 thousand in the nine months ended September 30, 2019 from $198 thousand in the nine months ended September 30, 2018. The increase in research and development costs was primarily due to an increase in revenue share associated with our Rapid-Launch Games, which was partially offset by a decrease in revenue share associated with the declining revenue base of our legacy Rapid-Launch Games portfolios.
Marketing Expenses
|
|
Nine months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Marketing and public relations
|
|
$
|
587
|
|
|
$
|
302
|
|
Percentage of revenue
|
|
|
20
|
%
|
|
|
13
|
%
|
Our marketing expenses increased $285 thousand, or 94%, to $587 thousand in the nine months ended September 30, 2019 from $302 thousand in the nine months ended September 30, 2018. The increase in 2019 was primarily due to an increase in marketing expenditures for our Category Leading Apps.
General and Administrative Expenses
|
|
Nine months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
General and administrative
|
|
$
|
2,196
|
|
|
$
|
2,403
|
|
Percentage of revenue
|
|
|
74
|
%
|
|
|
104
|
%
|
Our general and administrative expenses decreased $207 thousand, or 9%, to $2,196 thousand in the nine months ended September 30, 2019 from $2,403 thousand in the nine months ended September 30, 2018. The decrease in general and administrative expenses was primarily due to a non-recurring, non-cash, stock-based professional fee related to certain investment banking services provided to the Company in the first quarter of 2018, partially offset by an increase in non-cash, stock-based compensation expenses related to certain RSU incentive grants made in the first quarter of 2018 to our employees and directors, and an increase in cash compensation related to Company personnel primarily associated with expanded game marketing initiatives.
Amortization of Capitalized Software Development Costs
|
|
Nine months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Amortization of capitalized software development
|
|
$
|
494
|
|
|
$
|
437
|
|
Percentage of revenue
|
|
|
17
|
%
|
|
|
19
|
%
|
Our amortization of capitalized software development increased $57 thousand, or 13%, to $494 thousand in the nine months ended September 30, 2019 from $437 thousand in the nine months ended September 30, 2018. The increase is attributable to greater amortization of our Category-Leading Apps resulting from the commercial launch of My Horoscope during the first quarter of 2019, and the initiation of this product’s amortization period, combined with amortization of additional Video Poker Classic software development costs that were incurred and capitalized in the first quarter of 2019. These increases were partially offset by the amortization wind down of our legacy Rapid-Launch Games portfolio.
Other (income) expenses
|
|
Nine months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Other (income) expenses
|
|
$
|
(2
|
)
|
|
$
|
321
|
|
Percentage of revenue
|
|
|
0
|
%
|
|
|
14
|
%
|
Our other (income) expenses decreased $323 thousand, or 100%, to $(2) thousand of other income in the nine months ended September 30, 2019 from $321 thousand of other expenses in the nine months ended September 30, 2018. The decrease in other expenses was primarily attributable to the repayment of our outstanding indebtedness in the first quarter of 2018.
Liquidity and Capital Resources
General
As of September 30, 2019, the Company had cash and cash equivalents of $260 thousand, working capital surplus of $55 thousand and a net loss of $1,496 thousand for the nine months ended September 30, 2019. The Company currently anticipates that in order to achieve its growth objectives, additional financing will likely be required within the next twelve months. There is no guaranty we will be successful or, if successful, that the terms of such financing will be favorable to the Company.
|
|
Nine months ended September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
Cash flows provided by (used in):
|
|
|
|
|
|
|
|
|
Operating activities
|
|
$
|
(140
|
)
|
|
$
|
314
|
|
Investing activities
|
|
|
(471
|
)
|
|
|
(643
|
)
|
Financing activities
|
|
|
-
|
|
|
|
1,092
|
|
Increase (Decrease) in cash and cash equivalents
|
|
$
|
(611
|
)
|
|
$
|
763
|
|
Operating Activities
Our cash flow from operations varies significantly from quarter to quarter and from year to year, depending on our operating results and changes in operating assets and liabilities.
In the nine months ended September 30, 2019, net cash used in operating activities was $140 thousand, which was primarily due to a $1,496 thousand net loss, an increase of $74 thousand of accounts receivable, net, a $237 thousand decrease in deferred revenue, and a $194 thousand decrease in due to related parties. These amounts were offset by a $9 thousand decrease in prepaid expenses, $140 thousand increase in accounts payable and accrued expenses and adjustments for non-cash items, including stock-based compensation expense of $1,213 thousand, amortization of software development costs of $494 thousand, and depreciation and amortization of other assets of $4 thousand.
In the nine months ended September 30, 2018, net cash provided by operating activities was $314 thousand, which was primarily due to a $104 thousand decrease in accounts receivable, a $47 thousand increase in accounts payable and accrued expenses, a $184 thousand increase in deferred revenue, and adjustments for non-cash items, including stock-based compensation expense of $1,453 thousand, amortization of software development costs of $437 thousand, amortization of original issue discount of $51 thousand, depreciation and amortization of other assets of $7 thousand and amortization of debt discount of $188 thousand. These amounts were offset by a $2,081 thousand net loss, a $16 thousand increase in prepaid expenses, and a $60 thousand decrease in due to related parties.
Investing Activities
Cash used in investing activities in the nine months ended September 30, 2019 was $471 thousand, which included $466 thousand of capitalized software development costs related to the development of our mobile apps and games and $5 thousand for the purchase of property and equipment during the period.
Cash used in investing activities in the nine months ended September 30, 2018 was $643 thousand, which included $642 thousand of capitalized software development costs related to the development of our mobile apps and games and $1 thousand for the purchase of property and equipment during the period.
Financing Activities
There were no financing activities in the nine months ended September 30, 2019.
Cash provided by financing activities in the nine months ended September 30, 2018 was $1,092 thousand, which consisted primarily of $2,582 thousand in net proceeds received from the issuance of common stock and $120 thousand proceeds from exercised warrants, which were offset by a $1,143 thousand principal repayment of our outstanding indebtedness, a $367 thousand repurchase of the Series B Preferred stock, and a $100 thousand payment used to buy back the non-controlling interest in our subsidiary Revolution Mobile, LLC.
Contractual Obligations and Other Commercial Commitments
Smaller reporting companies are not required to provide the information required by this item.
Off-Balance Sheet Arrangements
For the nine months ended September 30, 2019 and 2018 we did not have any “off-balance sheet arrangements,” as defined in relevant Securities and Exchange Commission regulations that are reasonably likely to have a current or future effect on our financial condition, results of operations, liquidity, capital expenditures or capital resources.
Trends in Key Non-GAAP Financial Metrics
We have provided in this report the non-GAAP financial measures of bookings and adjusted EBITDA, as a supplement to the unaudited condensed consolidated financial statements, which are prepared in accordance with United States generally accepted accounting principles ("GAAP"). Bookings is a non-GAAP financial measure that is equal to revenue recognized during the period plus or minus the change in deferred revenue during the period and amounts billed, but uncollected, pursuant to contractual license agreements. Adjusted EBITDA is defined as net income (loss) adjusted to exclude interest (income) expense, net, income taxes, amortization of capitalized software development, depreciation and amortization of other assets, impairment of capitalized software, amortization of debt discount and stock-based compensation expense.
Management uses bookings and adjusted EBITDA internally in analyzing our financial results to assess operational performance and liquidity. The presentation of bookings and adjusted EBITDA is not intended to be considered in isolation or as a substitute for the financial information prepared in accordance with GAAP. We believe that both management and investors benefit from referring to bookings and adjusted EBITDA in assessing our performance and when planning, forecasting and analyzing future periods. We believe bookings and adjusted EBITDA is useful to investors because it allows for greater transparency with respect to key financial metrics we use in making operating decisions and because our investors and analysts use them to help assess the health of our business. We have provided reconciliations between our historical bookings and adjusted EBITDA to the most directly comparable GAAP financial measures below.
Bookings Results
Bookings decreased $300 thousand, or 28%, to $788 thousand for the three months ended September 30, 2019 from $1,088 thousand for the three months ended September 30, 2018. When adjusting for bookings recorded in the previous period in connection with one-time Upfront Payments that we received pursuant to the SD License Agreement, bookings increased $200 thousand, or 34%, to $788 thousand for the three months ended September 30, 2019 from $588 thousand for the three months ended September 30, 2018.
Bookings decreased $147 thousand, or 5%, to $2,541 thousand for the nine months ended September 30, 2019 from $2,688 thousand for the nine months ended September 30, 2018. When adjusting for bookings recorded in the previous period in connection with one-time Upfront Payments that we received pursuant to the SD License Agreement, bookings increased $353 thousand, or 16%, to $2,541 thousand for the nine months ended September 30, 2019 from $2,188 thousand for the nine months ended September 30, 2018.
The decrease in bookings in both comparative periods was attributable primarily to bookings recorded in the previous periods in connection with one-time Upfront Payments that we received pursuant to the SD License Agreement, combined with the continued weakening of our Rapid-Launch Games, driven primarily by DAU declines from within this legacy portfolio, which were partially offset by the continued strengthening of our Category Leading Apps, resulting from strong user growth and monetization improvements in Video Poker Classic and the successful launch of Crypto Trillionaire during the first quarter of 2019 and My Horoscope during the second quarter of 2019. When adjusting for the bookings recorded in the previous periods in connection with one-time Upfront Payments that we received pursuant to the SD License Agreement, the “as adjusted” bookings increase in both comparative periods was attributable primarily to the continued strengthening of our Category Leading Apps, resulting from strong user growth and monetization improvements in Video Poker Classic and the successful launch of Crypto Trillionaire during the first quarter of 2019 and My Horoscope during the second quarter of 2019, which was partially offset by the continued weakening of our Rapid-Launch Games, driven primarily by DAU declines from within this legacy portfolio.
|
|
Three Months Ended
September 30,
|
|
|
Nine months ended
September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
|
(In thousands)
|
|
Bookings:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Category Leading Apps
|
|
$
|
527
|
|
|
$
|
787
|
|
|
$
|
1,738
|
|
|
$
|
1,337
|
|
Rapid-Launch Games
|
|
|
261
|
|
|
|
301
|
|
|
|
803
|
|
|
|
1,351
|
|
Total Bookings
|
|
$
|
788
|
|
|
$
|
1,088
|
|
|
$
|
2,541
|
|
|
$
|
2,688
|
|
|
|
Three Months Ended
September 30,
|
|
|
Nine months ended
September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
2019
|
|
|
2018
|
|
|
|
(In thousands)
|
|
|
(In thousands)
|
|
Adjusted Bookings:*
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Category Leading Apps, as adjusted
|
|
$
|
527
|
|
|
$
|
287
|
|
|
$
|
1,738
|
|
|
$
|
837
|
|
Rapid-Launch Games
|
|
|
261
|
|
|
|
301
|
|
|
|
803
|
|
|
|
1,351
|
|
Total Adjusted Bookings
|
|
$
|
788
|
|
|
$
|
588
|
|
|
$
|
2,541
|
|
|
$
|
2,188
|
|
|
*
|
As adjusted to remove the effect of non-recurring bookings recorded pursuant to one-time Upfront Payments that we received in connection with the SD License Agreement (“Non-Recurring Bookings”).
|
Our Category Leading Apps bookings decreased $260 thousand, or 33%, to $527 thousand for the three months ended September 30, 2019, from $787 thousand for the three months ended September 30, 2018. When adjusting for bookings recorded in the previous period pursuant to one-time Upfront Payments that we received in connection with the SD License Agreement, our Category Leading Apps bookings increased $240 thousand, or 84%, to $527 for the three months ended September 30, 2019 from $287 thousand for the three months ended September 30, 2018.
Our Category Leading Apps bookings increased $401 thousand, or 30%, to $1,738 thousand for the nine months ended September 30, 2019, from $1,337 thousand for the nine months ended September 30, 2018. When adjusting for bookings recorded in the previous period pursuant to one-time Upfront Payments that we received in connection with the SD License Agreement, our Category Leading Apps bookings increased $901, or 108%, to $1,738 for the nine months ended September 30, 2019 from $837 thousand for the nine months ended September 30, 2018.
The decrease in our Category Leading Apps bookings in the three months ended September 30, 2019 was attributable primarily to bookings recorded in the previous period pursuant to one-time Upfront Payments that we received in connection with the SD License Agreement, which was partially offset by strong user growth and monetization improvements in Video Poker Classic, combined with the successful launch of Crypto Trillionaire during the first quarter of 2019 and My Horoscope during the second quarter of 2019. When adjusting for the bookings recorded in the previous period pursuant to one-time Upfront Payments that we received in connection with the SD License Agreement, the “as adjusted” bookings increase in the three months ended September 30, 2019 was attributable primarily to strong user growth and monetization improvements in Video Poker Classic, combined with the successful launch of Crypto Trillionaire during the first quarter of 2019 and My Horoscope during the second quarter of 2019.
The increase in our Category Leading Apps bookings in the nine months ended September 30, 2019 was attributable primarily to strong user growth and monetization improvements in Video Poker Classic, combined with the successful launch of Crypto Trillionaire during the first quarter of 2019 and My Horoscope during the second quarter of 2019, which were partially offset by the bookings recorded in the previous period pursuant to one-time Upfront Payments that we received in connection with the SD License Agreement. When adjusting for the one-time Upfront Payment that we received in the third quarter of 2018 in connection with the SD License Agreement, the “as adjusted” bookings increase in the nine months ended September 30, 2019 was attributable primarily to strong user growth and monetization improvements in Video Poker Classic, combined with the successful launch of Crypto Trillionaire during the first quarter of 2019 and My Horoscope during the second quarter of 2019.
Our Rapid-Launch Games’ bookings decreased $40 thousand, or 13%, to $261 thousand for the three months ended September 30, 2019, from $301 thousand for the three months ended September 30, 2018.
Our Rapid-Launch Games’ bookings decreased $548 thousand, or 41%, to $803 thousand for the nine months ended September 30, 2019, from $1,351 thousand for the nine months ended September 30, 2018.
The decrease in these bookings in both comparative periods was attributable primarily to a decrease in both consumer app store transactions and advertising related bookings resulting from the continued decrease in DAUs and new player downloads across our Rapid-Launch Games portfolio.
The following table presents a reconciliation of bookings, a non-GAAP measure, to revenue for each of the periods presented (in thousands):
|
|
Three Months Ended
September 30,
|
|
|
Nine months ended
September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
2019
|
|
|
2018
|
|
(In thousands)
|
|
(In thousands)
|
|
|
(In thousands)
|
|
Bookings
|
|
$
|
788
|
|
|
$
|
1,088
|
|
|
$
|
2,541
|
|
|
$
|
2,688
|
|
Change in deferred revenue
|
|
|
31
|
|
|
|
(407
|
)
|
|
|
437
|
|
|
|
(384
|
)
|
Revenue
|
|
$
|
819
|
|
|
$
|
681
|
|
|
$
|
2,977
|
|
|
$
|
2,304
|
|
The following table presents a reconciliation of bookings, a non-GAAP measure, to adjusted bookings, also a non-GAAP measure, for each of the periods presented (in thousands):
|
|
Three Months Ended
September 30,
|
|
|
Nine months ended
September 30,
|
|
|
|
2019
|
|
|
2018
|
|
|
2019
|
|
|
2018
|
|
(In thousands)
|
|
(In thousands)
|
|
|
(In thousands)
|
|
Bookings
|
|
$
|
788
|
|
|
$
|
1,088
|
|
|
$
|
2,541
|
|
|
$
|
2,688
|
|
Non-Recurring Bookings
|
|
|
-
|
|
|
|
(500
|
)
|
|
|
-
|
|
|
|
(500
|
)
|
Adjusted Bookings*
|
|
$
|
788
|
|
|
$
|
588
|
|
|
$
|
2,541
|
|
|
$
|
2,188
|
|
|
*
|
As adjusted to remove the effect of non-recurring bookings recorded pursuant to one-time Upfront Payments that we received in connection with the SD License Agreement.
|
Limitations of Bookings
Key limitations of bookings are:
|
●
|
Bookings do not reflect that we defer and recognize certain mobile game revenue over the estimated life of durable virtual goods; and
|
|
●
|
other companies, including companies in our industry, may calculate bookings differently or not at all, which reduces their usefulness as a comparative measure.
|
Because of these limitations, you should consider bookings along with other financial performance measures, including revenue, net income (loss) and our other financial results presented in accordance with U.S. GAAP.
Adjusted EBITDA Results
Our Adjusted EBITDA increased $13 thousand to ($13) thousand for the three months ended September 30, 2019 from ($26) thousand for the three months ended September 30, 2018. The increase in adjusted EBITDA is due to decreases in net loss, income taxes, depreciation and amortization of other assets, and stock-based compensation expense, and increases in interest income and amortization of capitalized software development during the comparative periods.
Our Adjusted EBITDA increased $70 thousand to $213 thousand for the nine months ended September 30, 2019 from $143 thousand for the nine months ended September 30, 2018. The increase in adjusted EBITDA is due to decreases in net loss, interest expense, income taxes, depreciation and amortization of other assets, amortization of debt discount and stock-based compensation expense and an increase in amortization of capitalized software development during the comparative periods.
|
|
Three months ended
|
|
|
Nine months ended
|
|
|
|
September
30,
2019
|
|
|
September
30,
2018
|
|
|
September
30,
2019
|
|
|
September
30,
2018
|
|
Reconciliation of Net Loss to Adjusted EBITDA: (in thousands)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss
|
|
$
|
(571
|
)
|
|
$
|
(608
|
)
|
|
$
|
(1,496
|
)
|
|
$
|
(2,081
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Interest (income) expense, net
|
|
|
-
|
|
|
|
(1
|
)
|
|
|
(2
|
)
|
|
|
134
|
|
Income taxes
|
|
|
-
|
|
|
|
1
|
|
|
|
-
|
|
|
|
5
|
|
Amortization of capitalized software development
|
|
|
153
|
|
|
|
166
|
|
|
|
494
|
|
|
|
437
|
|
Depreciation and amortization of other assets
|
|
|
1
|
|
|
|
2
|
|
|
|
4
|
|
|
|
7
|
|
Amortization of debt discount
|
|
|
-
|
|
|
|
-
|
|
|
|
-
|
|
|
|
188
|
|
Stock-based compensation expense
|
|
|
404
|
|
|
|
414
|
|
|
|
1,213
|
|
|
|
1,453
|
|
Adjusted EBITDA
|
|
$
|
(13
|
)
|
|
$
|
(26
|
)
|
|
$
|
213
|
|
|
$
|
143
|
|
Limitations of Adjusted EBITDA
Key limitations of Adjusted EBITDA are:
|
●
|
Adjusted EBITDA does not include the impact of stock-based compensation expense, impairment of intangible assets previously acquired, acquisition-related transaction expenses, contingent consideration fair value adjustments and restructuring expense;
|
|
|
|
|
●
|
Adjusted EBITDA does not reflect income tax expense;
|
|
●
|
Adjusted EBITDA does not include other income or expense, which includes interest income or expense;
|
|
●
|
Adjusted EBITDA excludes depreciation and amortization of intangible assets and impairment of capitalized software. Although depreciation and amortization and impairment of capitalized software are non-cash charges, the assets being depreciated and amortized or impaired may have to be replaced in the future; and
|
|
●
|
Other companies, including companies in our industry, may calculate adjusted EBITDA differently or not at all, which will reduce their usefulness as a comparative measure.
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Because of these limitations, you should consider adjusted EBITDA along with other financial performance measures, including revenue, net income (loss), diluted net income (loss) per share, cash flow from operations, GAAP operating expense, GAAP operating margin and our other financial results presented in accordance with GAAP.