Filed Pursuant to Rule 424(b)(3)
Registration No. 333-258018
PROSPECTUS SUPPLEMENT NO. 3
To Prospectus dated March 23, 2022
PLAYSTUDIOS, Inc.
Up to 97,184,288 Shares of Class A Common Stock
Up to 10,996,631 Shares of Class A Common Stock Issuable Upon
Exercise of Warrants
Up to 3,821,667 Warrants
This prospectus supplement no. 3 is being filed to update and
supplement the information contained in the prospectus dated March
23, 2022 (as may be supplemented or amended from time to time, the
“Prospectus”), which forms part of our registration statement on
Form S-1 (No. 333-258018) with the information contained in our
Quarterly Report on Form 10-Q for the quarter ended March 31,
2022, filed with the Securities and Exchange Commission on
May 5, 2022 (the “Quarterly Report”). Accordingly, we have
attached the Quarterly Report to this prospectus
supplement.
The Prospectus and this prospectus supplement relate to the
issuance by us of up to an aggregate of 10,996,631 shares of our
Class A common stock, $0.0001 par value per share (the “Class A
common stock”), which consists of (i) up to 7,174,964 shares of our
Class A common stock that are issuable upon the exercise of
7,174,964 warrants (the “Public Warrants”) by the holders thereof
and (ii) up to 3,821,667 shares of Class A common stock that are
issuable upon the exercise of 3,821,667 warrants (the “Private
Placement Warrants,” and together with the Public Warrants, the
“Warrants”).
The Prospectus and this prospectus supplement also relate to the
resale from time to time by the selling securityholders named in
the Prospectus (the “Selling Securityholders”) of (i) up to
97,184,288 shares of Class A common stock, including up to
10,693,624 shares of Class A common stock issuable as Earnout
Shares (as defined in the Prospectus) and 1,444,962 shares of Class
A common stock issuable upon the exercise of 1,444,962 options to
purchase shares of Class A common stock (the “Class A Option
Shares”) and (ii) 3,821,667 Private Placement Warrants. The shares
of Class A common stock registered include 21,348,205 shares
issuable upon conversion of: (i) 16,130,300 shares of our Class B
common stock, par value $0.0001 per share (the “Class B common
stock” and, together with the Class A common stock, our “common
stock”), issued to Andrew S. Pascal, our Chairman of the Board and
Chief Executive Officer, (ii) 3,026,112 shares of Class B common
stock issuable as Earnout Shares and (iii) 2,191,793 shares of
Class B common stock issuable upon the exercise of 2,191,793
options to purchase shares of Class B common stock (the “Class B
Option Shares”, and together with the Class A Option Shares, the
“Option Shares”). We will not receive any proceeds from the sale of
shares of common stock or Private Placement Warrants by the Selling
Securityholders pursuant to the Prospectus, except with respect to
amounts received by us upon exercise of the Options Shares or
Warrants.
The rights of the holders of Class A common stock and Class B
common stock are identical, except with respect to voting and
conversion. Each share of Class A common stock is entitled to one
vote per share. Each share of Class B common stock is entitled to
twenty votes per share and is convertible into one share of Class A
common stock. Outstanding shares of Class B common stock, all of
which are held by Mr. Pascal and certain of his affiliates,
together with the shares of Class A common stock held by Mr. Pascal
and certain of his affiliates, represent approximately 74.7% of the
voting power of our outstanding capital stock as of May 4,
2022.
We registered the securities for resale pursuant to the Selling
Securityholders’ registration rights under certain agreements
between us and the Selling Securityholders. Our registration of the
securities covered by the Prospectus does not mean that the Selling
Securityholders will offer or sell any of the shares of Class A
common stock or Private Placement Warrants. The Selling
Securityholders may offer, sell or distribute all or a portion of
their shares of Class A common stock or Private Placement Warrants
publicly or through private transactions at prevailing market
prices or at negotiated prices. We
provide more information about how the Selling Securityholders may
sell the shares of Class A common stock or Private Placement
Warrants in the section titled “Plan of Distribution” in the
Prospectus.
This prospectus supplement incorporates into the Prospectus the
information contained in our attached Quarterly Report on Form
10-Q, which was filed with the Securities and Exchange Commission
on May 5, 2022.
We are an “emerging growth company” as defined in Section 2(a) of
the Securities Act of 1933, as amended (the “Securities Act”), and
are subject to reduced public company reporting requirements. This
prospectus supplement complies with the requirements that apply to
an issuer that is an emerging growth company.
You should read this prospectus supplement in conjunction with the
Prospectus. This prospectus supplement is qualified by reference to
the Prospectus except to the extent that the information in this
prospectus supplement supersedes the information contained in the
Prospectus. This prospectus supplement is not complete without, and
may not be delivered or utilized except in connection with, the
Prospectus. If there is any inconsistency between the information
in the Prospectus and this prospectus supplement, you should rely
on the information in this prospectus supplement. Terms used in
this prospectus supplement but not defined herein shall have the
meanings given to such terms in the Prospectus.
Our Class A common stock is currently listed on The Nasdaq Global
Market (“Nasdaq”) under the symbol “MYPS”, and our Public Warrants
are currently listed on The Nasdaq Global Market under the symbol
“MYPSW”. On May 4, 2022, the closing price of our Class A common
stock was $5.75 and the closing price for our Public Warrants was
$1.00.
Investing in our securities involves a high degree of risk. See
“Risk Factors” beginning on page 7 of the Prospectus and in the
other documents that are incorporated by reference in the
Prospectus.
Neither the Securities and Exchange Commission nor any state
securities commission has approved or disapproved of the securities
to be issued under the Prospectus or determined if the Prospectus
or this prospectus supplement is truthful or complete. Any
representation to the contrary is a criminal offense.
The date of this prospectus supplement is May 5,
2022.
UNITED STATES
SECURITIES AND EXCHANGE COMMISSION
Washington, D.C. 20549
FORM 10-Q
(Mark One)
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☒ |
QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES
EXCHANGE ACT OF 1934 |
For the quarterly period ended March 31, 2022
OR
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☐ |
TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES
EXCHANGE ACT OF 1934 |
For transition period from
to
Commission File Number 001-39652
PLAYSTUDIOS, Inc.
(Exact name of registrant as specified in its charter)
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Delaware |
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88-1802794 |
(State or other jurisdiction of
incorporation or organization)
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(I.R.S. Employer
Identification Number)
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10150 Covington Cross Drive
Las Vegas, NV 89144
(725) 877-7000
(Address, including zip code, and telephone number, including area
code, of registrant’s principal executive offices)
Securities registered pursuant to Section 12(b) of the
Act:
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Title of each class |
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Trading Symbol |
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Name of each exchange on which registered |
Class A common stock |
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MYPS |
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The Nasdaq Stock Market LLC |
Redeemable warrants exercisable for one Class A common stock at an
exercise price of $11.50 |
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MYPSW |
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The Nasdaq Stock Market LLC |
Indicate by check mark whether the Registrant (1) has filed all
reports required to be filed by Section 13 or 15(d) of the
Securities Exchange Act of 1934 during the preceding 12 months (or
for such shorter period that the Registrant was required to file
such reports), and (2) has been subject to such filing requirements
for the past 90 days. Yes ☒ No ☐
Indicate by check mark whether the Registrant has submitted
electronically every Interactive Data File required to be submitted
pursuant to Rule 405 of Regulation S-T (§232.405 of this chapter)
during the preceding 12 months (or for such shorter period that the
Registrant was required to submit such files). Yes ☒ No
☐
Indicate by check mark whether the registrant is a large
accelerated filer, an accelerated filer, a non-accelerated filer, a
smaller reporting company or an emerging growth company. See the
definitions of “large accelerated filer,” “accelerated filer,”
“smaller reporting company” and “emerging growth company” in
Rule 12b-2 of the Exchange Act.
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Large accelerated filer |
☐ |
Accelerated filer |
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Non-accelerated filer |
☐ |
Smaller reporting company |
☐ |
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Emerging growth company |
☒ |
If an emerging growth company, indicate by check mark if the
registrant has elected not to use the extended transition period
for complying with any new or revised financial accounting
standards provided pursuant to Section 7(a)(2)(B) of the
Securities Act. ☐
Indicate by check mark whether the registrant is a shell company
(as defined in Rule 12b-2 of the Exchange Act): Yes ☐ No
☒
As of April 29, 2022, there were 110,339,318 shares of Class A
common stock, $0.0001 par value per share, and 16,130,300 shares of
Class B common stock, $0.0001 par value per share, issued and
outstanding.
Table of Contents
CAUTIONARY NOTE REGARDING FORWARD-LOOKING STATEMENTS
This Quarterly Report on Form 10-Q contains forward-looking
statements within the meaning of Section 27A of the Securities Act
of 1933, as amended (the “Securities Act”), and Section 21E of the
Securities Exchange Act of 1934, as amended (the “Exchange Act”).
We have based these forward-looking statements on our current
expectations and projections about future events. All statements,
other than statements of present or historical fact included in
this Quarterly Report, about our future financial performance,
strategy, expansion plans, future operations, future operating
results, estimated revenues, losses, projected costs, prospects,
plans and objectives of management are forward-looking statements.
Any statements that refer to projections, forecasts or other
characterizations of future events or circumstances, including any
underlying assumptions, are forward-looking statements. In some
cases, you can identify forward-looking statements by terminology
such as “may,” “should,” “could,” “would,” “expect,” “plan,”
“anticipate,” “intend,” “believe,” “estimate,” “continue,” “goal,”
“project” or the negative of such terms or other similar
expressions.
Forward-looking statements contained in this Quarterly Report on
Form 10-Q include, but are not limited to, statements
about:
•our
business strategy and market opportunity;
•our
future financial performance, including our expectations regarding
our revenue, cost of revenue, gross profit, or gross margin,
operating expenses (including changes in sales and marketing,
research and development, and general and administrative expenses),
and profitability;
•market
acceptance of our games;
•our
ability to raise financing in the future and the global credit and
financial markets;
•factors
relating to our business, operations, financial performance, and
our subsidiaries, including:
◦changes
in the competitive and regulated industries in which we operate,
variations in operating performance across competitors, and changes
in laws and regulations affecting our business;
◦our
ability to implement business plans, forecasts, and other
expectations, and identify and realize additional opportunities;
and
◦the
impact of the COVID-19 pandemic (including existing and possible
future variants as well as vaccinations).
•our
ability to maintain relationships with our platforms, such as the
Apple App Store, Google Play Store, Amazon Appstore, and
Facebook;
•the
accounting for our outstanding warrants to purchase shares of Class
A common stock;
•our
ability to develop, maintain, and improve our internal control over
financial reporting;
•our
ability to maintain, protect, and enhance our intellectual property
rights;
•our
ability to successfully defend litigation brought against
us;
•our
ability to successfully close and integrate acquisitions to
contribute to our growth objectives; and
•our
success in retaining or recruiting, or changes required in, our
officers, key employees or directors.
These forward-looking statements are based on our current plans,
estimates and projections in light of information currently
available to us, and are subject to known and unknown risks,
uncertainties and assumptions about us, including those described
under the heading “Risk Factors” in this Quarterly Report on Form
10-Q, and in other filings that we make with the Securities and
Exchange Commission (the “SEC”) from time to time, that may cause
our actual results, levels of activity, performance or achievements
to be materially different from any future results, levels of
activity, performance or achievements expressed or implied by such
forward-looking statements. In addition, the risks described under
the heading “Risk Factors” are not exhaustive. New risk factors
emerge from time to time, and it is not possible to predict all
such risk factors, nor can we assess the impact of all such risk
factors on our business or the extent to which any risk factor or
combination of risk factors may cause actual results to differ
materially from those contained in any forward-looking statements.
Forward-looking statements are also not guarantees of performance.
You should not put undue reliance on any
forward-looking statements, which speak only as of the date hereof.
Except as otherwise required by applicable law, we disclaim any
duty to update any forward-looking statements, all of which are
expressly qualified by the statements in this section, to reflect
events or circumstances after the date of this Quarterly Report on
Form 10-Q whether as a result of new information, future events or
otherwise.
We intend to announce material information to the public through
our Investor Relations website,
ir.playstudios.com,
SEC filings, press releases, public conference calls and public
webcasts. We use these channels, as well as social media, to
communicate with our investors, customers, and the public about our
company, our offerings, and other issues. It is possible that the
information we post on our website or social media could be deemed
to be material information. As such, we encourage investors, the
media, and others to follow the channels listed above, including
our website and the social media channels listed on our Investor
Relations website, and to review the information disclosed through
such channels. Any updates to the list of disclosure channels
through which we will announce information will be posted on the
investor relations page on our website.
PART I. Financial Information
Item 1. Financial
Statements
PLAYSTUDIOS, INC.
CONDENSED CONSOLIDATED BALANCE SHEETS
(unaudited, in thousands, except par value amounts)
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March 31,
2022 |
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December 31,
2021 |
ASSETS |
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Current assets: |
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Cash and cash equivalents |
$ |
219,965 |
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$ |
213,502 |
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Receivables |
20,982 |
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20,693 |
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Prepaid expenses |
3,456 |
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5,059 |
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Income tax receivable |
1,827 |
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2,117 |
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Other current assets |
1,188 |
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413 |
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Total current assets |
247,418 |
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241,784 |
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Property and equipment, net |
7,115 |
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5,289 |
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Internal-use software, net |
35,622 |
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43,267 |
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Goodwill |
5,059 |
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5,059 |
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Intangibles, net |
17,068 |
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18,755 |
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Deferred income taxes |
3,803 |
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6,282 |
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Other long-term assets |
12,481 |
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14,408 |
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Total non-current assets |
81,148 |
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93,060 |
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Total assets |
$ |
328,566 |
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$ |
334,844 |
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LIABILITIES AND STOCKHOLDERS’ EQUITY |
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Current liabilities: |
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Accounts payable |
8,759 |
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7,793 |
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Warrant liabilities |
9,237 |
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6,521 |
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Accrued liabilities |
16,769 |
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15,599 |
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Total current liabilities |
34,765 |
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29,913 |
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Deferred income taxes |
5,218 |
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— |
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Other long-term liabilities |
2,235 |
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1,464 |
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Total non-current liabilities |
7,453 |
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1,464 |
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Total liabilities |
$ |
42,218 |
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$ |
31,377 |
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Commitments and contingencies |
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Stockholders’ equity: |
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Preferred stock, $0.0001 par value (100,000 shares authorized, no
shares issued and outstanding as of March 31, 2022 and
December 31, 2021)
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— |
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— |
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Class A common stock, $0.0001 par value (2,000,000 shares
authorized, 110,339 and 110,066 shares issued and outstanding as of
March 31, 2022 and December 31, 2021,
respectively)
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11 |
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11 |
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Class B common stock, $0.0001 par value (25,000 shares authorized,
16,130 and 16,130 shares issued and outstanding as of
March 31, 2022 and December 31, 2021,
respectively).
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2 |
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2 |
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Additional paid-in capital |
276,621 |
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268,522 |
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Retained earnings |
9,327 |
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34,539 |
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Accumulated other comprehensive income |
387 |
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393 |
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Total stockholders’ equity |
286,348 |
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303,467 |
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Total liabilities and stockholders’ equity |
$ |
328,566 |
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$ |
334,844 |
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The accompanying notes are an integral part of these condensed
consolidated financial statements.
PLAYSTUDIOS, INC.
CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS
(unaudited, in thousands, except per share data)
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Three Months Ended March 31, |
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2022 |
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2021 |
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Net revenues |
$ |
70,451 |
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$ |
74,097 |
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Operating expenses: |
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Cost of revenue(1)
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21,033 |
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24,488 |
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Selling and marketing |
20,540 |
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17,000 |
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Research and development |
16,981 |
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14,746 |
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General and administrative |
9,691 |
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4,223 |
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Depreciation and amortization |
8,394 |
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6,034 |
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Restructuring and related |
8,655 |
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56 |
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Total operating costs and expenses |
85,294 |
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66,547 |
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(Loss) income from operations |
(14,843) |
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7,550 |
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Other (expense) income, net: |
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Change in fair value of warrant liabilities |
(2,716) |
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— |
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Interest expense, net |
(5) |
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(42) |
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Other income (expense), net |
187 |
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(242) |
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Total other expense, net |
(2,534) |
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(284) |
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(Loss) income before income taxes |
(17,377) |
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7,266 |
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Income tax benefit (expense) |
(7,835) |
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(1,348) |
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Net (loss) income |
$ |
(25,212) |
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$ |
5,918 |
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Net (loss) income per share attributable to Class A and Class B
common stockholders: |
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Basic |
$ |
(0.20) |
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$ |
0.06 |
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Diluted |
$ |
(0.20) |
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$ |
0.05 |
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Weighted average shares of common stock outstanding:
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Basic |
126,337 |
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93,809 |
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Diluted |
126,337 |
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109,951 |
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(1)Amounts
exclude depreciation and amortization.
The accompanying notes are an integral part of these condensed
consolidated financial statements.
PLAYSTUDIOS, INC.
CONDENSED CONSOLIDATED STATEMENTS OF COMPREHENSIVE (LOSS)
INCOME
(unaudited, in thousands)
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Three Months Ended March 31, |
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2022 |
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2021 |
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Net (loss) income |
$ |
(25,212) |
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$ |
5,918 |
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Other comprehensive (loss) income: |
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Change in foreign currency translation
adjustment(1)
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(6) |
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(296) |
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Total other comprehensive (loss) income |
(6) |
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|
(296) |
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Comprehensive (loss) income |
$ |
(25,218) |
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$ |
5,622 |
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(1)These
amounts are presented gross of the effect of income taxes. The
total change in foreign currency translation adjustment and the
corresponding effect of income taxes are immaterial.
The accompanying notes are an integral part of these condensed
consolidated financial statements.
PLAYSTUDIOS, INC.
CONDENSED CONSOLIDATED STATEMENTS OF STOCKHOLDERS’ EQUITY
(unaudited, in thousands)
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Preferred Stock |
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Common Stock |
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Class A Common Stock |
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Class B Common Stock |
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Additional
Paid-In
Capital |
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Accumulated Other Comprehensive Income |
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Total
Stockholders'
Equity |
|
Shares |
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Amount |
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Shares |
|
Amount |
|
Shares |
|
Amount |
|
Shares |
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Amount |
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Retained
Earnings |
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Balance as of December 31, 2020 |
162,596 |
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$ |
8 |
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|
238,186 |
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$ |
12 |
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|
— |
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$ |
— |
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|
— |
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$ |
— |
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|
$ |
71,776 |
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|
$ |
481 |
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$ |
23,802 |
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$ |
96,079 |
|
Retroactive application of reverse recapitalization |
(162,596) |
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(8) |
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(238,186) |
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|
(12) |
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|
74,421 |
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|
8 |
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18,977 |
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2 |
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|
10 |
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— |
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— |
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— |
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Adjusted balance as of December 31, 2020 |
— |
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$ |
— |
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— |
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$ |
— |
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|
74,421 |
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$ |
8 |
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|
18,977 |
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$ |
2 |
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|
$ |
71,786 |
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|
$ |
481 |
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|
$ |
23,802 |
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|
96,079 |
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Net income |
— |
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— |
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— |
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— |
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— |
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— |
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— |
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— |
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|
— |
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|
— |
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|
5,918 |
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|
5,918 |
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Exercise of stock options |
— |
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— |
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— |
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— |
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|
737 |
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— |
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— |
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— |
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|
808 |
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|
— |
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|
— |
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|
808 |
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Stock-based compensation |
— |
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— |
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|
— |
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— |
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— |
|
|
— |
|
|
— |
|
|
— |
|
|
1,109 |
|
|
— |
|
|
— |
|
|
1,109 |
|
Other comprehensive loss |
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
(296) |
|
|
— |
|
|
(296) |
|
Balance as of March 31, 2021 |
— |
|
|
$ |
— |
|
|
— |
|
|
$ |
— |
|
|
75,158 |
|
|
$ |
8 |
|
|
18,977 |
|
|
$ |
2 |
|
|
$ |
73,703 |
|
|
$ |
185 |
|
|
$ |
29,720 |
|
|
$ |
103,618 |
|
PLAYSTUDIOS, INC.
CONDENSED CONSOLIDATED STATEMENTS OF STOCKHOLDERS’ EQUITY
(unaudited, in thousands)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Preferred Stock |
|
Common Stock |
|
Class A Common Stock |
|
Class B Common Stock |
|
Additional
Paid-In
Capital |
|
Accumulated Other Comprehensive Income |
|
|
|
Total
Stockholders'
Equity |
|
Shares |
|
Amount |
|
Shares |
|
Amount |
|
Shares |
|
Amount |
|
Shares |
|
Amount |
|
|
Retained
Earnings |
|
Balance as of December 31, 2021 |
— |
|
|
$ |
— |
|
|
— |
|
|
$ |
— |
|
|
110,066 |
|
|
$ |
11 |
|
|
16,130 |
|
|
$ |
2 |
|
|
$ |
268,522 |
|
|
$ |
393 |
|
|
$ |
34,539 |
|
|
303,467 |
|
Net loss |
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
(25,212) |
|
|
(25,212) |
|
Exercise of stock options |
— |
|
|
— |
|
|
— |
|
|
— |
|
|
113 |
|
|
— |
|
|
— |
|
|
— |
|
|
130 |
|
|
— |
|
|
— |
|
|
130 |
|
Issuance of vested restricted stock units |
— |
|
|
— |
|
|
— |
|
|
— |
|
|
160 |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
Stock-based compensation |
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
7,969 |
|
|
— |
|
|
— |
|
|
7,969 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Other comprehensive loss |
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
— |
|
|
(6) |
|
|
— |
|
|
(6) |
|
Balance as of March 31, 2022 |
— |
|
|
$ |
— |
|
|
— |
|
|
$ |
— |
|
|
110,339 |
|
|
$ |
11 |
|
|
16,130 |
|
|
$ |
2 |
|
|
$ |
276,621 |
|
|
$ |
387 |
|
|
$ |
9,327 |
|
|
$ |
286,348 |
|
PLAYSTUDIOS, INC.
CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWS
(unaudited, in thousands)
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended
March 31, |
|
2022 |
|
2021 |
Cash flows from operating activities: |
|
|
|
Net (loss) income |
$ |
(25,212) |
|
|
$ |
5,918 |
|
Adjustments: |
|
|
|
Depreciation and amortization |
8,394 |
|
|
6,034 |
|
Amortization of loan costs |
34 |
|
|
20 |
|
Stock-based compensation expense |
6,868 |
|
|
900 |
|
Change in fair value of warrant liabilities |
2,716 |
|
|
— |
|
Asset impairments |
8,353 |
|
|
— |
|
Deferred income tax expense |
7,945 |
|
|
(110) |
|
Other |
(203) |
|
|
242 |
|
Changes in operating assets and liabilities |
|
|
|
Receivables |
(203) |
|
|
(10,311) |
|
Prepaid expenses and other current assets |
871 |
|
|
(164) |
|
Income tax receivable |
366 |
|
|
1,021 |
|
Accounts payable & accrued liabilities |
1,926 |
|
|
1,220 |
|
Other |
(270) |
|
|
28 |
|
Net cash provided by operating activities |
11,585 |
|
|
4,798 |
|
Cash flows from investing activities: |
|
|
|
Purchase of property and equipment |
(1,936) |
|
|
(197) |
|
Additions to internal-use software |
(5,519) |
|
|
(6,710) |
|
Additions to notes receivable and other investments |
— |
|
|
(5,034) |
|
Receipts of notes receivable |
2,348 |
|
|
— |
|
Net cash used in investing activities |
(5,107) |
|
|
(11,941) |
|
Cash flows from financing activities: |
|
|
|
Proceeds from stock option exercises |
130 |
|
|
808 |
|
|
|
|
|
Payments for capitalized offering costs |
— |
|
|
(2,968) |
|
|
|
|
|
|
|
|
|
Net cash provided by (used in) financing activities |
130 |
|
|
(2,160) |
|
Foreign currency translation |
(145) |
|
|
(149) |
|
Net change in cash and cash equivalents |
6,463 |
|
|
(9,452) |
|
Cash and cash equivalents at beginning of period |
213,502 |
|
|
48,927 |
|
Cash and cash equivalents at end of period |
$ |
219,965 |
|
|
$ |
39,475 |
|
Supplemental cash flow disclosures: |
|
|
|
Interest paid |
$ |
35 |
|
|
$ |
27 |
|
Income taxes paid, net of refunds |
244 |
|
|
487 |
|
Non-cash investing and financing activities: |
|
|
|
Capitalization of stock-based compensation |
$ |
1,101 |
|
|
$ |
209 |
|
Increase in property and equipment included in accounts payable and
other long-term liabilities |
656 |
|
|
— |
|
Capitalization of deferred transaction costs included in accrued
liabilities and accounts payable |
— |
|
|
263 |
|
Addition to note receivable included in accrued
liabilities |
— |
|
|
2,500 |
|
The accompanying notes are an integral part of these condensed
consolidated financial statements.
NOTES TO CONDENSED CONSOLIDATED FINANCIAL STATEMENTS
(unaudited, in thousands, unless otherwise noted)
NOTE 1—BACKGROUND AND BASIS OF PRESENTATION
Organization and Description of Business
On June 21, 2021 (the “Closing Date”), Acies Acquisition Corp., a
Cayman Islands exempted company (prior to the Closing Date,
“Acies”), consummated the previously announced business combination
(“Business Combination”) with PlayStudios, Inc., a Delaware
corporation (“Old PLAYSTUDIOS”) pursuant to the Agreement and Plan
of Merger, dated as of February 1, 2021 (the “Merger Agreement”),
by and among Acies, Catalyst Merger Sub I, Inc., a Delaware
corporation and a direct wholly owned subsidiary of Acies (“First
Merger Sub”), Catalyst Merger Sub II, LLC, a Delaware limited
liability company and a direct wholly owned subsidiary of Acies
(“Second Merger Sub”), and Old PLAYSTUDIOS. The Business
Combination was accounted for as a reverse recapitalization and
Acies was treated as the “acquired” company for accounting
purposes. The Business Combination was accounted as the equivalent
of Old PLAYSTUDIOS issuing stock for the net assets of Acies,
accompanied by a recapitalization.
PLAYSTUDIOS, Inc., formerly known as Acies Acquisition Corp. (the
"Company” or "PLAYSTUDIOS"), was incorporated on August 14, 2020 as
a Cayman Islands exempted company, and domesticated into a Delaware
corporation on June 21, 2021 (the "Domestication"). The Company's
legal name became PLAYSTUDIOS, Inc. following the closing of the
Business Combination. The prior period financial information
represents the financial results and conditions of Old
PLAYSTUDIOS.
The Company develops and operates online and mobile social gaming
applications (“games” or “game”) each of which incorporate a unique
loyalty program offering “real world” rewards provided by a
collection of rewards partners. The Company’s games are
free-to-play and available via the Apple App Store, Google Play
Store, Amazon Appstore, and Facebook (collectively, “platforms” or
“platform operators”). The Company creates games based on its own
original content as well as third-party licensed brands. The
Company generates revenue through the in-game sale of virtual
currency and through advertising.
Unless the context indicates otherwise, all references herein to
“PLAYSTUDIOS,” the “Company,” “we,” “us,” and “our” are used to
refer collectively to PLAYSTUDIOS, Inc. and its
subsidiaries.
Basis of Presentation and Consolidation
The accompanying condensed consolidated financial statements were
prepared in accordance with accounting principles generally
accepted in the United States of America (“US GAAP”) and pursuant
to the rules and regulations of the Securities and Exchange
Commission (“SEC”). The consolidated financial statements include
the accounts of PLAYSTUDIOS, Inc. and its consolidated
subsidiaries. All intercompany balances and transactions have been
eliminated upon consolidation. Certain reclassifications in these
financial statements have been made to comply with US GAAP
applicable to public companies and SEC
Regulation S-X.
The significant accounting policies referenced in the annual
consolidated financial statements of the Company as of
December 31, 2021 have been applied consistently in these
unaudited interim consolidated financial statements. In the opinion
of the Company, the accompanying unaudited financial statements
contain all adjustments, consisting of only normal recurring
adjustments, necessary for a fair presentation of its financial
position as of March 31, 2022, and its results of operations
for the three months ended March 31, 2022, and 2021, and cash
flows for the three months ended March 31, 2022, and 2021. The
Consolidated Balance Sheet as of December 31, 2021 was derived
from the audited annual financial statements but does not contain
all of the footnote disclosures from the annual financial
statements. The Company made certain reclassifications to the
comparative balances in the condensed consolidated financial
statements to conform with current year presentation.
Use of Estimates
The preparation of condensed consolidated financial statements in
conformity with US GAAP requires us to make estimates and
assumptions that affect the reported amounts in the consolidated
financial statements and notes thereto. Significant estimates and
assumptions reflected in the Company’s condensed consolidated
financial statements include the estimated consumption rate of
virtual goods that is used in the determination of revenue
recognition, useful lives of property and equipment and
definite-lived intangible assets, the expensing and capitalization
of research and development costs for internal-use software,
assumptions used in accounting for income taxes, stock-based
compensation and the evaluation of
goodwill and long-lived assets for impairment. The Company believes
the accounting estimates are appropriate and reasonably determined.
Due to the inherent uncertainties in making these estimates, actual
amounts could differ materially.
Segments
Operating segments are defined as components of an entity for which
discrete financial information is available, and that is regularly
reviewed by the Chief Operating Decision Maker (“CODM”) in deciding
how to allocate resources to an individual segment and in assessing
performance. The CODM, the Company’s Chief Executive Officer,
reviews financial information on a consolidated basis for purposes
of evaluating performance and allocating resources. As such, the
Company has one operating and reportable segment.
Emerging Growth Company
At March 31, 2022, the Company qualified as an “emerging
growth company,” as defined in Section 2(a) of the Securities Act,
as modified by the Jumpstart Our Business Startups Act of 2012 (the
“JOBS Act”), and the Company has taken and may take advantage of
certain exemptions from various reporting requirements that are
applicable to other public companies that are not emerging growth
companies including, but not limited to, not being required to
comply with the auditor attestation requirements of Section 404 of
the Sarbanes-Oxley Act of 2002, reduced disclosure obligations
regarding executive compensation in our periodic reports and proxy
statements, and exemptions from the requirements of holding a
nonbinding advisory vote on executive compensation and stockholder
approval of any golden parachute payments not previously
approved.
Section 102(b)(1) of the JOBS Act exempts emerging growth companies
from being required to comply with new or revised financial
accounting standards until private companies are required to comply
with the new or revised standards. The JOBS Act provides that an
emerging growth company can elect to opt out of the extended
transition period and comply with the requirements that apply to
non-emerging growth companies but any such election to opt out is
irrevocable. The Company has opted to take advantage of such
extended transition period available to emerging growth companies
which means that when a standard is issued or revised and it has
different application dates for public or private companies, the
Company can adopt the new or revised standard at the time private
companies adopt the new or revised standard. The Company did not
lose its emerging growth company status on December 31, 2021. As a
result, the Company does not expect to adopt any accounting
pronouncements currently deferred based on private company
standards until a year subsequent to 2022. The Company will
reevaluate its eligibility to retain emerging growth company status
at the end of its second quarter of 2022, and otherwise as
required.
NOTE 2—SUMMARY OF SIGNIFICANT ACCOUNTING POLICIES
For a discussion of our significant accounting policies and
estimates, please refer to our 2021 Annual Report on Form 10-K
filed on March 3, 2022.
Share-Based Compensation
The Company has a stock-based compensation program which provides
for equity awards including time-based stock options and restricted
stock units (“RSUs”). Stock-based compensation expense is measured
at the grant date, based on the estimated fair value of the award,
and is recognized as expense over the requisite service period for
the award. The Company records forfeitures as a reduction of
stock-based compensation expense as those forfeitures
occur.
The Company uses the Black-Scholes-Merton option-pricing model to
determine the fair value for option awards. In valuing our option
awards, the Company makes assumptions about risk-free interest
rates, dividend yields, volatility and weighted-average expected
lives. The Company accounts for forfeitures as they occur.
Risk-free interest rates are derived from United States Treasury
securities as of the option award grant date. Expected dividend
yield is based on our historical cash dividend payments, which have
been zero to date. The expected volatility for shares of the
Company's Class A common stock is estimated using our historical
volatility. The weighted-average expected life of the option awards
is estimated based on our historical exercise data.
The Company's dual class structure was created upon the
Domestication (as defined in Note 1—Background
and Basis of Presentation).
The Class B common stock including Class B common stock underlying
vested stock options, held by Mr. Andrew Pascal, the Company's
Chairman and Chief Executive Officer, or his affiliates (the
"Founder Group") carry a super vote premium. As the Founder Group
did not have control of Old PLAYSTUDIOS prior to the Business
Combination, and Mr. Pascal is an employee of the Company, the
incremental value resulting from the super vote premium is
accounted for as incremental compensation costs.
The Company utilized the market approach by observing other market
participants with (i) dual class structures, (ii) super vote
premiums for a single class and (iii) both classes trading on a
national exchange. Based on the observed data, management selected
a premium for the Class B common stock and the stock options held
by members of the Founder Group.
The Company uses the estimated fair value of equity and associated
per-share value at the time of grant to determine the compensation
cost to be recognized associated with RSUs granted.
Recently Issued Accounting Pronouncements Not Yet
Adopted
In February 2016, the Financial Accounting Standards Board ("FASB")
issued ASU 2016-02,
Leases (Topic 842).
The amended guidance is intended to increase transparency and
comparability among organizations by recognizing lease assets and
liabilities in the Consolidated Balance Sheets and disclosing key
information about leasing arrangements. The adoption of this
guidance is expected to result in a significant portion of the
Company’s operating leases, where the Company is the lessee, to be
recognized in the Company’s Consolidated Balance Sheets. The
guidance requires lessees and lessors to recognize and measure
leases at the beginning of the earliest period presented using a
modified retrospective approach. This guidance is effective for the
Company for fiscal years beginning after December 15, 2021, and
interim periods within fiscal years beginning after December 15,
2022, with earlier adoption permitted. The Company intends to first
present the application of this guidance in its Annual Report on
Form 10-K for the year ending December 31, 2022 with an effective
date of January 1, 2022. The Company is currently evaluating the
impact of adopting this guidance.
In June 2016, the FASB issued ASU 2016-13,
Financial Instruments - Credit Losses (Topic 326).
The new guidance replaces the incurred loss impairment methodology
in current guidance with a current expected credit loss model
(“CECL”) that incorporates a broader range of reasonable and
supportable information including the forward-looking information.
This guidance is effective for the Company for fiscal years
beginning after December 15, 2022, including interim periods within
that annual reporting period, with early adoption permitted.
Application of the amendments is through a cumulative-effect
adjustment to retained earnings as of the effective date. The
Company is currently evaluating the impact of adopting this
guidance.
Recently Adopted Accounting Pronouncements
In December 2019, the FASB issued ASU 2019-12,
Income Taxes (Topic 740): Simplifying the Accounting for Income
Taxes.
The new guidance removes certain exceptions for recognizing
deferred taxes for investments, performing intraperiod allocation
and calculating income taxes in interim periods. It also adds
guidance to reduce complexity in certain areas, including
recognizing deferred taxes for tax goodwill and allocating taxes to
members of a consolidated group. The Company adopted this guidance
prospectively on January 1, 2022. The adoption resulted in the
Company not utilizing the prior exception under ASC 740-270-30-28
to the general methodology of calculating interim income taxes for
the period ended March 31, 2022, but did not have a material impact
on the Company’s condensed consolidated financial
statements.
NOTE 3—RELATED-PARTY TRANSACTIONS
The following table is a summary of balance sheet assets and
liabilities from related parties:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2022 |
|
December 31,
2021 |
|
Financial Statement Line Item |
Marketing Agreement |
$ |
1,000 |
|
|
$ |
1,000 |
|
|
Intangibles, net |
|
|
|
|
|
|
The Company did not have any revenues recognized from related
parties during the three months ended March 31, 2022 and
2021.
The Company’s expenses recognized from related parties were
immaterial during the three months ended March 31, 2022 and
2021.
MGM Resorts International (“MGM”)
MGM is a stockholder and MGM's Chief Commercial Officer also serves
on the Company’s Board of Directors. MGM owned approximately 16.6
million and 16.6 million shares of the Company's outstanding
Class A common stock as of March 31, 2022 and
December 31, 2021, respectively.
Marketing Agreement
In April 2011, the Company entered into a joint marketing
agreement with MGM (as amended, the “Marketing Agreement”) in
exchange for assistance with marketing campaigns and the exclusive
right to utilize MGM’s licensed marks and licensed copyrights for
the development of certain of the Company’s social casino games.
The initial term was for one year from the go-live date of the
first such game in July 2012, with an automatic renewal
provision for successive two-year terms based on the games meeting
certain performance criteria. If the games do not achieve the
specified performance criteria, the term will be automatically
renewed for a one-year period and the right to utilize MGM’s
licensed marks and copyrights will become non-exclusive. The
non-exclusive term will be automatically renewed for successive
one-year periods so long as the games meet certain other
performance criteria. As consideration for the use of MGM’s
intellectual property, the Company issued 19.2 million shares of
its common stock representing 10% of its then-outstanding common
stock; and in lieu of royalty payments, the Company agreed to pay
MGM a profit share of: (i) during the exclusive term, a mid-
to high-single digit percentage of cumulative net operating
income, as defined in the Marketing Agreement, and (ii) during
the non-exclusive term, a low- to mid-single digit percentage
of cumulative net operating income. As further described in Note
8—Goodwill
and Intangible Assets,
the Marketing Agreement was recorded as an indefinite-lived
intangible asset.
On October 30, 2020, the Company and MGM agreed to amend the
Marketing Agreement (the “MGM Amendment”), under which the Company
and MGM agreed to terminate the profit share provision. In
exchange, the Company agreed to remit to MGM a one-time payment of
$20.0 million, payable on the earliest to occur of (i) the PIPE
Investment, (ii) the date that the Company waives MGM’s commitment
to participate in the PIPE Investment, or (iii) two years from the
date of the MGM Amendment. In addition, MGM agreed to reinvest in
the Company at a minimum amount of $20.0 million by participating
in the PIPE Investment or a private placement of equity offering to
third party investors for minimum gross proceeds to the Company of
$50.0 million. As a result of the termination, the Company is no
longer obligated to make profit share payments, but the other
rights and obligations under the Marketing Agreement continue in
full force and effect.
On June 21, 2021, the Company consummated the Business Combination
and MGM participated in the PIPE Investment. In connection with the
PIPE Investment, the Company recorded an equity contribution from
MGM as a settlement of the $20.0 million liability. As of
March 31, 2022, the $20.0 million liability was settled in
full and no amount remained outstanding.
NOTE 4—RECEIVABLES
Receivables consist of the following:
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2022 |
|
December 31,
2021 |
Trade receivables |
$ |
20,731 |
|
|
$ |
20,540 |
|
Other receivables |
251 |
|
|
153 |
|
Total receivables |
$ |
20,982 |
|
|
$ |
20,693 |
|
Trade receivables generally represent amounts due to the Company
from social and mobile platform operators, including Apple, Google,
Amazon and Facebook. Trade receivables are recorded when the right
to consideration becomes unconditional. No allowance for doubtful
accounts was considered necessary as of March 31, 2022 and
December 31, 2021.
Concentration of Credit Risk
As of March 31, 2022, Apple, Inc. and Google, Inc. accounted
for 41.3% and 33.0% of the Company’s total receivables,
respectively, while as of December 31, 2021, Apple, Inc. and
Google, Inc. accounted for 43.0% and 34.6% of the Company’s total
receivables, respectively. As of March 31, 2022 and
December 31, 2021, the Company did not have any additional
counterparties that exceeded 10% of the Company’s net accounts
receivable.
During the year ended December 31, 2021, the Company entered into
agreements pursuant to which the Company acquired the rights to
develop and operate Tetris®-branded mobile games. As contemplated
in the agreements, the Company agreed to an $8.0 million
Advance Payment (as defined in Note 14—Commitments
and Contingencies).
If the Company and the counterparty
fail to perform according to the terms of the agreements, the
maximum amount of loss which the Company may incur is approximately
$9.3 million, of which $8.0 million related to the
Advance Payment is reported within the Other long-term assets line
item on the Consolidated Balance Sheets.
NOTE 5—FAIR VALUE MEASUREMENT
The carrying values of the Company’s cash and cash equivalents,
trade receivables and accounts payable approximate fair value due
to their short maturities.
The following tables present the financial assets not measured at
fair value on a recurring basis as of March 31, 2022 and
December 31, 2021:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31, 2022 |
|
|
Carrying Value |
|
Estimated Fair Value |
|
Fair Value Hierarchy |
Financial Statement Line Item |
Financial assets: |
|
|
|
|
|
|
Notes receivable - current |
$ |
72 |
|
|
$ |
72 |
|
|
Level 3 |
Receivables |
Notes receivable - non-current |
1,250 |
|
|
1,250 |
|
|
Level 3 |
Other long-term assets |
Prepaid expenses - non-current |
8,000 |
|
|
8,000 |
|
|
Level 3 |
Other long-term assets |
Total financial assets |
$ |
9,322 |
|
|
$ |
9,322 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
December 31, 2021 |
|
|
|
Carrying Value |
|
Estimated Fair Value |
|
Fair Value Hierarchy |
|
Financial Statement Line Item |
Financial assets: |
|
|
|
|
|
|
|
Notes receivable - current |
$ |
8 |
|
|
$ |
8 |
|
|
Level 3 |
|
Receivables |
Notes receivable - non-current |
$ |
3,391 |
|
|
$ |
3,391 |
|
|
Level 3 |
|
Other long-term assets |
Prepaid expenses - non-current |
$ |
8,000 |
|
|
$ |
8,000 |
|
|
Level 3 |
|
Other long-term assets |
Total financial assets |
$ |
11,399 |
|
|
$ |
11,399 |
|
|
|
|
|
The notes receivable are fixed-rate investments, are not traded and
do not have observable market inputs, therefore, the fair value is
estimated to be equal to the carrying value. The advance payment is
not a traded asset and does not have observable market inputs,
therefore, the fair value is estimated to be equal to the carrying
value.
The following tables present the liabilities measured at fair value
on a recurring basis, by input level, in the Consolidated Balance
Sheets at March 31, 2022 and December 31,
2021:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31, 2022 |
|
Level 1 |
|
Level 2 |
|
Level 3 |
|
Total |
Financial liabilities: |
|
|
|
|
|
|
|
Public Warrants |
$ |
6,027 |
|
|
— |
|
|
— |
|
|
6,027 |
|
Private Warrants |
— |
|
|
3,210 |
|
|
— |
|
|
3,210 |
|
Total financial liabilities |
$ |
6,027 |
|
|
$ |
3,210 |
|
|
$ |
— |
|
|
$ |
9,237 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
December 31, 2021 |
|
Level 1 |
|
Level 2 |
|
Level 3 |
|
Total |
Financial liabilities: |
|
|
|
|
|
|
|
Public Warrants |
$ |
4,255 |
|
|
— |
|
|
— |
|
|
4,255 |
|
Private Warrants |
— |
|
|
2,266 |
|
|
— |
|
|
2,266 |
|
Total financial liabilities |
$ |
4,255 |
|
|
$ |
2,266 |
|
|
$ |
— |
|
|
$ |
6,521 |
|
NOTE 6—PROPERTY AND EQUIPMENT, NET
Property and equipment, net consists of the following:
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2022 |
|
December 31,
2021 |
Computer equipment |
$ |
8,943 |
|
|
8,819 |
|
Leasehold improvements |
6,496 |
|
|
6,310 |
|
Purchased software |
2,352 |
|
|
542 |
|
Furniture and fixtures |
$ |
2,300 |
|
|
$ |
2,125 |
|
Construction in progress |
911 |
|
|
721 |
|
Total property and equipment |
21,002 |
|
|
18,517 |
|
Less: accumulated depreciation |
(13,887) |
|
|
(13,228) |
|
Total property and equipment, net |
$ |
7,115 |
|
|
$ |
5,289 |
|
The aggregate depreciation expense for property and equipment, net
is reflected in “Depreciation and amortization” in the Consolidated
Statements of Operations. During the three months ended
March 31, 2022 and 2021, depreciation expense was $0.8 million
and $0.7 million, respectively. No impairment charges or material
write-offs were recorded for the three months ended
March 31, 2022 and 2021.
Property and equipment, net by region consists of the
following:
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2022 |
|
December 31,
2021 |
United States |
$ |
3,281 |
|
|
$ |
1,672 |
|
EMEA(1)
|
2,916 |
|
|
2,813 |
|
All other countries |
918 |
|
|
804 |
|
Total property and equipment, net |
$ |
7,115 |
|
|
$ |
5,289 |
|
(1)Europe,
Middle East, and Africa (“EMEA”). Amounts primarily represent
leasehold improvements of local office space and computer
equipment.
NOTE 7—INTERNAL-USE SOFTWARE, NET
Internal-use software, net consists of the following:
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2022 |
|
December 31,
2021 |
Internal-use software |
$ |
128,487 |
|
|
$ |
130,942 |
|
Less: accumulated amortization |
(92,865) |
|
|
(87,675) |
|
Total internal-use software, net |
$ |
35,622 |
|
|
$ |
43,267 |
|
The aggregate amortization expense for internal-use software, net
is reflected in "Depreciation and amortization" in the Consolidated
Statements of Operations. During the three months ended
March 31, 2022 and 2021, the Company capitalized internal-use
software development costs of $6.6 million and $6.9 million. Total
amortization expense associated with its capitalized internal-use
software development costs for the three months ended
March 31, 2022 and 2021 was $5.9 million and $5.2
million.
During the three months ended March 31, 2022, the Company
adopted a plan to suspend the further development of Kingdom Boss,
resulting in a change in the useful life of the assets associated
with Kingdom Boss. The Company recorded a $8.4 million non-cash
impairment charge during the first quarter of 2022 within
"Restructuring and related" in the Consolidated Statement of
Operations. There were no write-offs or impairment charges recorded
for the three months ended March 31, 2021.
NOTE 8—GOODWILL AND INTANGIBLE ASSETS
Goodwill
The Company had $5.1 million in goodwill as of March 31, 2022
and December 31, 2021. There were no business combinations
during the three months ended March 31, 2022 and 2021. There
were no indicators of impairment as of March 31, 2022 and
December 31, 2021.
Intangible Assets
The following table provides the gross carrying value and
accumulated amortization for each major class of intangible asset
other than goodwill:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31, 2022 |
|
December 31, 2021 |
|
Gross
Carrying
Amount |
|
Accumulated
Amortization |
|
Net
Carrying
Amount |
|
Gross
Carrying
Amount |
|
Accumulated
Amortization |
|
Net
Carrying
Amount |
Amortizable intangible assets: |
|
|
|
|
|
|
|
|
|
|
|
Licenses |
$ |
19,000 |
|
|
$ |
(2,932) |
|
|
$ |
16,068 |
|
|
$ |
19,000 |
|
|
$ |
(1,245) |
|
|
$ |
17,755 |
|
Trade names |
1,240 |
|
|
(1,240) |
|
|
— |
|
|
1,240 |
|
|
(1,240) |
|
|
— |
|
|
20,240 |
|
|
(4,172) |
|
|
16,068 |
|
|
20,240 |
|
|
(2,485) |
|
|
17,755 |
|
Nonamortizable intangible assets: |
|
|
|
|
|
|
|
|
|
|
|
Marketing Agreement with a related party |
1,000 |
|
|
— |
|
|
1,000 |
|
|
1,000 |
|
|
— |
|
|
1,000 |
|
Total intangible assets |
$ |
21,240 |
|
|
$ |
(4,172) |
|
|
$ |
17,068 |
|
|
$ |
21,240 |
|
|
$ |
(2,485) |
|
|
$ |
18,755 |
|
Intangible assets consist of trade names and long-term license
agreements with various third parties. In 2021, the Company
entered into agreements with N3TWORK Inc. and The Tetris Company,
LLC pursuant to which the Company acquired the rights to develop
and operate Tetris®-branded
mobile games for an initial term through August 2024. The Company
paid N3TWORK Inc. $13.0 million at closing and agreed to pay up to
an additional $34.0 million subject to satisfaction of certain
conditions, of which $8.0 million was an
Advance Payment (as defined in Note 14—Commitments
and Contingencies).
In addition, the Company will pay royalties to The Tetris Company,
LLC, the licensor of the rights.
The aggregate amortization expense for amortizable intangible
assets is reflected in “Depreciation and amortization” in the
Consolidated Statements of Operations. During the three months
ended March 31, 2022 and 2021, amortization was $1.7 million
and $0.1 million, respectively. There were no impairment charges
for intangible assets for the three months ended
March 31, 2022 and 2021.
As of March 31, 2022, the estimated annual amortization
expense for the years ending December 31, 2022 through
2026 is as follows:
|
|
|
|
|
|
|
|
|
Year Ending December 31, |
|
Projected Amortization
Expense |
Remaining 2022
|
|
$ |
5,059 |
|
2023 |
|
6,645 |
|
2024 |
|
4,364 |
|
2025 |
|
— |
|
2026 |
|
— |
|
Total |
|
$ |
16,068 |
|
NOTE 9—WARRANT LIABILITIES
Public Warrants and Private Warrants
Upon the closing of the Business Combination, there were
approximately 7.2 million publicly-traded redeemable warrants to
purchase shares of Class A common stock (the "Public Warrants") and
3.8 million redeemable warrants to purchase shares of Class A
common stock initially issued to the Sponsor in a private placement
(the "Private Warrants") were issued by Acies prior to the Business
Combination. Each whole Public Warrant entitles the registered
holder to purchase one whole share of the Company’s Class A common
stock at a price of $11.50 in cash per share, subject to adjustment
as discussed below, as of October 27, 2021. Pursuant to the Warrant
Agreement, a holder of Public Warrants may exercise the Public
Warrants only for a whole number of shares of Class A common stock.
The Public Warrants will expire 5 years after the completion of the
Business Combination, or earlier upon redemption or liquidation.
The Private Warrants are identical to the Public Warrants, except
that the Private Warrants and the shares of Class A common stock
issuable upon exercise of the Private Warrants were not
transferable until after the completion of the Business
Combination, subject to certain limited exceptions. Additionally,
the Private Warrants are non-redeemable so long as they are held by
the initial holder or any of its permitted transferees. If the
Private Warrants are held by someone other than the initial holder
or its permitted transferees, the Private Warrants will be
redeemable by the Company and exercisable by such holders on the
same basis as the Public Warrants. The Private Warrants may be
exercised on a cashless basis so long as held by the Sponsor or
certain permitted transferees.
The Company may redeem the outstanding Public Warrants in whole,
but not in part, at a price of $0.01 per Public Warrant upon a
minimum of 30 days’ prior written notice of redemption, if and only
if the last sale price of the Company’s common stock equals or
exceeds $18.00 per share for any 20-trading days within a
30-trading day period ending three business days before the Company
sends the notice of redemption to the Warrant Holders. If the
Company calls the Public Warrants for redemption, management will
have the option to require all holders that wish to exercise the
Public Warrants to do so on a cashless basis. In no event will the
Company be required to net cash settle the exercise of Public
Warrants.
At March 31, 2022, there were approximately 7.2 million
Public Warrants and 3.8 million Private Warrants outstanding. Refer
to Note 5—Fair
Value Measurements
for further information.
On April 1, 2022, the Company commenced (i) an offer to each holder
of its outstanding Public Warrants and Private Warrants
(collectively, the “Warrants”), each to purchase shares of its
Class A common stock, par value $0.0001 per share, the opportunity
to receive $1.00 in cash, without interest, for each outstanding
Warrant tendered by the holder pursuant to the offer (the “Offer to
Purchase”), and (ii) the solicitation of consents (the “Consent
Solicitation”) from holders of the outstanding Warrants to amend
the Warrant Agreement, dated as of October 22, 2020, by and between
the Company (formerly Acies Acquisition Corp.) and Continental
Stock Transfer & Trust Company, which governs all of the
Warrants (the “Warrant Amendment”) (collectively the "Tender
Offer"). If approved, the Warrant Amendment would permit the
Company to redeem each outstanding Warrant for $0.90 in cash,
without interest, which is 10% less than the purchase price
applicable to the Offer to Purchase. The total amount of cash
required to complete the Offer to Purchase, including the payment
of any fees, expenses and other related amounts incurred in
connection with the Offer to Purchase, will be approximately
$11.9 million, all of which the Company will fund from its
existing and available cash reserve, with no alternative plans to
finance the purchase of the tendered Warrants.
NOTE 10—ACCRUED LIABILITIES
Accrued liabilities consist of the following:
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2022 |
|
December 31,
2021 |
Accrued payroll and vacation |
5,626 |
|
|
5,696 |
|
Minimum guarantee liability |
5,200 |
|
|
5,200 |
|
Other accruals |
5,943 |
|
|
4,703 |
|
Total accrued liabilities |
$ |
16,769 |
|
|
$ |
15,599 |
|
NOTE 11—REVENUE FROM CONTRACTS WITH CUSTOMERS
Disaggregation of Revenue
The following table summarizes the Company’s revenue disaggregated
by type, and by over time or point in time
recognition:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended
March 31, |
|
|
|
2022 |
|
2021 |
|
|
|
|
Virtual currency (over time)(1)
|
$ |
65,935 |
|
|
$ |
73,226 |
|
|
|
|
|
Advertising (point in time) |
4,075 |
|
|
871 |
|
|
|
|
|
Other revenue (point in time) |
441 |
|
|
— |
|
|
|
|
|
Total net revenue |
$ |
70,451 |
|
|
$ |
74,097 |
|
|
|
|
|
(1)Virtual
currency is recognized over the estimated consumption
period.
The following table summarizes the Company’s revenue disaggregated
by geography:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended
March 31, |
|
|
|
2022 |
|
2021 |
|
|
|
|
United States |
$ |
62,103 |
|
|
$ |
64,074 |
|
|
|
|
|
All other countries |
8,348 |
|
|
10,023 |
|
|
|
|
|
Total net revenue |
$ |
70,451 |
|
|
$ |
74,097 |
|
|
|
|
|
Contract Balances
Contract assets represent the Company’s ability to bill customers
for performance obligations completed under a contract. As of
March 31, 2022 and December 31, 2021, there were no
contract assets recorded in the Company’s consolidated balance
sheet. The deferred revenue balance related to the purchase of
virtual currency was immaterial as of March 31, 2022 and
December 31, 2021. The opening and closing balance of trade
receivables is further described in Note 4—Receivables.
NOTE 12—LONG-TERM DEBT
Credit Agreement
On June 24, 2021, in connection with the Closing, the Company
terminated and replaced the Revolver (as defined below). The
Company, a subsidiary of the Company, JPMorgan Chase Bank, N.A., as
administrative agent and JPMorgan Chase Bank, N.A., Silicon Valley
Bank and Wells Fargo Securities, LLC, as joint bookrunners and
joint lead arrangers entered into a credit agreement (the “Credit
Agreement”) which provides for a five-year revolving credit
facility in an aggregate principal amount of $75.0 million.
Borrowings under the Credit Agreement may be borrowed, repaid and
re-borrowed by the Company, and are available for working capital,
general corporate purposes and permitted acquisitions.
Commitment fees and interest rates are determined on the basis of
either a Eurodollar rate or an Alternate Base Rate plus an
applicable margin. The applicable margins are initially 2.50%, in
the case of Eurodollar loans, and 1.50%, in the case of Alternate
Base Rate loans. The applicable margin is subject to adjustment
based upon the Company's Total Net Leverage Ratio (as defined in
the Credit Agreement). Eurodollar rates and the Alternate Base Rate
are subject to floors of 0.00% and 1.00%, respectively. The Credit
Agreement contains various affirmative and negative financial and
operational covenants applicable to the Company and its
subsidiaries.
The Credit Agreement includes customary reporting requirements,
conditions precedent to borrowing and affirmative, negative and
financial covenants. Specific financial covenants include the
following, commencing with the quarter ended September 30,
2021:
•Maximum
Net Leverage Ratio of 3.50:1.00 (subject to increase to 4.00:1.00
following consummation of certain material
acquisitions)
•Minimum
Fixed Charge Coverage Ratio of 1.25:1.00.
At issuance, the Company capitalized $0.7 million in debt issuance
costs. As of March 31, 2022, the Company has not made any
drawdowns on the Credit Agreement.
Private Venture Growth Capital Loans
On March 27, 2020, the Company entered into an agreement for a
revolving credit facility (the “Revolver”) with Silicon Valley
Bank. The Revolver was secured by the assets including intellectual
property of the Company and matures on September 27, 2022.
Borrowings under the Revolver may be borrowed, repaid and
re-borrowed by the Company, and are available for working capital,
general corporate purposes and permitted acquisitions. Up to $3.0
million of the Revolver may be used for letters of credit. On June
24, 2021, in connection with the Closing, the Company terminated
and replaced the Revolver as described above.
NOTE 13—INCOME TAXES
The Company recorded an income tax expense of $7.8 million and $1.3
million for the three months ended March 31, 2022 and
2021, respectively. Our effective tax rate was (45.1)% for the
three months ended March 31, 2022 compared to 18.5%
for the three months ended March 31, 2021. The effective rate of
(45.1)% differs from the federal statutory rate of 21% primarily
due to the jurisdictional mix of earnings at differing tax rates,
research and development tax credits, non-deductible stock
compensation, and the effect of a valuation allowance on certain
federal deferred tax assets.
NOTE 14—COMMITMENTS AND CONTINGENCIES
Minimum Guarantee Liability
The following are the Company’s total minimum guaranteed
obligations as of:
|
|
|
|
|
|
|
|
|
|
|
|
|
March 31,
2022 |
|
December 31,
2021 |
|
|
|
|
Minimum guarantee liability - current |
5,200 |
|
|
5,200 |
|
Total minimum guarantee obligations |
$ |
5,200 |
|
|
$ |
5,200 |
|
Weighted-average remaining contractual term
(in years) |
2.4 |
|
2.6 |
The following are the Company’s remaining expected future payments
of minimum guarantee obligations as of March 31,
2022:
|
|
|
|
|
|
|
|
|
Year Ending December 31, |
|
Minimum Guarantee
Obligations |
Remainder of 2022
|
|
$ |
5,200 |
|
2023 |
|
— |
|
2024 |
|
— |
|
2025 |
|
— |
|
2026 |
|
— |
|
Total |
|
$ |
5,200 |
|
Leases
The Company leases both office space and office equipment and
classifies these leases as either operating or capital leases for
accounting purposes based upon the terms and conditions of the
individual lease agreements. As of March 31, 2022, all leases
were classified as operating leases and expire at various dates
through 2027, with certain leases containing renewal option periods
of two to five years at the end of the current lease
terms.
The Company’s future minimum rental commitments as of
March 31, 2022, are as follows:
|
|
|
|
|
|
|
|
|
Year Ending December 31, |
|
Minimum Rental
Commitments |
Remaining 2022
|
|
$ |
3,042 |
|
2023 |
|
4,415 |
|
2024 |
|
4,349 |
|
2025 |
|
2,598 |
|
2026 and thereafter |
|
3,485 |
|
Total |
|
$ |
17,889 |
|
Certain lease agreements have rent escalation provisions over the
lives of the leases. The Company recognizes rental expense based on
a straight-line basis over the term of the leases. Rental expense
was $1.1 million and $1.2 million for the three months ended
March 31, 2022 and 2021, respectively, which is included
within “General and administrative” expenses in the Consolidated
Statements of Operations.
N3TWORK, Inc.
On November 22, 2021, the Company entered into agreements with
N3TWORK Inc. and The Tetris Company, LLC pursuant to which the
Company acquired the rights to develop and operate Tetris®-branded
mobile games for an initial term through August 2024. The Company
paid N3TWORK Inc. $13.0 million at closing and agreed to pay up to
an additional $34.0 million subject to satisfaction of certain
conditions (the "Contingent Payments"). As of March 31, 2022,
the Company advanced $8.0 million of the Contingent Payments (the
"Advance Payment"). None of the Advance Payment was considered
earned as of March 31, 2022, which is included within "Other
long-term assets" within the Consolidated Balance
Sheets.
Other
The Company is party to ordinary and routine litigation incidental
to its business. On a case-by-case basis, the Company engages
inside and outside counsel to assess the probability of potential
liability resulting from such litigation. After making such
assessments, the Company makes an accrual for the estimated loss
only when the loss is reasonably probable and an amount can be
reasonably estimated. The Company does not expect the outcome of
any pending litigation to have a material effect on the Company’s
Consolidated Balance Sheets, Consolidated Statements of Operations,
or Consolidated Statements of Cash Flows.
In May 2021, the Company became party to a litigation matter
brought by TeamSava d.o.o. Beograd (“TeamSava”) and other related
parties. The plaintiffs filed a Statement of Claim in May 2021 in
Tel Aviv District Court in Israel, alleging claims, among other
things, that the Company breached the terms of a commercial
contract relating to services provided by TeamSava and related
parties in connection with the sourcing and administrative
management of personnel in Serbia who provided game development
services exclusively for the Company. The pending litigation seeks
damages of 27.3 million New Israeli Shekels ("NIS"). The Company
believes that the claims are without merit and the Company intends
to vigorously defend against them; however, there can be no
assurance that the Company will be successful in the defense of
this litigation. The Company’s range of possible loss could be up
to 27.3 million NIS based on the claim amount of the litigation,
but the Company is not able to reasonably estimate the probability
or amount of loss and therefore has not made any
accruals.
On April 6, 2022, a class action lawsuit was filed in the United
Stated District Court, Northern District of California, by a
purported Company shareholder in connection with alleged federal
securities violations: Christian A. Felipe et. al. v. PLAYSTUDIOS,
Inc. (the “Felipe Complaint”). The Felipe Complaint names the
Company and Andrew Pascal, the Company’s Chairman and CEO as
defendants. The Felipe Complaint alleges misrepresentations and
omissions regarding the state of the Company’s development of the
Kingdom Boss game and its financial projections and future
prospects in the S-4 Registration Statement filed by Acies that was
declared effective on May 25, 2021, the Proxy Statement filed by
Acies on May 25, 2021, and other public statements that touted Old
PLAYSTUDIOS’ and the Company’s financial performance and
operations, including statements made on earnings calls and the
Amended S-1 Registration Statement filed by the Company that was
declared effective on July 30, 2021. The Felipe Complaint alleges
that the misrepresentations and omissions resulted in stock price
drops of 13% on August 12, 2021, and 5% on February 25, 2022,
following (i) the Company’s release of financial results for the
second quarter of 2021, ended on June 30, 2021, and (ii) the filing
of the Company’s annual report for 2021 and issuance of a press
release summarizing financial results for the fourth quarter and
year ended December 31, 2021, respectively. The Felipe Complaint
seeks an award of damages for an unspecified amount.
The Company believes that the claims are without merit and the
Company intends to vigorously defend against them; however, there
can be no assurance
that the Company will be successful in the defense of this
litigation. The Company is not able to reasonably estimate the
probability or amount of loss and therefore has not made any
accruals.
NOTE 15—STOCKHOLDERS’ EQUITY
The condensed consolidated statements of stockholders’ equity
reflect the reverse recapitalization as discussed in Note
1—Background
and Basis of Presentation
as of June 21, 2021. As Old PLAYSTUDIOS was deemed the accounting
acquirer in the reverse recapitalization with Acies, all periods
prior to the consummation date reflect the balances and activity of
Old PLAYSTUDIOS. The consolidated balances and the audited
consolidated financial statements of Old PLAYSTUDIOS, as of
December 31, 2020, and the share activity and per share amounts in
these condensed consolidated statements of equity were
retroactively adjusted, where applicable, using the
recapitalization exchange ratio of approximately 0.233 for Old
PLAYSTUDIOS common stock. Old PLAYSTUDIOS Series A Preferred Stock,
Old PLAYSTUDIOS Series B Preferred Stock, Old PLAYSTUDIOS Series
C-1 Preferred Stock, and Old PLAYSTUDIOS Series C Preferred Stock
were deemed converted into shares of Old PLAYSTUDIOS common stock
at a share conversion factor of 1.0 as a result of the reverse
recapitalization. Old PLAYSTUDIOS warrants to purchase preferred
stock were deemed exercised and the underlying shares converted
based on the respective preferred stock conversion
ratio.
Common Stock
As of March 31, 2022, the Company was authorized to issue 2.0
billion and 25.0 million shares of Class A and Class B common
stock, respectively. The Company had 110.3 million and 110.1
million shares of Class A common stock and 16.1 million and 16.1
million shares of Class B common stock issued and outstanding as of
March 31, 2022 and December 31, 2021,
respectively.
Subject to the prior rights of the holders of any preferred stock,
the holders of common stock are entitled to receive dividends out
of the funds legally available at the times and in the amounts
determined by the Company's Board of Directors. Each holder of
Class A common stock is entitled to one vote for each share of
Class A common stock held and each holder of Class B common stock
is entitled to twenty votes for each share of Class B common stock
held. After the full preferential amounts due to preferred
stockholders have been paid or set aside, the remaining assets of
the Company available for distribution to its stockholders, if any,
are distributed to the holders of common stock ratably in
proportion to the number of shares of common stock then held by
each such holder. None of the Company’s common stock is entitled to
preemptive rights and neither is subject to redemption. The
Company’s common stock is not convertible into any other shares of
the Company’s capital stock.
The shares of Class B common stock are subject to a “sunset”
provision if any member of the Founder Group transfers shares of
Class B common stock outside the Founder Group (except for certain
permitted transfers). In the event of such non-permitted transfers,
any share transferred will automatically convert into shares of
Class A common stock. In addition, the outstanding shares of Class
B common stock will be subject to a “sunset” provision by which all
outstanding shares of Class B common stock will automatically
convert into shares of Class A common stock (i) if holders
representing a majority of the Class B common stock vote to convert
the Class B common stock into Class A common stock, (ii) if the
Founder Group and its permitted transferees collectively no longer
beneficially own at least 20% of the number of shares of Class B
common stock collectively held by the Founder Group as of the
Effective Time, or (iii) on the nine-month anniversary of the
Founder’s death or disability, unless such date is extended by a
majority of independent directors.
Accumulated Other Comprehensive Income
The following tables shows a summary of changes in accumulated
other comprehensive income:
|
|
|
|
|
|
|
|
|
|
|
|
|
Currency
Translation
Adjustment |
|
Total Accumulated
Other Comprehensive
Income |
Balance as of December 31, 2021 |
$ |
393 |
|
|
$ |
393 |
|
Foreign currency translation |
(6) |
|
|
(6) |
|
Balance as of March 31, 2022 |
$ |
387 |
|
|
$ |
387 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Currency
Translation
Adjustment |
|
Total Accumulated
Other Comprehensive
Income |
Balance as of December 31, 2020 |
$ |
481 |
|
|
$ |
481 |
|
Foreign currency translation |
(296) |
|
|
(296) |
|
Balance as of March 31, 2021 |
$ |
185 |
|
|
$ |
185 |
|
Stock Repurchase Program
On November 10, 2021, the Company’s Board of Directors
approved a stock repurchase program authorizing the Company to
purchase up to $50.0 million of the Company’s Class A common stock
over a period of 12 months. Subject to applicable rules and
regulations, the shares may be purchased from time to time in the
open market or in privately negotiated transactions. Such purchases
will be at times and in amounts as the Company deems appropriate,
based on factors such as market conditions, legal requirements and
other business considerations. As of March 31, 2022, the
Company has not repurchased any Class A common stock under the
stock repurchase program.
NOTE 16—STOCK-BASED COMPENSATION
2011 and 2021 Equity Incentive Plans
The Company has two equity incentive plans: Old PLAYSTUDIOS' 2011
Omnibus Stock and Incentive Plan (the “2011 Plan”) and the 2021
Equity Incentive Plan (the “2021 Plan”). The 2021 Plan provides for
the grant of non-qualified stock options, incentive stock options,
stock appreciation rights, restricted stock, restricted stock units
and other stock awards, and performance awards to employees,
officers, non-employee directors and independent service providers
of the Company. The 2021 Plan became effective immediately upon the
closing of the Business Combination and replaces the 2011 Plan and
no additional awards will be available under the 2011
Plan.
Each Old PLAYSTUDIOS stock option from the 2011 Plan that was
outstanding immediately prior to the Business Combination and held
by current employees or service providers, whether vested or
unvested, was converted into an option to purchase approximately
0.233 shares of common stock (each such option, an “Exchanged
Option”). Except as specifically provided in the Merger Agreement,
following the Business Combination, each Exchanged Option continues
to be governed by the same terms and conditions (including vesting
and exercisability terms) as were applicable to the corresponding
former Old PLAYSTUDIOS option immediately prior to the consummation
of the Business Combination. All equity awards activity was
retroactively restated to reflect the Exchanged
Options.
The number of shares of common stock available under the 2021 Plan
will increase annually on the first day of each calendar year,
beginning with the calendar year ending December 31, 2022, with
such annual increase equal to the lesser of (i) 5% of the number of
shares of common stock issued and outstanding on the last business
day of the immediately preceding fiscal year and (ii) an amount
determined by the Company's Board of Directors. If any award (or
any award under the 2011 Plan) is forfeited, cancelled, expires,
terminates or otherwise lapses or is settled in cash, in whole or
in part, without the delivery of Class A common stock or Class B
common stock, then the shares (including both the Class A common
stock and Class B common stock) covered by such forfeited, expired,
terminated or lapsed award shall again be available as shares for
grant under the 2021 Plan.
As of March 31, 2022, the Company has 15.7 million shares of
Class A common stock reserved for issuance under the 2021
Plan.
Stock-Based Compensation
The following table summarizes stock-based compensation expense
that the Company recorded in income (loss) from operations for
the periods shown:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended March 31, |
|
|
|
2022 |
|
2021 |
|
|
|
|
Selling and marketing |
$ |
319 |
|
|
$ |
21 |
|
|
|
|
|
General and administrative |
3,149 |
|
|
383 |
|
|
|
|
|
Research and development |
3,400 |
|
|
496 |
|
|
|
|
|
Stock-based compensation expense |
$ |
6,868 |
|
|
$ |
900 |
|
|
|
|
|
Capitalized stock-based compensation |
$ |
1,101 |
|
|
$ |
209 |
|
|
|
|
|
Stock Options
All of the options granted under the 2011 Plan have time-based
vesting periods vesting over a period of three to four years and a
maximum term of 10 years from the grant date.
The following is a summary of stock option activity for time-based
and performance-based options for the three months ended
March 31, 2022 (in thousands, except weighted-average exercise
price and remaining term):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
No. of
Options |
|
Weighted-Average
Exercise Price |
|
Weighted-Average
Remaining Term (in Years) |
|
Aggregate
Intrinsic Value |
Outstanding - December 31, 2021 |
14,749 |
|
|
$ |
0.85 |
|
|
|
|
|
Granted |
— |
|
|
— |
|
|
|
|
|
Exercised |
(113) |
|
|
1.15 |
|
|
|
|
|
Forfeited |
(85) |
|
|
2.06 |
|
|
|
|
|
Expired |
(64) |
|
|
1.74 |
|
|
|
|
|
Outstanding - March 31, 2022 |
14,487 |
|
|
0.84 |
|
|
6.0 |
|
$ |
58,490 |
|
Unvested - March 31, 2022 |
3,141 |
|
|
0.85 |
|
|
7.3 |
|
12,803 |
|
Exercisable - March 31, 2022 |
11,346 |
|
|
0.83 |
|
|
5.6 |
|
45,687 |
|
As of March 31, 2022, there was approximately $4.9 million of
total unrecognized compensation expense related to stock options to
employees. As of March 31, 2022, this cost is expected to be
recognized over a remaining average period of 1.4 years. The total
intrinsic value of stock options exercised under the provisions of
the 2011 Plan during the three months ended March 31,
2022 and 2021, was $0.4 million and $4.9 million,
respectively.
Restricted Stock Units ("RSUs")
During the three months ended March 31, 2022, the Company
approved the issuance of 7.9 million RSUs. Generally, RSUs are
granted using a three or four year vesting schedule, either vesting
pro rata annually or a cliff vest over the requisite service
period, subject to continued employment. Except as provided in an
award agreement between the Company and the employee, if an
employee is terminated (voluntarily or involuntarily), any unvested
awards as of the date of termination will be forfeited. RSUs settle
for outstanding shares of the Company’s Class A common stock upon
vesting.
During the three months ended March 31, 2022, the Company
accelerated the first year vesting for several employees, resulting
in 0.2 million RSUs vesting during the same period.
The following is a summary of RSU activity for the
three months ended March 31, 2022:
|
|
|
|
|
|
|
No. of
RSUs |
Outstanding - December 31, 2021 |
— |
|
Granted |
7,871 |
|
Vested |
(160) |
|
Forfeited |
(21) |
|
Outstanding - March 31, 2022 |
7,690 |
|
As of March 31, 2022, there was approximately
$26.0 million of total unrecognized compensation expense
related to RSUs granted to employees and this cost is expected to
be recognized over a remaining average period of 2.6
years.
NOTE 17—NET (LOSS) INCOME PER SHARE
Basic net (loss) income per share is computed by dividing net
(loss) income attributable to Class A and Class B common
stockholders by the weighted-average number of shares of each
respective class of common stock outstanding during the period.
Diluted net (loss) income per share is computed by dividing net
(loss) income attributable to Class A and Class B common
stockholders by the weighted-average number of each respective
class of common stock outstanding, including the potential dilutive
securities. For the calculation of diluted net (loss) income per
share, net (loss) income attributable to Class A and Class B common
stockholders is adjusted to reflect the potential effect of
dilutive securities.
As result of the reverse recapitalization, the Company has
retroactively adjusted the weighted average shares outstanding
prior to the Business Combination to give effect to the Exchange
Ratio used to determine the number of shares of common stock into
which they were converted.
The following table sets forth the computation of basic and diluted
net (loss) income attributable to Class A and Class B common
stockholders per share (in thousands except per share
data):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended March 31, 2022 |
|
Three Months Ended March 31, 2021 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Class A |
|
Class B |
|
|
|
Class A |
|
Class B |
|
|
Numerator |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net (loss) income attributable to common
stockholders – basic |
|
$ |
(21,992) |
|
|
$ |
(3,220) |
|
|
|
|
$ |
4,721 |
|
|
$ |
1,197 |
|
|
|
Potential dilutive effect of stock options |
|
— |
|
|
— |
|
|
|
|
72 |
|
|
(72) |
|
|
|
Net (loss) income attributable to common
stockholders – diluted |
|
$ |
(21,992) |
|
|
$ |
(3,220) |
|
|
|
|
$ |
4,793 |
|
|
$ |
1,125 |
|
|
|
Denominator |
|
|
|
|
|
|
|
|
|
|
|
|
Weighted average shares of common stock outstanding -
basic |
|
110,207 |
|
|
16,130 |
|
|
|
|
74,832 |
|
|
18,977 |
|
|
|
Potential dilutive effect of stock options |
|
— |
|
|
— |
|
|
|
|
14,220 |
|
|
1,922 |
|
|
|
Weighted average shares of common stock outstanding -
diluted |
|
110,207 |
|
|
16,130 |
|
|
|
|
89,052 |
|
|
20,899 |
|
|
|
Net (loss) income attributable to common stockholders per
share |
|
|
|
|
|
|
|
|
|
|
|
|
Basic |
|
$ |
(0.20) |
|
|
$ |
(0.20) |
|
|
|
|
$ |
0.06 |
|
|
$ |
0.06 |
|
|
|
Diluted |
|
$ |
(0.20) |
|
|
$ |
(0.20) |
|
|
|
|
$ |
0.05 |
|
|
$ |
0.05 |
|
|
|
For the periods presented above, the net (loss) income per share
amounts are the same for Class A and Class B common stock because
the holders of each class are entitled to equal per share dividends
or distributions in liquidation in accordance with the Certificate
of Incorporation. The undistributed (losses) earnings for each
period are allocated based on the contractual participation rights
of the Class A and Class B common stock as if the (losses) earnings
for the period had
been distributed. As the liquidation and dividend rights are
identical, the undistributed (losses) earnings are allocated on a
proportionate basis.
The following equity awards outstanding at the end of each period
presented have been excluded from the computation of diluted net
(loss) income per share of common stock for the periods presented
due to their anti-dilutive effect:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended March 31, |
|
|
|
2022 |
|
2021 |
|
|
|
|
Stock options |
14,486 |
|
|
206 |
|
|
|
|
|
RSUs |
7,690 |
|
|
— |
|
|
|
|
|
Public Warrants |
7,175 |
|
|
— |
|
|
|
|
|
Private Warrants |
3,821 |
|
|
— |
|
|
|
|
|
Earnout Shares |
15,000 |
|
|
— |
|
|
|
|
|
|
48,172 |
|
|
206 |
|
|
|
|
|
NOTE 18—EMPLOYEE BENEFIT PLAN
The Company offers a 401(k) retirement savings plan to eligible
employees. Employee contributions are voluntary and made on a
pretax basis subject to Internal Revenue Service limitations.
Beginning in the second quarter of 2022, the Company will provide a
match a percentage of employee contributions up to certain
limits.
Item 2. Management’s
Discussion and Analysis of Financial Condition and Results of
Operations
The following discussion and analysis provides information which
management believes is relevant to an assessment and understanding
of our condensed consolidated results of operations and financial
condition. The discussion should be read in conjunction with the
unaudited condensed consolidated financial statements and notes
thereto contained in this Quarterly Report on Form 10-Q. This
discussion contains forward-looking statements and involves
numerous risks and uncertainties, including, but not limited to,
those described in the “Risk Factors” section of this Quarterly
Report on Form 10-Q. Actual results may differ materially from
those contained in any forward-looking statements. Unless the
context otherwise requires, references to “we”, “us”, “our”, and
“the Company” are intended to mean the business and operations of
PLAYSTUDIOS, Inc. and its consolidated subsidiaries.
Our actual results and the timing of certain events may differ
significantly from the results discussed in the forward-looking
statements. Factors that might cause such a discrepancy include,
but are not limited to, those discussed elsewhere in this Quarterly
Report on Form 10-Q, particularly in the section titled “Risk
Factors” set forth in Part II, Item 1A of this Quarterly Report on
Form 10-Q. All forward-looking statements in this report are based
on information available to us as of the date hereof, and we assume
no obligation to update any such forward-looking statements to
reflect future events or circumstances, except as required by
law.
Overview
We are a developer and publisher of free-to-play casual games for
mobile and social platforms each of which incorporate our unique
playAWARDS loyalty program. Over our ten-year history, we developed
a portfolio of free-to-play social casino games that are considered
to be among the most innovative and unique in the genre. They
include the award-winning
POP! Slots,
myVEGAS Slots,
my KONAMI
Slots,
myVEGAS Blackjack, myVEGAS Bingo and MGM Slots
Live.
Our games are based on original content, real-world slot game
content, as well as third-party licensed brands and are
downloadable and playable for free on multiple social and
mobile-based platforms, including the Apple App Store, Google Play
Store, Amazon Appstore, and Facebook.
Each of our games is powered by our proprietary
playAWARDS
program and incorporates loyalty points that are earned by players
as they engage with our games. These loyalty points enable our
players to earn real-world rewards from a portfolio of
entertainment, retail, technology, travel, leisure, and gaming
brands across the globe. The rewards are provided by our collection
of awards partners, all of whom provide their rewards at no cost to
us, in exchange for product integration, marketing support, and
participation in our loyalty program. The program is enabled by our
playAWARDS platform which consists of a robust suite of tools that
enable our awards partners to manage their rewards in real time,
measure the value of our players’ engagement, and gain insight into
the effectiveness and value they derive from the program. Through
our self-service platform, awards partners can launch new rewards,
make changes to existing offers, and in real time see how players
are engaging with their brands. The platform tools also provide
awards partners the ability to measure the off-line value our
players generate as consumers and patrons of their real-world
establishments.
PLAYSTUDIOS' playAWARDS platform embodies all of the features,
tools, and capabilities needed to deliver loyalty programs tailored
for the games industry. Our consumer-facing brand for our loyalty
program is myVIP. The myVIP program is an aspirational benefits
framework, with in-game mechanics and rewards features, along with
a player development and hosting program. The program dynamically
ranks and assigns players to tiers based on their accumulation of
tier points, which are a proxy for their overall engagement with
our games. The tier points are separate from and are not
interchangeable with the loyalty points earned in the playAWARDS
program. Qualified players are provided access to enhanced benefits
that increase with each tier. Higher tiers provide access to a VIP
player portal whereby players can view and purchase special chip
bundles, redeem loyalty points for a curated set of rewards, and
communicate directly with a dedicated personal host. The VIP player
portal, concierge, and host programs, enhance the in-game and
real-world reward experience with both in-game and in-person,
invitation-only special events. We believe that the myVIP program
drives increased player engagement and retention, and therefore
extends each game's life-cycle and revenue potential.
We have primarily generated our revenue from the sale of virtual
currency, which players can choose to purchase at any time to
enhance their playing experience. Once purchased, our virtual
currency cannot be withdrawn from the game, transferred from one
game to another or from one player to another, or be redeemed for
monetary value. Players who install our games receive free virtual
currency upon the initial launch of the game, and they may also
collect virtual currency free of charge at periodic intervals or
through targeted marketing promotions. Players may exhaust the free
virtual currency and may choose to purchase additional virtual
currency. Additionally, players can send free “gifts” of virtual
currency to their friends on Facebook. Our revenue from virtual
currency has been generated world-wide, but is largely concentrated
in North America.
We also generate revenue from in-game advertising. Advertisements
can be in the form of an impression, click-throughs, banner ads, or
offers, where players are rewarded with virtual currency or loyalty
points for watching a short video.
Impact of COVID-19
The ongoing COVID-19 pandemic and variants thereof and resulting
social distancing, shelter-in-place, quarantine, and similar
governmental orders put in place around the world have caused
widespread disruption in global economies, productivity, and
financial markets and have materially altered the way in which we
conduct our day-to-day business. We have followed guidance by the
U.S., Israel, Hong Kong, and other applicable foreign and local
governments to protect our employees and operations during the
pandemic and have implemented a remote environment for our
business. We cannot predict the potential impacts of the COVID-19
pandemic and variants thereof or the distribution of vaccines on
our business or operations, but we will continue to actively
monitor the related issues and may take further actions that alter
our business operations, including as may be required by federal,
state, local, or foreign authorities or that we determine are in
the best interests of our employees, players, partners, and
stockholders.
In addition to the potential direct impacts to our business, the
global economy has been, and is likely to continue to be,
significantly weakened as a result of the actions taken in response
to the COVID-19 pandemic and variants thereof, and future
government intervention remains uncertain. A weakened global
economy may impact our players and their purchasing decisions
within our games, in particular as a result of the limitations
associated with redeeming real-world rewards due to
government-mandated or other restrictions on travel and other
activities and limitations on our players’ discretionary spending,
consumer activity during the pandemic and its impact on advertising
investments, and the ability of our business partners, including
our awards partners, to navigate this complex social, health, and
economic environment, any of which could result in disruption to
our business and results of our operations.
The duration and extent of the impact from the COVID-19 pandemic
and variants thereof depends on future developments that cannot be
accurately predicted at this time, such as the severity and
transmission rate of the virus, the existence of any additional
waves of the COVID-19 pandemic and variants thereof, the extent and
effectiveness of containment actions, progress towards widespread
rapid testing, effective treatment alternatives, and the success
and timing of vaccination efforts, and the impact of these and
other factors on our employees, players, and business partners. We
have recently observed labor shortages, increasing competition for
talent, and increasing employee attrition. If we are not able to
respond to and manage the impact of such events effectively, our
business may be harmed.
See “Risk Factors” for more information related to the COVID-19
pandemic.
Key Factors Affecting Our Performance
There are a number of factors that affect the performance of our
business, and the comparability of our results from period to
period, including:
•Third-Party
Platform Agreements—We
derive substantially all of our revenue from in-game purchases of
virtual currency that are processed by platform providers such as
the Apple App Store, Google Store, Amazon Appstore, and on
Facebook. The platform providers charge us a transaction fee to
process payments from our players for their purchase of in-game
virtual currency. These platform fees are generally set at 30% of
the in-game purchase. Each platform provider has broad discretion
to set its platform fees and to change and interpret its terms of
service and other policies with respect to us and other developers
in its sole discretion, and those changes may be unfavorable to
us.
•Player
Acquisition—Establishing and maintaining a loyal network of players
and paying players is
vital for our success. As such, we spend a significant amount on
advertising and other forms of player acquisition, such as
traditional marketing and advertising, email and push
notifications, and cross promoting between our games in order to
grow our player base. These expenditures are generally related to
new content launches, game enhancements, and ongoing programs to
drive new player acquisition and the reactivation of lapsed player
engagement. Our player acquisition strategy is centered on a
payback period methodology, and we strive to optimize spend between
the acquisition of new players and the reactivation of inactive
players.
•Player
Monetization—Our revenue has been primarily driven through the sale
of virtual currency.
Paying players purchase virtual currency in our games because of
the perceived value, which is dependent on the relative ease of
obtaining equivalent virtual currency by simply playing our game.
The perceived value of our virtual currency can be impacted by
various actions that we take in our games including offering
discounts for virtual currency or giving away virtual currency in
promotions. Managing game economies is difficult and relies on our
assumptions and judgment. If we fail to manage our virtual
economies properly or fail to promptly and successfully respond to
any such disruption, our
reputation may suffer and our players may be less likely to play
our games and to purchase virtual currency from us in the future,
which would cause our business, financial condition, and results of
operations to suffer.
•Investment
in Game Development—In
order to maintain interest from existing players and add new
players and achieve our desired revenue growth, we must continually
improve the content, offers, and features in our existing games and
the release of new games. As a result, we invest a significant
amount of our technological and creative resources to ensure that
we support an appropriate cadence of innovative content that our
players will find appealing. These expenditures generally occur in
advance of the release of new content or the launch of a new game,
and the resulting revenue may not exceed the development costs, or
the game or feature may be abandoned in its entirety.
•Investment
in our playAWARDS and myVIP programs—In
order to drive player engagement and retention we invest a
significant amount of resources to enhance the playAWARDS and myVIP
programs. We continually evaluate these programs through an
iterative feedback process with our players and awards partners and
update them so that both our players and awards partners are able
to optimize their personalized experience. As a result, we
continuously incur expenses to enhance and update these programs.
However, the results may not generate revenue and the enhancements
may require additional significant modifications or be abandoned in
their entirely.
•Real-World
Rewards—We
currently offer real-world rewards relating to, among other things,
dining, live entertainment shows, and hotel rooms, and we plan to
continue to expand and diversify our rewards loyalty program in
order to maintain and enhance the perceived value offering to our
players. Our players’ willingness to make in-game purchases is
directly impacted by our ability to provide desirable rewards. The
real-world rewards we offer to our players are provided at no cost
to us by our awards partners, and there is no obligation for us to
pay or otherwise compensate either our awards partners or players
for any player redemptions under our awards partner
agreements.
Key Performance Indicators and Non-GAAP Measures
We manage our business by regularly reviewing several key operating
metrics to track historical performance, identify trends in player
activity, and set strategic goals for the future. Our key
performance metrics are impacted by several factors that could
cause them to fluctuate on a quarterly basis, such as platform
providers’ policies, seasonality, player connectivity, and the
addition of new content to games. We believe these measures are
useful to investors for the same reasons. In addition, we also
present certain non-GAAP performance measures. These performance
measures are presented as supplemental disclosure and should not be
considered superior to or as a substitute for the consolidated
financial statements prepared under U.S. GAAP. The non-GAAP
measures presented in this Quarterly Report on Form 10-Q should be
read together with the unaudited condensed consolidated financial
statements and the respective related notes thereto included
elsewhere in this Quarterly Report on Form 10-Q. The key
performance indicators and non-GAAP measures presented in this
Quarterly Report on Form 10-Q may differ from similarly titled
measures presented by other companies and are not a substitute for
financial statements prepared in accordance with U.S.
GAAP.
Key Performance Indicators
Daily Active Users (“DAU”)
DAU is defined as the number of individuals who played a game on a
particular day. We track DAU by the player ID, which is assigned
for each game installed by an individual. As such, an individual
who plays two different games on the same day is counted as two DAU
while an individual who plays the same game on two different
devices is counted as one DAU. Average DAU is calculated as the
average of the DAU for each day during the period presented. We use
DAU as a measure of audience engagement to help us understand the
size of the active player base engaged with our games on a daily
basis.
Monthly Active Users (“MAU”)
MAU is defined as the number of individuals who played a game in a
particular month. As with DAU, an individual who plays two
different games in the same month is counted as two MAU while an
individual who plays the same game on two different devices is
counted as one MAU. Average MAU is calculated as the average of MAU
for each calendar month during the period presented. We use MAU as
a measure of audience engagement to help us understand the size of
the active player base engaged with our games on a monthly
basis.
Daily Paying Users (“DPU”)
DPU is defined as the number of individuals who made a purchase in
a mobile game during a particular day. As with DAU and MAU, we
track DPU based on account activity. As such, an individual who
makes a purchase on two different games in a particular day is
counted as two DPU while an individual who makes purchases in the
same game on two different devices is counted as one DPU. Average
DPU is calculated as the average of the DPU for each day during the
period presented. We use DPU to understand the size of our active
player base that makes in-game purchases. This focus directs our
strategic goals in setting player acquisition and pricing
strategy.
Daily Payer Conversion
Daily Payer Conversion is defined as DPU as a percentage of
DAU on a particular day. Average Daily Payer Conversion is
calculated as the average DPU divided by average DAU for a given
period. We use Daily Payer Conversion to understand the
monetization of our active players.
Average Daily Revenue Per DAU (“ARPDAU”)
ARPDAU is defined for a given period as the average daily revenue
per average DAU, and is calculated as game and advertising revenue
for the period, divided by the number of days in the period,
divided by the average DAU during the period. We use ARPDAU as a
measure of overall monetization of our players.
Non-GAAP Measures
Adjusted EBITDA (“AEBITDA”)
and AEBITDA Margin
Adjusted EBITDA, or AEBITDA, as used herein, is a non-GAAP
financial performance measure that is presented as a supplemental
disclosure and is reconciled to net (loss) income as the most
directly comparable GAAP measure. We define AEBITDA as net (loss)
income before interest, income taxes, depreciation and
amortization, restructuring and related costs (consisting primarily
of severance and other restructuring related costs), stock-based
compensation expense, changes in fair value of warrant liabilities
and other income and expense items (including special infrequent
items, foreign currency gains and losses, and other non-cash
items). We also use AEBITDA Margin, another non-GAAP measure, which
we calculate as the percentage of AEBITDA to
revenue.
We use AEBITDA and AEBITDA Margin to monitor and evaluate the
performance of our business operations, facilitate internal
comparisons of our operating performance, and to analyze and
evaluate decisions regarding future budgets and initiatives. We
believe that both measures are useful because they provide
investors with information regarding our operating performance that
is used by our management in its reporting and planning processes.
Adjusted EBITDA and Adjusted EBITDA Margin as calculated herein may
not be comparable to similarly titled measures and disclosures
reported by other companies.
The following table sets forth the reconciliation of AEBITDA and
AEBITDA Margin to net (loss) income and net (loss) income margin,
the most directly comparable GAAP measure (in thousands,
except percentages).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended March 31, |
|
|
|
2022 |
|
2021 |
|
|
|
|
Net (loss) income |
$ |
(25,212) |
|
|
$ |
5,918 |
|
|
|
|
|
Depreciation & amortization |
8,394 |
|
|
6,034 |
|
|
|
|
|
Income tax expense |
7,835 |
|
|
1,348 |
|
|
|
|
|
Stock-based compensation expense |
6,868 |
|
|
900 |
|
|
|
|
|
Change in fair value of warrant liability |
2,716 |
|
|
— |
|
|
|
|
|
|
|
|
|
|
|
|
|
Restructuring and related(1)
|
8,655 |
|
|
56 |
|
|
|
|
|
Other(2)
|
(182) |
|
|
284 |
|
|
|
|
|
AEBITDA |
9,074 |
|
|
14,540 |
|
|
|
|
|
|
|
|
|
|
|
|
|
GAAP Revenue |
70,451 |
|
|
74,097 |
|
|
|
|
|
|
|
|
|
|
|
|
|
Margin as a % of revenue |
|
|
|
|
|
|
|
Net (loss) income margin |
(35.8) |
% |
|
8.0 |
% |
|
|
|
|
AEBITDA Margin |
12.9 |
% |
|
19.6 |
% |
|
|
|
|
(1)Amounts
reported during the three months ended March 31, 2022 and 2021
consist of severance-related costs and amounts reported during the
three months ended March 31, 2022 consist of (i) non-cash
impairment charge related to the suspension of Kingdom Boss
development, (ii) fees related to potential mergers and
acquisitions, and (iii) fees related to the Tender Offer for the
Warrants.
(2)Amounts
reported in “Other” include interest expense, interest income,
gains/losses from equity investments, foreign currency
gains/losses, and non-cash gains/losses on the disposal of
assets.
Results of Operations
Summarized Consolidated Results of Operations
The following table summarizes our consolidated results of
operations for the three months ended March 31, 2022 and 2021
(in thousands, except percentages):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended March 31, |
|
|
|
|
|
|
|
|
|
|
|
2022 |
|
2021 |
|
$ Change |
|
% Change |
|
|
|
|
|
|
|
|
Net revenue |
$ |
70,451 |
|
|
$ |
74,097 |
|
|
$ |
(3,646) |
|
|
(4.9) |
% |
|
|
|
|
|
|
|
|
Operating expenses |
85,294 |
|
|
66,547 |
|
|
18,747 |
|
|
28.2 |
% |
|
|
|
|
|
|
|
|
Operating (loss) income |
(14,843) |
|
|
7,550 |
|
|
(22,393) |
|
|
(296.6) |
% |
|
|
|
|
|
|
|
|
Net (loss) income |
(25,212) |
|
|
5,918 |
|
|
(31,130) |
|
|
(526.0) |
% |
|
|
|
|
|
|
|
|
AEBITDA |
9,074 |
|
|
14,540 |
|
|
(5,466) |
|
|
(37.6) |
% |
|
|
|
|
|
|
|
|
Net (loss) income margin |
(35.8) |
% |
|
8.0 |
% |
|
(43.8) |
|
|
(547.5) |
% |
|
|
|
|
|
|
|
|
AEBITDA margin |
12.9 |
% |
|
19.6 |
% |
|
(6.7) |
|
|
(34.2) |
% |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Revenue and Key Performance Indicators (in thousands, except
percentages and ARPDAU)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended March 31, |
|
|
|
|
|
|
|
|
|
|
|
2022 |
|
2021 |
|
Change |
|
% Change |
|
|
|
|
|
|
|
|
Virtual currency |
$ |
65,935 |
|
|
$ |
73,226 |
|
|
$ |
(7,291) |
|
|
(10.0) |
% |
|
|
|
|
|
|
|
|
Advertising |
4,075 |
|
|
871 |
|
|
3,204 |
|
|
367.9 |
% |
|
|
|
|
|
|
|
|
Other revenue |
441 |
|
|
— |
|
|
441 |
|
|
N/A |
|
|
|
|
|
|
|
|
Net revenue |
$ |
70,451 |
|
|
$ |
74,097 |
|
|
$ |
(3,646) |
|
|
(4.9) |
% |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Average DAU |
1,555 |
|
|
1,259 |
|
|
296 |
|
|
23.5 |
% |
|
|
|
|
|
|
|
|
Average MAU |
6,913 |
|
|
3,733 |
|
|
3,180 |
|
|
85.2 |
% |
|
|
|
|
|
|
|
|
Average DPU |
31 |
|
|
36 |
|
|
(5) |
|
|
(13.9) |
% |
|
|
|
|
|
|
|
|
Average Daily Payer Conversion |
2.0 |
% |
|
2.9 |
% |
|
(0.9pp) |
|
(31.0) |
% |
|
|
|
|
|
|
|
|
ARPDAU (in dollars) |
$ |
0.50 |
|
|
$ |
0.65 |
|
|
$ |
(0.15) |
|
|
(23.1) |
% |
|
|
|
|
|
|
|
|
pp = percentage points |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Revenue information by geography is summarized as follows (in
thousands, except percentages):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended March 31, |
|
|
|
|
|
|
|
|
|
|
|
2022 |
|
2021 |
|
Change |
|
% Change |
|
|
|
|
|
|
|
|
United States |
$ |
62,103 |
|
|
$ |
64,073 |
|
|
$ |
(1,970) |
|
|
(3.1) |
% |
|
|
|
|
|
|
|
|
North America (excluding United States) |
3,691 |
|
|
4,146 |
|
|
(455) |
|
|
(11.0) |
% |
|
|
|
|
|
|
|
|
Other |
4,657 |
|
|
5,878 |
|
|
(1,221) |
|
|
(20.8) |
% |
|
|
|
|
|
|
|
|
Net revenue |
$ |
70,451 |
|
|
$ |
74,097 |
|
|
$ |
(3,646) |
|
|
(4.9) |
% |
|
|
|
|
|
|
|
|
Net revenue decreased $3.6 million, or 4.9%, to $70.5 million
during the three months ended March 31, 2022 compared to $74.1
million during the three months ended March 31, 2021. The
decrease is a result of $7.2 million decrease in virtual currency
primarily driven by decreases in DPU and ARPDAU despite overall
increases in DAU and MAU, partially offset by an increase of $3.2
million in advertising revenue. DAU and MAU increased 23.5% and
85.2% respectively compared to three months ended March 31,2021,
driven by the addition of new applications, Tetris and MGM Slots
Live. Our daily conversion rate and ARPDAU both decreased compared
to three months ended March 31, 2021 due to addition of
high-volume, low-monetizing Tetris application diluting both
metrics.
Operating Expenses
The following table summarizes our consolidated operating expenses
for each applicable period (in thousands,
except percentages):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended March 31, |
|
|
|
|
|
% of Revenue |
|
2022 |
|
2021 |
|
$ Change |
|
% Change |
|
2022 |
|
2021 |
Operating expenses: |
|
|
|
|
|
|
|
|
|
|
|
Cost of revenue |
$ |
21,033 |
|
|
$ |
24,488 |
|
|
$ |
(3,455) |
|
|
(14.1) |
% |
|
29.9 |
% |
|
33.0 |
% |
Selling and marketing |
20,540 |
|
|
17,000 |
|
|
3,540 |
|
|
20.8 |
% |
|
29.2 |
% |
|
22.9 |
% |
Research and development |
16,981 |
|
|
14,746 |
|
|
2,235 |
|
|
15.2 |
% |
|
24.1 |
% |
|
19.9 |
% |
General and administrative |
9,691 |
|
|
4,223 |
|
|
5,468 |
|
|
129.5 |
% |
|
13.8 |
% |
|
5.7 |
% |
Depreciation and amortization |
8,394 |
|
|
6,034 |
|
|
2,360 |
|
|
39.1 |
% |
|
11.8 |
% |
|
8.2 |
% |
Restructuring expenses |
8,655 |
|
|
56 |
|
|
8,599 |
|
|
15355.4 |
% |
|
12.3 |
% |
|
0.1 |
% |
Total operating expenses |
$ |
85,294 |
|
|
$ |
66,547 |
|
|
$ |
18,747 |
|
|
28.2 |
% |
|
121.1 |
% |
|
89.8 |
% |
Cost of Revenue
Cost of revenue decreased by $3.5 million, or 14.1%, to $21.0
million during the three months ended March 31, 2022
compared to $24.5 million during the three months ended
March 31, 2021, primarily due to the decrease in
virtual
currency revenue which decreased our platform fees. As
a percentage of revenue, cost of revenue decreased from 33.0%
for the three months ended March 31, 2021 to 29.9% for
the three months ended March 31, 2022. The decrease was
primarily related to an increase in advertising revenue which does
not incur platform fees, and a reduction in royalty expenses
associated with our revenue.
Selling and Marketing
Selling and marketing expenses increased by $3.5 million, or 20.8%,
to $20.5 million during the three months ended March 31,
2022 compared to $17.0 million during the three months ended
March 31, 2021. The increase was primarily due to increased
user acquisition costs of $2.7 million, primarily related to MGM
Slots Live, $0.2 million of catch up stock based compensation
related to certain RSU grants,and marketing payroll of $0.2
million. As a percentage of revenue, selling and marketing
expenses increased from 22.9% for the three months ended
March 31, 2021 to 29.2% for the three months ended
March 31, 2022.
Research and Development
Research and development expenses increased by $2.2 million, or
15.2%, to $17.0 million during the three months ended
March 31, 2022 compared to $14.7 million during the
three months ended March 31, 2021. The increase was
primarily due to $2.6 million of catch up stock based compensation
related to certain RSU grants, offset by a decrease of $1.4 million
outside services related to development of
Kingdom Boss
and
myVEGAS Bingo.
General and Administrative
General and administrative expenses increased by $5.5 million, or
129.5%, to $9.7 million during the three months ended
March 31, 2022 compared to $4.2 million during the
three months ended March 31, 2021. The increase was
primarily due to $1.9 million of catch up stock based compensation
related to certain RSU grants, $1.0 million related to D&O
insurance, and $1.0 million in additional payroll
expense.
Depreciation and Amortization
Depreciation and amortization expenses increased by $2.4 million,
or 39.1%, to $8.4 million during the three months ended
March 31, 2022 compared to $6.0 million during the
three months ended March 31, 2021. The increase was
primarily due to the launch of
myVEGAS Bingo
in March 2021 and the addition of
Tetris
in November 2021. See Note 7—Internal-Use
Software,
Net
in our condensed consolidated financial statements.
Restructuring Expenses
Restructuring expenses increased by $8.6 million from the
three months ended March 31, 2021 to the
three months ended March 31, 2022. The increase is due to
the non-cash impairment charge related to the suspension of Kingdom
Boss development, fees related to merger and acquisition expenses,
and fees related to the Tender Offer for the Warrants.
Other Expense, Net
The following table summarizes our consolidated non-operating
expense for each applicable period (in thousands,
except percentages):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Three Months Ended March 31, |
|
|
|
|
|
2022 |
|
2021 |
|
$ Change |
|
% Change |
Change in fair value of warrant liabilities |
$ |
(2,716) |
|
|
$ |
— |
|
|
$ |
(2,716) |
|
|
N/A |
Interest expense |
(5) |
|
|
(42) |
|
|
37 |
|
|
88.1 |
% |
Other (expense) income |
187 |
|
|
(242) |
|
|
429 |
|
|
(177.3) |
% |
Total other expense, net |
$ |
(2,534) |
|
|
$ |
(284) |
|
|
$ |
(2,250) |
|
|
792.3 |
% |
The change in fair value of warrant liabilities is related to the
warrants discussed in Note 7—Warrant
Liabilities
to our consolidated financial statements herein. Interest expense
is related to the unused commitment fees and debt issue costs
associated with the Credit Agreement and the Private Venture Growth
Capital Loan, respectively, as discussed in Note 12—
Long-Term Debt
to our consolidated financial statements herein. Other (expense)
income primary relates to gains or (losses) from equity investments
and gains or (losses) from foreign currency transactions with our
foreign subsidiaries.
Provision for Income Taxes
Provision for income taxes resulted in a tax expense of $7.8
million for the three months ended March 31, 2022, compared to
a tax expense of $1.3 million for the three months ended
March 31, 2021 Our effective tax rate was (45.1)% for the
three months ended March 31, 2022 compared to our statutory
tax rate of 21%. Our effective tax rate was increased by 56.8% for
R&D tax credits, 24.5% for foreign tax deductions, and 6.2% for
the Vietnam tax exemption. Our effective tax rate was decreased by
5.9% for the recognition of estimated state taxes, 44.7% for
non-deductible stock options, 17.2% for other non-deductible
expenses, and 76.4% for foreign branch income.
Liquidity and Capital Resources
As of March 31, 2022, we had cash and cash equivalents of
$220.0 million, which consisted of cash on hand and money market
mutual funds. Historically, we have funded our operations,
including capital expenditures, primarily through cash flow from
operating activities. We believe that our existing cash and cash
equivalents, the cash generated from operations, the borrowing
capacity under our Credit Agreement, and the cash we obtained as a
result of the Business Combination and related PIPE Financing will
be sufficient to fund our operations and capital expenditures for
the foreseeable future. However, we intend to continue to make
significant investments to support our business growth and may
require additional funds to respond to business challenges,
including the need to develop new games and features or enhance our
existing games, improve our operating infrastructure, or acquire
complementary businesses, personnel and technologies. Accordingly,
we may need to engage in equity or debt financings to secure
additional funds or we may decide to do so
opportunistically.
Debt
On June 24, 2021, in connection with the Closing, Old PLAYSTUDIOS
terminated and replaced its then existing revolving credit facility
with Silicon Valley Bank (the “Revolver”). We, one of our
subsidiaries, JPMorgan Chase Bank, N.A., as administrative agent
and JPMorgan Chase Bank, N.A., Silicon Valley Bank and Wells Fargo
Securities, LLC, as joint bookrunners and joint lead arrangers
entered into a credit agreement (the “Credit Agreement”) which
provides for a five year revolving credit facility in an aggregate
principal amount of $75 million. Borrowings under the Credit
Agreement may be borrowed, repaid and re-borrowed by us, and are
available for working capital, general corporate purposes and
permitted acquisitions. Commitment fees and interest rates are
determined on the basis of either a Eurodollar rate or an Alternate
Base Rate plus an applicable margin. The applicable margins are
initially 2.50%, in the case of Eurodollar loans, and 1.50%, in the
case of Alternate Base Rate loans. The applicable margin is subject
to adjustment based upon our Total Net Leverage Ratio (as defined
in the Credit Agreement). Eurodollar rates and the Alternate Base
Rate are subject to floors of 0.00% and 1.00%, respectively. The
Credit Agreement contains various affirmative and negative
financial and operational covenants applicable to us and our
subsidiaries. We are also obligated to comply with two financial
maintenance covenants as of the end of each fiscal quarter,
commencing with the quarter ended September 30, 2021: (i) we must
maintain a Total Net Leverage Ratio not to exceed 3.50:1.00
(subject to increase to 4.00:1.00 following consummation of certain
material acquisitions) and (ii) we must maintain a Fixed Charge
Coverage Ratio of not less than 1.25:1.00. As of March 31,
2022, we have not drawn any amounts under the Credit
Agreement.
Cash Flows
The following tables present a summary of our cash flows for the
periods indicated (in thousands):
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Three Months Ended March 31, |
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2022 |
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2021 |
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Net cash provided by operating activities |
$ |
11,585 |
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$ |
4,798 |
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Net cash used in investing activities |
(5,107) |
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(11,941) |
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Net cash provided by (used in) financing activities |
130 |
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(2,160) |
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Effect of exchange rate on cash and cash equivalents |
(145) |
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(149) |
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Increase (decrease) in cash and cash equivalents |
6,463 |
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(9,452) |
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Operating Activities
During the three months ended March 31, 2022, operating
activities provided $11.6 million of net cash as compared to $4.8
million during the three months ended March 31, 2021. The
increase in cash provided from operating activities was primarily
due to a favorable change in operating assets and liabilities,
including the decrease in accounts receivable of $10.1 million due
to timing fluctuations in receivables collection.
Investing Activities
Our investing activities are composed of cash used for game
development and purchase of property and equipment.
During the three months ended March 31, 2022, investing
activities used $5.1 million of net cash as compared to $11.9
million during the three months ended March 31, 2021. The
decrease in investing activities was due to the purchase of $5.0
million in notes receivable from a third-party game developer
during the three months ended March 31, 2021. During the three
months ended March 31, 2022, we received $2.3 million of notes
receivable. In addition, during the three months ended
March 31, 2022, we purchased an additional $1.7 million of
property and equipment related to the expansion of our
international studios compared to the three months ended
March 31, 2021.
Financing Activities
Our cash flow from financing activities primarily consists of
proceeds from the exercise of stock options.
During the three months ended March 31, 2022, financing
activities provided $0.1 million of net cash as compared to $2.2
million of cash used in financing activities during the
three months ended March 31, 2021. The change in cash
provided by (used in) financing activities was due to $3.0 million
of cash payments for the Business Combination made during
March 31, 2021, offset by a decrease of $0.7 million of
net proceeds from the exercise of stock options during the
three months ended March 31, 2022.
Contractual Obligations, Commitments, and
Contingencies
As of March 31, 2022, there had been no material changes to
our aggregated indebtedness and other contractual obligations
previously reported in our Annual Report on Form 10-K for the year
ended December 31, 2021.
Critical Accounting Policies and Estimates
Our management's discussion and analysis of our financial condition
and results of operations is based on our condensed consolidated
financial statements, which have been prepared in accordance with
U.S. GAAP. The preparation of these condensed consolidated
financial statements requires us to make estimates and assumptions
that affect the reported amounts of assets and liabilities and the
disclosure of contingent assets and liabilities at the date of the
condensed consolidated financial statements, as well as the
reported revenue generated and expenses incurred during the
reporting periods. Our estimates are based on our historical
experience and various other factors that we believe are reasonable
under the circumstances, the results of which form the basis for
making judgments about items that are not readily apparent from
other sources. Actual results may differ from these estimates under
different assumptions or conditions.
Except as described in Note 2—Summary
of Significant Accounting Policies,
there have been no material changes to our critical accounting
policies and estimates as compared to the critical accounting
policies and estimates disclosed in our Annual Report on Form 10-K,
filed with the SEC on March 3, 2022.
Item 3. Quantitative
and Qualitative Disclosures About Market Risk
Market risk is the risk of loss arising from adverse changes in
market rates and prices, such as interest rates and foreign
currency exchange rates. We are exposed to market risks in the
ordinary course of our business. These risks primarily include
interest rate risk, investment risk, and foreign currency risk as
follows:
Interest Rate Risk
Our exposures to market risk for changes in interest rates relate
primarily to our Credit Agreement. The Credit Agreement and our
Revolver are floating rate facilities. Therefore, fluctuations in
interest rates will impact the amount of interest expense we incur
and have to pay. We did not have any borrowings outstanding under
our Credit Agreement or Revolver at March 31, 2022 and
December 31, 2021, respectively
We do not purchase or hold any derivative financial instruments for
trading purposes.
Investment Risk
We had cash and cash equivalents including restricted cash and cash
equivalents totaling $220.0 million and $213.5 million as of
March 31, 2022 and December 31, 2021, respectively. Our
investment policy and strategy primarily attempts to preserve
capital and meet liquidity requirements without significantly
increasing risk. Our cash and cash equivalents primarily consist of
cash deposits and money market funds. We do not enter into
investments for trading or speculative purposes. Changes in rates
would primarily impact interest income due to the relatively
short-term nature of our investments. A hypothetical 100 basis
point change in interest rates would have increased or decreased
our interest income for a twelve-month period by an immaterial
amount.
Foreign Currency Risk
Our functional currency is the U.S. Dollar and our revenues and
expenses are primarily denominated in U.S. Dollars. Our indirect
foreign currency transaction exposure results mainly from the sale
of our virtual currency to players outside of the U.S. While
players outside of the U.S. make purchases in currencies other than
the U.S. dollar, we are paid by platform providers and record
revenue in U.S. dollars pursuant to the terms of the relevant
contracts. While we have the ability to change the foreign currency
pricing of our virtual currency, sudden and significant changes in
the exchange rates of the Canadian and Australian dollars and Pound
Sterling to the U.S. dollar could have a material impact on our
results of operations. We do not hedge our foreign currency
exposure but may do so in the future.
However, a significant portion of our headcount related expenses,
consisting principally of salaries and related personnel expenses
as well as leases and certain other operating expenses, are
denominated in New Israeli Shekels, or NIS. We also have foreign
currency risks related to our operating expenses denominated in
currencies other than the U.S. Dollar, including the Hong Kong
Dollar, Euro, Serbian Dinar, and Vietnamese Dong. Accordingly,
changes in exchange rates in the future may negatively affect our
future operating results as expressed in U.S. Dollars.
We have experienced and will continue to experience fluctuations in
our net income as a result of transaction gains or losses related
to remeasurement of our asset and liability balances that are
denominated in currencies other than the functional currency of the
entities in which they are recorded.
Item 4. Controls and
Procedures
Evaluation of Disclosure Controls and Procedures
Under the supervision and with the participation of our management,
including our principal executive officer and principal financial
officer, we conducted an evaluation of the effectiveness of the
design and operation of our disclosure controls and procedures, as
defined in Rules 13a-15(e) and 15d-15(e) under the Exchange Act. In
designing and evaluating the disclosure controls and procedures,
management recognized that any controls and procedures, no matter
how well designed and operated, can only provide reasonable
assurance of achieving the desired control objectives and
management is required to apply its judgment in evaluating the
cost-benefit relationship of possible controls and procedures.
Based on such evaluation, the Company's CEO and CFO have concluded
that, as of the period covered by this report, the Company's
disclosure controls and procedures were effective, at the
reasonable assurance level, in recording, processing, summarizing
and reporting, on a timely basis, information required to be
disclosed by the Company in the reports that it files or submits
under the Exchange Act and were effective in ensuring that
information required to be disclosed by the Company in the reports
that it files or submits under the Exchange Act is accumulated and
communicated to the Company's management, including the Company's
CEO and CFO, as appropriate to allow timely decisions regarding
required disclosure.
Changes in Internal Control over Financial Reporting
There were no changes in our internal control over financial
reporting identified in connection with the evaluation required by
Rules 13a-15(d) and 15d-15(d) of the Exchange Act that occurred
during the three months ended March 31, 2022 that have
materially affected, or are reasonably likely to materially affect,
our internal control over financial reporting.
PART II. OTHER INFORMATION
Item 1. Legal
Proceedings
From time to time, we are a party to litigation and subject to
claims incident to the ordinary course of business. Although the
results of litigation and claims cannot be predicted with
certainty, we currently believe that the final outcome of these
matters will not have a material adverse effect on our business.
Regardless of the outcome, litigation can have an adverse impact on
us because of defense and settlement costs, diversion of management
resources and other factors. For information regarding legal
proceedings and other claims in which we are involved, see Note
14—Commitments
and Contingencies.
Item 1A. Risk Factors
Investing in our securities involves risks. Before you make a
decision to buy our securities, in addition to the risks and
uncertainties discussed above under “Cautionary Note Regarding
Forward-Looking Statements,” you should carefully consider the
specific risks set forth herein. If any of these risks actually
occur, it may materially harm our business, financial condition,
liquidity and results of operations. As a result, the market price
of our securities could decline, and you could lose all or part of
your investment. Additionally, the risks and uncertainties
described in this Quarterly Report on Form 10-Q are not the only
risks and uncertainties that we face. Additional risks and
uncertainties not presently known to us or that we currently
believe to be immaterial may become material and adversely affect
our business.
Summary of Principal Risk Factors
•Our
business will suffer if we are unable to entertain our players,
develop new games and improve the experience of our existing
games.
•If
we are able to develop new games and features that achieve success,
it is possible that these new games and features could divert
players of our other existing games without growing our overall
player base, which could harm operating results.
•We
believe that our players’ level of engagement with our games is
partly based on playAWARDS, our real-world rewards loyalty program.
If we fail to expand and diversify our playAWARDS program, in
particular given the current restrictions imposed by the COVID-19
pandemic and variants thereof, our business may
suffer.
•Our
industry is very competitive. If players prefer our competitors’
games over our own, our operating results could
suffer.
•We
rely on a small portion of our total players for a substantial
amount of our revenue and if we fail to grow our player base, or if
player engagement declines, our revenue and operating results will
be harmed.
•We
rely on third-party platforms such as the Apple App Store, Google
Play Store, Amazon Appstore, and Facebook to distribute our games
and collect revenues generated on such platforms and rely on
third-party payment service providers to collect revenues generated
on our own platforms.
•If
we do not successfully invest in, establish and maintain awareness
of our brands and games, if we incur excessive expenses promoting
and maintaining our brands or our games, or if our games contain
defects, our business, financial condition, results of operations,
or reputation could be harmed.
•Our
ability to acquire and maintain licenses to intellectual property
may affect our revenue and profitability. Competition for these
licenses may make them more expensive and increase our
costs.
•We
rely on information technology and other systems and platforms, and
any failures, errors, defects, or disruptions in our or our
vendors’ or other partners’ systems or platforms could diminish our
brand and reputation, subject us to liability, disrupt our
business, impact our games and related software applications,
affect our ability to scale our technical infrastructure and
adversely affect our operating results and growth
prospects.
•We
are party to existing litigation and may in the future be subject
to additional litigation in the operation of our business. These
matters may divert the attention of our management from the
operations of our business. In addition, an adverse outcome in one
or more proceedings could adversely affect our
business.
•We
are subject to laws and regulations concerning data privacy,
information security, data protection, and consumer protection, and
these laws and regulations are continually evolving. Our actual or
perceived failure to comply with these laws and regulations could
harm our business.
•The
dual class structure of our common stock has the effect of
concentrating voting power with Andrew Pascal, our Chairman of the
Board and Chief Executive Officer, which limits an investor’s
ability to influence the outcome of important transactions,
including a change in control.
•Warrants
for our Class A common stock and Earnout Shares and Sponsor Shares
may become issuable or vest, each of which would increase the
number of shares eligible for future resale in the public market
and result in dilution to our stockholders. While the Company has
offered to purchase each of its Warrants in the Tender Offer, the
Company does not expect that all of the Warrants will be tendered
for purchase in the Tender Offer.
•The
price of our Class A common stock and Public Warrants may be
volatile.
•We
do not intend to pay cash dividends for the foreseeable
future.
•Future
resales of our Class A common stock may cause the market price of
our securities to drop significantly, even if our business is doing
well.
•Delaware
law and our organizational documents contain certain provisions,
including anti-takeover provisions, that limit the ability of
stockholders to take certain actions and could delay or discourage
takeover attempts that stockholders may consider
favorable.
Risks Related to Our Business and Industry
Our business will suffer if we are unable to entertain our players,
develop new games, and improve the experience within our existing
games.
Our business depends on developing, publishing, and continuing to
service casual, “free-to-play” games that players will download and
spend time and money playing. We are currently focused on social
casino mobile gaming, offering our social casino games on mobile
devices, including smartphones and tablets on Apple’s iOS and
Google’s Android operating systems, and on social networking
platforms such as Facebook. We have devoted and we expect to
continue to devote substantial resources to the research,
development, analytics, and marketing of our games. Our development
and marketing efforts are focused on both improving the experience
within our existing games (frequently through new content and
feature releases for our live services) and developing new games.
We generate revenue primarily through the sale of in-game virtual
currency. For games distributed through third-party platforms, we
are required to share a portion of our revenue from in-game sales
with the platform providers. Due to our focus on mobile gaming,
these costs are expected to remain a significant operating expense.
See “Risk Factors—We rely on third-party platforms such as the
Apple App Store, Google Play Store, Amazon Appstore, and Facebook
to distribute our games and collect revenues generated on such
platforms and rely on third-party payment service providers to
collect revenues generated on our own platforms.” In order to
remain profitable, we need to generate sufficient revenue from our
existing and new game offerings to offset our ongoing development,
marketing, and operating costs.
Successfully monetizing “free-to-play” games is difficult, and
requires that we deliver engaging and entertaining player
experiences that a sufficient number of players will pay for or we
are able to otherwise sufficiently monetize our games. The success
of our games depends, in part, on unpredictable and volatile
factors beyond our control including player preferences and
spending habits, competing games, and the availability of other
entertainment experiences. If our games do not meet player
expectations, or if new games are not brought to market in a timely
and effective manner, our ability to grow revenue and our financial
performance will be negatively affected.
Our ability to successfully develop games for mobile and web
platforms and their ability to achieve commercial success will
depend on our ability to:
•effectively
market our games to existing and new players;
•achieve
benefits from our player acquisition costs;
•achieve
organic growth and gain player interest in our games through free
or more efficient channels;
•adapt
to changing player preferences and spending habits;
•negotiate
with third parties to provide our players with a diverse inventory
of real-world loyalty rewards;
•increase
player engagement within our games;
•adapt
to new technologies and feature sets for mobile and other
devices;
•expand
and enhance games after their initial release;
•attract,
retain, and motivate talented and experienced game designers,
product managers and engineers;
•negotiate
with third-party platforms;
•continue
to adapt game feature sets for an increasingly diverse set of
mobile devices, including various operating systems and
specifications, limited bandwidth, and varying processing power and
screen sizes;
•efficiently
manage the development of new games and features to increase the
cadence of introductions without incurring excessive
costs;
•achieve
and maintain successful player engagement and effectively monetize
our games;
•maintain
a quality gaming experience and retain our players;
•compete
successfully against a large and growing number of existing market
participants;
•accurately
forecast the timing and expense of our operations, including game
and feature development, marketing and player acquisition, player
adoption, and revenue growth;
•minimize
and quickly resolve bugs or outages; and
•acquire
and successfully integrate high quality mobile game assets,
personnel, or companies.
These and other uncertainties make it difficult to know whether we
will succeed in continuing to develop successful games, live
operations services and launch new games and features in accordance
with our operating plan. If we do not succeed in doing so, our
business, financial condition, results of operations, and
reputation will suffer.
If we are able to develop new games and features that achieve
success, it is possible that these new games and features could
divert players of our other existing games without growing our
overall player base, which could harm operating
results.
Although it is important to our future success that we develop new
games and features that are popular with players, it is possible
that new games and features may reduce the amount of time players
spend with our other games. In particular, we plan to continue
leveraging our existing games to cross-promote new games and
features, which may encourage players of existing games to divert
some of their playing time and discretionary spending away from our
existing games. If new games and game features do not grow our
player base, increase the overall amount of time our players spend
with our games, or generate sufficient new revenue to offset any
declines from our other games, our revenue could be adversely
affected.
We believe that our players’ level of engagement with our games is
partly based on playAWARDS, our real-world rewards loyalty program.
If we fail to expand and diversify our playAWARDS program, in
particular given the current restrictions imposed by the COVID-19
pandemic, including variants thereof, our business may
suffer.
Players accumulate loyalty points by engaging with our games, and
players can exchange their loyalty points for real-world rewards
through our playAWARDS program. We believe that our players’ level
of engagement with our games is partly based on the perceived value
of earning loyalty points and exchanging those loyalty points for
real-world rewards that they can redeem at our awards partners’
establishments. We currently offer real-world rewards relating to,
among other things, dining, live entertainment shows, and hotel
rooms. For example, through an agreement with MGM Resorts
International, or MGM, our players are able to exchange loyalty
points for, among other things, free hotel rooms, meals and show
tickets for various Las Vegas properties, including ARIA, Bellagio,
and MGM Grand. We have observed a lower level of rewards redemption
during the COVID-19 pandemic, including variants thereof, due to
restrictions on the operations of awards partners and on the
ability for players to travel or attend public events. If we are
unable to expand and diversify our playAWARDS program, in
particular to include real-world rewards not based on travel or
attending public events or shows especially during the COVID-19
pandemic, the perceived value of exchanging loyalty points for the
real-world rewards we offer will diminish and our players may be
less likely to play our games or may reduce their level of
engagement with our
games. Such loss of, or reduction in, players or their level of
engagement with our games would cause our business, financial
condition, and results of operations to suffer.
The COVID-19 pandemic, including variants thereof, and containment
efforts across the globe have materially altered how individuals
interact with each other and have materially affected how we and
our business partners are operating, and the extent to which this
situation will impact our future results of operations and overall
financial performance remains uncertain.
The ongoing COVID-19 pandemic, including variants thereof, and
resulting social distancing, shelter-in-place, quarantine and
similar governmental orders put in place around the world have
caused widespread disruption in global economies, productivity and
financial markets and have materially altered the way in which we
conduct our day-to-day business.
As a result of the COVID-19 pandemic, we temporarily closed our
offices around the world (including our corporate headquarters in
Las Vegas, Nevada) and implemented travel restrictions for our
employees. Towards the end of the first calendar quarter of 2020,
we implemented a remote working program across our global studios
and supporting locations. As of June 28, 2021, we instituted a
voluntary return to our offices in Las Vegas, Nevada, Burlingame,
California and Austin, Texas, subject to compliance with CDC and
local health department guidance. Our Hong Kong, Tel-Aviv, Belgrade
and Hanoi offices are open, subject to certain restrictions placed
by local health officials. However, the full extent to which the
COVID-19 pandemic and the various responses to it impact our
business, operations, and financial results will depend on numerous
evolving factors that we may not be able to accurately predict,
including:
•the
duration and scope of the COVID-19 pandemic, including any
potential future waves of the COVID-19 pandemic;
•the
impact of new COVID-19 variants;
•governmental,
business, and individuals’ actions that have been and continue to
be taken in response to the COVID-19 pandemic;
•the
availability and cost to access the capital markets;
•the
effect on our players and their willingness and ability to make
in-game purchases;
•the
limitations on redeeming dining, live entertainment, and hotel
real-world rewards due to travel and other similar
restrictions;
•disruptions
or restrictions on our employees’ ability to work and
travel;
•labor
shortages, increasing competition for talent, and increasing
employee attrition; and
•interruptions
related to our cloud networking and platform infrastructure and
partners, including impacts on Amazon Web Services, mobile
application platform providers, advertising partners, and customer
service and support providers.
During the continuing COVID-19 pandemic, we may not be able to
provide the same level of product features and customer support
that our players expect from us, which could negatively impact our
business and operations. While some of our workforce have
voluntarily returned to our offices, and substantially all of our
business operations can be performed remotely, many of our
employees who continue to work remotely face additional
work-related and personal challenges, including prolonged duration
of remote working environments, adjusting communication and work
practices to collaborate remotely with work colleagues and business
partners, managing technical and communication challenges of
working from home on a daily basis, looking after children as a
result of remote-learning and school closures, and caring for
themselves, family members or other dependents who are or may
become ill. We will continue to actively monitor the issues raised
by the COVID-19 pandemic and may take further actions that alter
our business operations, including as may be required by federal,
state, local, or foreign authorities or that we determine are in
the best interests of our employees, players, partners, and
stockholders.
In addition to the potential direct impacts to our business, the
global economy has been, and is likely to continue to be,
significantly weakened as a result of the actions taken in response
to the COVID-19 pandemic, and future government intervention
remains uncertain. A weakened global economy may impact our
players’ purchasing decisions within our games, in particular given
the limitations of redeeming real-world rewards due to government
mandated or other restrictions on
travel and other activities and limitations on our players’
discretionary spending, consumer activity during the pandemic and
its impact on advertising investments, and the ability of our
business partners, including our awards partners that provide the
real-world rewards available in our games, to navigate this complex
social, health and economic environment, any of which could result
in disruption to our business and results of our
operations.
The duration and extent of the impact from the COVID-19 pandemic
depends on future developments that cannot be accurately predicted
at this time, such as the severity and transmission rate of the
virus, the existence of any additional waves of the COVID-19
pandemic, the impact of new COVID-19 variants, the extent and
effectiveness of containment actions, progress towards widespread
rapid testing, effective treatment alternatives and the adoption
and efficacy of available vaccines, and the impact of these and
other factors on our employees, players, and business partners. If
we are not able to respond to and manage the impact of such events
effectively, our business may be harmed. To the extent the COVID-19
pandemic adversely affects our business and financial results, it
may also have the effect of heightening many of the other risks
described herein.
Our industry is very competitive. If players prefer our
competitors’ games over our own, our operating results could
suffer.
Competition in the gaming industry, especially the mobile gaming
segment, is intense and subject to rapid changes, including changes
from evolving player preferences and emerging technologies. Many
new games are introduced in each major industry segment (mobile,
web, PC, and console) each year, but only a relatively small number
of titles account for a significant portion of total revenue in
each segment. While we intend to diversify our product offering, we
currently compete primarily in the social casino gaming category
and our competitors that develop mobile and web games in the social
casino gaming category vary in size and offerings and include
companies such as Aristocrat, DoubleU, Huuuge Games, Playtika,
SciPlay, Zynga, GSN Games, and others. In addition, there are
competitors that develop mobile and web games that are not
currently focused on the social casino gaming category but may move
into that space and that may also impede our diversification
efforts, including companies such as Activision Blizzard (the
parent company of King Digital), Electronic Arts (EA Mobile), Epic
Games, Jam City, Netmarble (the parent company of Kabam), NetEase
(NetEase Games), Niantic, Take-Two Interactive Software, Vivendi
(the parent company of Gameloft) and others. In addition, online
game developers and distributors that are primarily focused on
specific international markets, such as Giant Interactive and
Tencent in Asia, and high-profile companies with significant online
presences that to date have not actively focused on social games,
such as Facebook, Apple, Google, Amazon, and Microsoft, may decide
to develop social games including social casino games which may
compete with our games. Some of these current and potential
competitors have significant resources for developing or acquiring
additional games, may be able to incorporate their own strong
brands and assets into their games, have a more diversified set of
revenue sources than we do and may be less severely affected by
changes in player preferences, regulations. or other developments
that may impact our industry.
There are relatively low barriers to entry to develop a mobile or
online game and we expect new game competitors to enter the market
and existing competitors to allocate more resources to develop and
market competing games and applications. We also compete or will
likely compete with a vast number of small companies and
individuals who are able to create and launch games and other
content for devices and platforms using relatively limited
resources and with relatively limited start-up time or expertise.
The proliferation of titles in these open developer channels makes
it difficult for us to compete for players without substantially
increasing our marketing expenses. We also face competition for the
leisure time, attention, and discretionary spending of our players
from other non-gaming activities, such as social media and
messaging applications, personal computer and console games, video
streaming services, television, movies, sports, and the Internet.
Increasing competition could result in loss of players, increasing
player acquisition and retention costs, and loss of talent, all of
which could harm our business, financial condition, or results of
operations.
We rely on a small portion of our total players for a substantial
amount of our revenue and if we fail to grow our player base, or if
player engagement declines, our revenue and operating results will
be harmed.
Compared to all players who play our games in any period, only a
small portion are paying players. In order to sustain and grow our
revenue levels, we must attract, retain and increase the number of
paying players or more effectively monetize our players through
advertising and other strategies. To retain players, we must devote
significant resources so that the games they play retain their
interest and attract them to our other games. We might not succeed
in our efforts to increase the monetization rates of our players,
particularly if we are unable to retain our paying players. If we
fail to grow or sustain the
number of our paying players, if the rates at which we attract and
retain paying players declines, or if the average amount our
players pay declines, our business may not grow and our financial
results will suffer.
A substantial portion of our loyalty rewards are obtained from MGM,
and any change in that relationship could materially and adversely
affect our business and financial results.
Although we have
a portfolio of entertainment, retail, technology, travel, leisure,
and gaming brands across the globe
providing rewards through our playAWARDS program, MGM has
historically provided a substantial amount of such rewards and the
majority of the rewards redeemed through our playAWARDS program for
the year ended December 31, 2021 were offered by MGM. Under
the terms of our marketing agreement and rewards agreement with
MGM, MGM has discretion over the types and quantities of rewards
and whether to make any rewards available for a particular game,
and MGM may discontinue any rewards previously made available. The
terms of our marketing agreement with MGM requires us to meet
certain performance criteria for it to be automatically renewed,
and if we fail to meet those performance criteria, MGM could
terminate both the marketing agreement and the rewards agreement.
If we fail to meet our required performance criteria under the
marketing agreement, we could also lose certain intellectual
property rights that we license from MGM under the marketing
agreement and which we use as creative assets in our games. In the
event that MGM offers fewer or less attractive rewards for our
games or if we fail to achieve the required performance milestones
and MGM decides not to renew our agreements, our business and
financial results could be materially and adversely
affected.
We rely on third-party platforms such as the Apple App Store,
Google Play Store, Amazon Appstore, and Facebook to distribute our
games and collect revenues generated on such platforms and rely on
third-party payment service providers to collect revenues generated
on our own platforms.
We derive a significant portion of our revenue from the
distribution of our games on the Apple App Store, Google Play
Store, Amazon Appstore, and Facebook, and the virtual items we sell
in our games are purchased using the payment processing systems of
these third-party platform providers. Additionally, we have
historically acquired a significant number of our players through
Facebook. If we are unable to maintain a good relationship with
such platform providers, if their terms and conditions or pricing
change to our detriment, if we violate, or if a platform provider
believes that we have violated, the terms and conditions of its
platform, or if any of these platforms loses market share or falls
out of favor, or is unavailable for a prolonged period of time, our
business will suffer.
We are subject to the standard and non-negotiated policies and
terms of service/publisher agreements of third-party platforms,
which govern the promotion, distribution, content, and operation
generally of games on the platform. Each platform provider has
broad discretion to unilaterally change and interpret its terms of
service and other policies with respect to us and other developers,
and those changes may be unfavorable to us. For example, in late
2019, a platform provider updated the rating on one of our games to
Adults Only. While this issue has been resolved and the game is no
longer rated Adults Only, the platform provider took longer to
review and approve new releases for such game while it retained the
Adults Only rating, which resulted in uncertainty around when
releases would be approved, and resulted in delays in commercial
releases that negatively impacted our ability to undertake planned
marketing and promotional campaigns to feature the new releases. A
platform provider may also change its fee structure, add fees
associated with access to and use of its platform, alter how we are
able to advertise on the platform, change how the personal
information of its users is made available to application
developers on the platform, limit the use of personal information
for advertising purposes, or restrict how players can share
information with their friends on the platform or across platforms.
Our business could be harmed if:
•the
platform providers discontinue or limit our access to their
platforms;
•governments
or private parties, such as internet providers, impose bandwidth
restrictions, increase charges, or restrict or prohibit access to
those platforms;
•the
platforms increase the fees they charge us;
•the
platforms modify their algorithms, communication channels available
to developers, respective terms of service, or other
policies;
•the
platforms decline in popularity;
•the
platforms adopt changes or updates to their technology that impede
integration with other software systems or otherwise require us to
modify our technology or update our games in order to ensure
players can continue to access our games and content with
ease;
•the
platforms elect or are required to change how they label
free-to-play games or take payment for in-game
purchases;
•the
platforms block or limit access to the genres of games that we
provide in any jurisdiction;
•the
platforms impose restrictions or spending caps or make it more
difficult for players to make in- game purchases of virtual
items;
•the
platforms change how the personal information of players is made
available to developers or develop or expand their own competitive
offerings; or
•we
are unable to comply with the platform providers’ terms of
service.
In addition, third-party platforms also impose certain file size
limitations, which limits our ability to create software with
additional features that would result in a larger size than the
platform providers would support. Aside from these file size
limitations, a larger game file size could cause players to delete
our games once the file size grows beyond the capacity of their
devices’ storage limitations or could reduce the number of
downloads of these games.
Changes in the respective terms of service or policy changes of
third-party platforms may decrease the visibility or availability
of our games, limit our distribution capabilities, prevent access
to our existing games, reduce the amount of revenue we may
recognize from in-game purchases, increase our costs to operate on
these platforms, or result in the exclusion or limitation of our
games on such platforms. Any such changes could adversely affect
our business, financial condition, or results of
operations.
If our platform providers do not perform their obligations in
accordance with our platform agreements, we could be adversely
impacted. For example, in the past, some of these platform
providers have been unavailable for short periods of time,
unexpectedly changed their terms or conditions or experienced
issues with their features that permit our players to purchase
virtual items. If any of our third-party service providers is
unable to process payments, even for a short period of time, our
business could be harmed. These platforms and our third-party
online payment service providers may also experience security
breaches or other issues with their functionalities. In addition,
if we violate, or a platform provider believes we have violated,
its terms of service, policies, or standard publisher agreements
(or if there is any change or deterioration in our relationship
with any of these platform providers), that platform provider could
limit or discontinue our access to the platform or we may be
exposed to liability or litigation. For example, in August 2020,
Epic Games attempted to bypass Apple and Google’s payment systems
for in-game purchases with an update that allowed users to make
purchases directly through Epic Games in their game, Fortnite.
Apple and Google promptly removed Fortnite from their respective
app stores. In August 2020, Epic Games filed separate lawsuits
against Apple and Google relating to, among other things, the 30%
platform fee and anti-trust violations. In September 2020, Apple
filed a counterclaim seeking injunctive relief to block the use of
Epic Games’ payment system and seeking monetary damages to recover
funds made while the updated version of Fortnite was active. In
September 2021, a court ruled that Apple must provide other payment
options for in-app game purchases within a certain time, however,
Apple is not required to allow Fortnite back on its app store. Both
parties have appealed the ruling. In October 2021, Google filed a
counterclaim seeking monetary damages from Epic Games for breach of
contract.
If any such events described above occur on a short-term or
long-term basis, or if these third-party platforms and online
payment service providers otherwise experience issues that impact
the ability of players to download or access our games, access
social features, or make in-game purchases, it could materially and
adversely affect our brands and reputation, as well as our
business, financial condition, and results of
operations.
We rely on third-party hosting and cloud computing providers to
operate certain aspects of our business. In particular, a
significant portion of our game traffic is hosted by Amazon Web
Services, or AWS, and any failure, disruption or significant
interruption in our network or hosting and cloud services could
adversely impact our operations and harm our business.
Our technology infrastructure is critical to the performance of our
games, the satisfaction of our players, and our corporate
functions. Our games and company systems run on a complex
distributed system, or what is commonly known as cloud computing.
We own, operate, and maintain elements of this system, but
significant elements of this system are operated by third parties
that we do not control and which would require significant time and
expense to replace. We expect this dependence on third parties to
continue. We have experienced, and may in the future experience,
disruptions, outages, and other performance problems due to a
variety of factors, including infrastructure changes, human or
software errors, and capacity constraints. If any such interruption
is significant or prolonged, if a particular game is unavailable
when players
attempt to access it or navigation through a game is slower than
they expect, players may stop playing the game and may be less
likely to return to the game as often, if at all.
In addition, any changes in these third parties’ service levels may
adversely affect our ability to meet the requirements of our
players. As our platform’s continuing and uninterrupted performance
is critical to our success, sustained or repeated system failures
would reduce the attractiveness of our offerings. It may become
increasingly difficult to maintain and improve our performance,
especially during peak usage times, as we expand and the usage of
our offerings increases. Any negative publicity arising from these
interruptions, delays, outages, or other performance problems could
adversely affect our business, financial condition, results of
operations, or reputation. Furthermore, in the event that any of
our agreements with these third-party providers are terminated, we
may experience significant costs or downtime in connection with the
transfer to, or the addition of, new hosting or cloud computing
providers. Although alternative providers could host our platform
on a substantially similar basis, such transition could potentially
be disruptive and we could incur significant costs in connection
with such transition.
In particular, a significant portion of our game traffic, data
storage, data processing and other computing services and systems
is hosted by AWS. AWS provides us with computing and storage
capacity pursuant to an agreement that continues until terminated
by either party. The agreement requires AWS to provide us their
standard computing and storage capacity and related support in
exchange for timely payment by us. Any disruptions, delays, outages
and other performance problems caused by AWS could significantly
impact our business due to our many services and systems relying on
the AWS services.
We have engaged third-party game development companies to develop
and operate new mobile games and if they fail to perform as
expected, our business may suffer.
We currently, have in the past and expect in the future to, engage
third-party game development companies to develop and operate new
mobile games on our behalf. In each instance, we have been and in
the future intend to be the publisher of these third-party
developed games when they are available for distribution through
platforms such as the Apple App Store, Google Play Store, and
Amazon Appstore, but much of the responsibility to operate our
games after commercial launch will be undertaken by the development
company. Typically when we engage a third-party game development
company, we will enter into a contract with them that defines their
and our duties and responsibilities, but we have limited control
over the work performed by the development company and are
therefore subject to additional risks than if our own employees
were developing our games, such that completion of our games and
their publication could be delayed due to the development company’s
failure to adhere to our milestones and roadmaps. For example, one
of our third-party game development companies has in the past, and
may in the future, fail to complete development milestones in
accordance with our game development roadmap. If our third-party
game development companies do not perform in accordance with our
agreements with them, it could adversely affect the development of
our games that are the subject of that agreement, including
delaying their availability for launch and their performance once
launched, which could materially and adversely impact our ability
to meet our forecasts.
Once a co-developed game is launched, we will be reliant on the
development company’s ability to maintain adequate knowledgeable
and experienced personnel to operate and maintain the co-developed
game successfully and to develop and implement future game updates,
patches and bug fixes, as well as provide ongoing support services.
If the development company fails to operate and maintain the
co-developed game, it could adversely affect the co-developed
game's performance and player satisfaction and our business may
suffer as a result.
We do not own or have direct control of the source code of the
third-party developed games, but we endeavor to have source code
escrow agreements in place under which the source code and
operation documentation of such co-developed games will be held in
escrow. If the source code escrow release conditions are triggered
under the applicable source code escrow agreement, while we may be
able to obtain access to and use the source code and operation
documentation to operate the relevant co-developed game, it would
take significant time for our employees to learn how to manage the
operation of the co-developed game or develop future game updates,
patches, or bug fixes for the co-developed game, which could
adversely affect the co-developed game’s performance and player
satisfaction, and our business may suffer as a result.
In addition, a co-developed game may incorporate intellectual
property owned by the applicable development company. In such
cases, we have or will obtain licenses to use the intellectual
property as integrated with and into the co-developed game, but we
will not own such intellectual property. If the third-party game
developer challenged our right to use its intellectual property or
the manner in which we use such intellectual property, it could
materially and adversely affect our ability to continue to publish
the co-developed game.
If we do not successfully invest in, establish and maintain
awareness of our brands and games, if we incur excessive expenses
promoting and maintaining our brands or our games or if our games
contain defects, our business, financial condition, results of
operations, or reputation could be harmed.
We believe that establishing and maintaining our brands is critical
to maintaining and creating favorable relationships with players,
awards partners, content licensors, and advertisers, as well as
competing for key talent. Increasing awareness of our brands and
recognition of our games is particularly important in connection
with our strategic focus on developing games based on our own
intellectual property and successfully cross-promoting our games.
In addition, globalizing and extending our brands and recognition
of our games requires significant investment and extensive
management time to execute successfully. Although we make
significant sales and marketing expenditures in connection with the
launch of our games, these efforts may not succeed in increasing
awareness of our brands or the new games. If we fail to increase
and maintain brand awareness and consumer recognition of our games,
our potential revenue could be limited, our costs could increase
and our business, financial condition, results of operations, or
reputation could suffer.
In addition, our games may contain errors, bugs, flaws, corrupted
data, defects, and other vulnerabilities, some of which may only
become apparent after their launch, particularly as we launch new
games and rapidly release new features to existing games under
tight time constraints. Furthermore, our development and testing
processes may not detect errors and vulnerabilities in our games
prior to their release. Any such errors, flaws, defects, and
vulnerabilities may disrupt our operations, violate applicable
security standards, adversely affect the game experience of our
players, harm our reputation, cause our players to stop playing our
games, divert our resources, and delay market acceptance of our
games, any of which could result in harm to our business, financial
condition, or results of operations.
We strive to establish and maintain our brands by obtaining
trademark rights, including for our games. However, if our
trademarks and trade names are not adequately protected, we may not
be able to build name recognition in our markets of interest and
our competitive position, business, financial condition, or results
of operations may be harmed.
Our ability to acquire and maintain licenses to intellectual
property may affect our revenue and profitability. Competition for
these licenses may make them more expensive and increase our
costs.
Much of the intellectual property we use in our games is created by
us, but we also rely on licenses or rights we receive to
third-party intellectual property for use in our games or platform
to enhance the experience of our players or otherwise operate our
business. For example, we use licensed intellectual property from
certain parties such as MGM, Tetris, and Konami Gaming as creative
assets in our games. These licenses typically limit our use of
intellectual property to specific uses and for specific time
periods, and include other contractual obligations, including the
achievement of certain performance milestones with which we must
comply in order for the license to remain in effect. Moreover,
certain intellectual property rights may be licensed to us on a
non-exclusive basis, and accordingly, the owners of such
intellectual property are free to license such rights to third
parties, including our competitors, on terms that may be superior
to those offered to us, which could place us at a competitive
disadvantage. Competition for these licenses is intense, and often
results in one or more of increased advances, minimum payment
guarantees, and royalties that we must pay to the licensor, which
decreases our profitability. In the future, we may identify
additional third-party intellectual property we may need or desire
to license in order to engage in our business, including to develop
or commercialize new games. However, such licenses may not be
available on acceptable terms or at all. If we are unable to obtain
and remain in compliance with the terms of these licenses or obtain
additional licenses on reasonable economic terms, we may be
required to discontinue or limit our use of our games or features
therein that include or incorporate the licensed intellectual
property, and our revenue and profitability may be adversely
impacted.
We also cannot be certain that our licensors are not infringing,
misappropriating, or otherwise violating the intellectual property
rights of others or that our licensors have sufficient rights to
the intellectual property to grant us the applicable licenses. If
we are unable to obtain or maintain rights to any of such
in-licensed intellectual property because of claims of intellectual
property infringement, misappropriation, or other violation claims
brought by third parties against our licensors or against us, our
ability to develop games containing such intellectual property
could be severely limited and our business could be
harmed.
The perceived value of our virtual currency is highly dependent on
how we manage the economies in our games. If we fail to manage our
game economies properly, our business may suffer.
We derive substantially all of our revenues from the sale of
virtual currency. Paying players purchase virtual currency in our
games because of its perceived value, which is dependent on the
relative ease of obtaining equivalent virtual currency by simply
playing our games. The perceived value of our virtual currency can
be impacted by various actions that we take in our
games, including offering discounts for virtual currency or giving
away virtual currency in promotions. Managing game economies is
difficult, and relies on our assumptions and judgment. If we fail
to manage our virtual economies properly or fail to promptly and
successfully respond to any such disruption, our reputation may
suffer and our players may be less likely to play our games and to
purchase virtual currency from us in the future, which would cause
our business, financial condition, and results of operations to
suffer.
If the use of mobile devices as game platforms and the
proliferation of mobile devices generally do not increase, our
business could be adversely affected.
The number of people using mobile Internet-enabled devices has
increased dramatically over time and we expect that this trend will
continue. However, the mobile market, particularly the market for
mobile games, may not grow in the way we anticipate. Our future
success is substantially dependent upon the continued growth of the
market for mobile games. In addition, we do not currently offer our
games on all mobile devices. If the mobile devices on which our
games are available decline in popularity or become obsolete faster
than anticipated, we could experience a decline in revenue and may
not achieve the anticipated return on our development efforts. Any
such declines in the growth of the mobile market or in the use of
mobile devices for games could harm our business, financial
condition, or results of operations.
We rely on information technology and other systems and platforms,
and any failures, errors, defects, or disruptions in our or our
vendors’ or other partners’ systems or platforms could diminish our
brand and reputation, subject us to liability, disrupt our
business, impact our games and related software applications,
affect our ability to scale our technical infrastructure, and
adversely affect our operating results and growth
prospects.
Our technology infrastructure will be critical to the performance
of our games and satisfaction of our players and to the general
operation of our business. We devote significant resources to
network and data security to protect our systems and data. However,
our systems may not be adequately designed with the necessary
reliability and redundancy to avoid performance delays or outages
that could be harmful to our business. We cannot assure you that
the measures we take to detect and prevent or hinder cyber-attacks
or other security or data breaches, to protect our systems, data
and player information, and to prevent outages, data loss, and
fraud, including a disaster recovery strategy for server,
equipment, or systems failure and the use of third parties for
certain cybersecurity services, will provide sufficient security or
be adequate for our operations. Our vendors and other partners are
also subject to the foregoing risks, and we do not have any control
over them. We have experienced and may in the future experience
system disruptions, outages, and other performance problems,
including when releasing new software versions or bug fixes, due to
a variety of factors, including infrastructure changes, human or
software errors, and capacity constraints. Such disruptions have
not had a material impact to date, however, future disruptions from
unauthorized access to, fraudulent manipulation of, or tampering
with our or third parties’ computer systems and technological
infrastructure, including the data contained therein or transmitted
thereby, could result in a wide range of negative outcomes,
including violations of applicable privacy laws which can result in
significant fines, governmental investigations and enforcement
actions, legal and financial exposure, contractual liability, and
damage to our reputation, each of which could materially adversely
affect our business, financial condition, results of operations,
and prospects.
Programming errors, defects, and data corruption could also disrupt
our operations, cause us to violate applicable data privacy laws,
adversely affect the experience of our players, harm our
reputation, cause our players to stop playing our games, divert our
resources, and delay market acceptance of our games, any of which
could result in legal liability to us or harm our business,
financial condition, results of operations, and
prospects.
If our player base and engagement continue to grow, and the number
and types of games we offer continue to grow and evolve, we will
need an increasing amount of technical infrastructure, including
network capacity and computing power, to continue to satisfy our
players’ needs and operate our business. Such infrastructure
expansion may be complex, and unanticipated delays in completing
these projects or availability of components may lead to increased
project costs, operational inefficiencies, or interruptions in the
delivery or degradation of the quality of our games or other
operations. In addition, there may be issues related to this
infrastructure that are not identified during the testing phases of
design and implementation, which may only become evident after we
have started to fully use the underlying equipment or software,
that could further degrade the player experience or increase our
costs. As such, we could fail to continue to effectively scale and
grow our technical infrastructure to accommodate increased demands.
In addition, our business may be subject to interruptions, delays
or failures resulting from adverse weather conditions, other
natural disasters, power loss, terrorism, cyber-attacks, public
health emergencies (such as the COVID-19 pandemic), or other
catastrophic events.
We believe that if our players have a negative experience with our
games, or if our brand or reputation is negatively affected,
players may be less inclined to continue or to engage with us. As
such, a failure or significant interruption in our service would
harm our reputation, business, and operating results.
While we have achieved profitability in the past, we also have a
history of net losses and our revenue and operating margins may
decline. We also may incur substantial net losses in the future and
may not sustain profitability.
Our operating and net income has historically fluctuated and we
believe our operating margin could decrease as a result of
increasing costs resulting from the risks discussed in this
Quarterly Report on Form 10-Q or in connection with any merger and
acquisition activity that we may undertake. We expect to continue
to expend substantial financial and other resources on game
development, our technology stack, game engines, game technology
and tools, player acquisition, the expansion of our network,
international expansion, and marketing. Our operating costs will
increase and our operating margins may decline if we do not
effectively manage costs, launch new products on schedule that
monetize successfully, and enhance our games so that these games
continue to monetize successfully. In addition, weak economic
conditions or other factors could cause our revenues to contract,
requiring us to implement significant additional cost cutting
measures, including a decrease in sales and marketing and paid
player acquisition, which could harm our long-term prospects. If
our revenue does not increase to offset any additional expenses, if
we fail to manage or experience unexpected increases in operating
expenses, or if we are required to take additional charges related
to impairments or restructurings, our financial results and results
of operations may suffer and we may not achieve or maintain
profitability.
We intend to grow our business through strategic acquisitions,
investments, and joint ventures that involve numerous risks and
uncertainties.
We intend to grow our business through strategic acquisitions,
investments, and joint ventures that involve numerous risks and
uncertainties. We are currently in various stages of seeking,
evaluating, and pursuing strategic acquisitions both in the U.S.
and in non-U.S. jurisdictions, and we intend to continue to seek,
evaluate, and pursue strategic transactions, investments, and joint
ventures, both in the U.S. and in non-U.S. jurisdictions. These
transactions often require unique approaches to integration due to,
among other reasons, the structure of the transactions, the
locations, and cultural differences among the other company’s teams
and ours, and have required and will continue to require
significant attention from our management team. If we are unable to
obtain the anticipated benefits from these transactions, or if we
encounter difficulties in integrating any acquired operations with
our business, our financial condition, and results of operations
could be materially harmed.
Challenges and risks from such acquisitions, investments, and joint
ventures include:
•our
ability to identify, compete effectively for, or complete suitable
acquisitions and investments at prices we consider
attractive;
•our
ability to estimate accurately the financial effect of acquisitions
and investments on our business, our ability to estimate accurately
any synergies or the impact on our results of operations of such
acquisitions and investments;
•acquired
products, technologies or capabilities, particularly with respect
to any that are still in development when acquired, may not perform
as expected, may have defects, or may not be integrated into our
business as expected;
•acquired
entities or joint ventures may not achieve expected business growth
or operate profitably, which could adversely affect our results of
operations, and we may be unable to recover investments in any such
acquisitions or joint ventures;
•our
assumption of legal or regulatory risks, particularly with respect
to smaller businesses that have immature business processes and
compliance programs, or litigation we may face with respect to the
acquired company, including claims from terminated employees,
players, former stockholders, or other third parties;
•negative
effects on business initiatives and strategies from the changes and
potential disruption that may follow the acquisition;
•diversion
of our management’s attention;
•declining
employee morale and retention issues resulting from changes in
compensation, or changes in management, reporting relationships, or
future prospects;
•the
need to integrate the operations, systems, technologies, products,
and personnel of each acquired company, the inefficiencies and lack
of control that may result if such integration is delayed or not
implemented, and unforeseen difficulties and expenditures that may
arise in connection with integration;
•the
difficulty in determining the appropriate purchase price of
acquired companies may lead to the overpayment of certain
acquisitions and the potential impairment of intangible assets and
goodwill acquired in the acquisitions;
•the
difficulty in successfully evaluating and utilizing the acquired
products, technology, or personnel;
•acquisitions,
investments, and joint ventures may require us to spend a
significant amount of cash, to incur debt, resulting in increased
fixed payment obligations and could also result in covenants or
other restrictions on us, or to issue capital stock, resulting in
dilution of ownership of our stockholders;
•the
need to implement controls, procedures, and policies appropriate
for a larger, U.S.-based public company at companies that prior to
acquisition may not have as robust controls, procedures, and
policies, in particular, with respect to compliance with privacy
and other regulations protecting the rights of users, and
compliance with U.S.-based economic policies and sanctions which
may not have previously been applicable to the acquired company’s
operations;
•the
difficulty in accurately forecasting and accounting for the
financial impact of an acquisition transaction, including
accounting charges and integrating and reporting results for
acquired companies that have not historically followed U.S.
GAAP;
•the
fact that we may be required to pay contingent consideration in
excess of the initial fair value, and contingent consideration may
become payable at a time when we do not have sufficient cash
available to pay such consideration;
•the
fees and costs of legal, accounting, and other professional
advisors engaged by us for such acquisitions, which may be
substantial;
•under
purchase accounting, we may be required to write off deferred
revenue which may impair our ability to recognize revenue that
would have otherwise been recognizable which may impact our
financial performance or that of the acquired company;
•risks
associated with our expansion into new international markets and
doing business internationally, including those described under the
caption “Our
international operations are, and our strategy to expand
internationally will be, subject to increased challenges and
risks”;
•in
the case of foreign acquisitions, the need to integrate operations
across different cultures and languages and to address the
particular economic, currency, political, and regulatory risks
associated with specific countries;
•the
potential loss of, or harm to, our relationships with employees,
players, awards partners, content licensors, and other suppliers as
a result of integration of new businesses;
•our
dependence on the accuracy and completeness of statements and
disclosures made or actions taken by the companies we acquire or
their representatives, when conducting due diligence and evaluating
the results of such due diligence;
•liability
for activities of the acquired company before the acquisition,
including intellectual property and other litigation claims or
disputes, cyber and information security vulnerabilities,
violations of laws, rules, and regulations, commercial disputes,
tax liabilities, and other known and unknown liabilities;
and
•we
may not be able to effectively influence the operations of our
joint ventures, or we may be exposed to certain liabilities if our
joint venture partners do not fulfill their
obligations.
The benefits of an acquisition, investment, or joint venture may
also take considerable time to develop, and we cannot be certain
that any particular transaction will produce the intended benefits,
which could adversely affect our business, financial condition, or
results of operations. Our ability to grow through future
acquisitions, investments, and joint ventures will depend on the
availability of suitable candidates at an acceptable cost, our
ability to compete effectively to attract these candidates, and the
availability of financing to complete larger transactions. In
addition, depending upon the duration and extent of
shelter-in-place, travel and other business restrictions adopted by
us and imposed by various governments in response to the COVID-19
pandemic, including variants thereof, we have and will continue to
encounter new challenges in evaluating future acquisitions,
investments, and joint ventures and integrating personnel, business
practices, and company cultures from acquired companies.
Acquisitions, investments, and joint ventures could result in
potential dilutive issuances of equity securities, use of
significant cash balances or incurrence of debt (and increased
interest expense), contingent liabilities
or amortization expenses related to intangible assets, or
write-offs of goodwill or intangible assets, which could adversely
affect our results of operations and dilute the economic and voting
rights of our stockholders.
In addition, if we divest any businesses, these divestitures would
similarly require significant investment of time and resources, may
disrupt our business, distract management from other
responsibilities, and may result in losses on disposal or continued
financial involvement in the divested businesses, including through
indemnification, guarantee, or other financial arrangements, for a
period of time following the divestitures, which could adversely
affect our financial results.
Our international operations are, and our strategy to expand
internationally will be, subject to increased challenges and
risks.
Continuing to expand our business to attract players in countries
outside of the U.S. is an important element of our business
strategy. An important part of targeting international markets is
developing offerings that are localized and customized for the
players in those markets. While we have international game studios
in Hong Kong, Israel, Serbia, and Vietnam, we expect to continue to
expand our international operations in the future by opening new
international game studio locations and expanding our offerings in
new languages. Our ability to expand our business and to attract
players and talented employees in other international markets we
may enter will require considerable management attention and
resources and is subject to the particular challenges of supporting
a rapidly growing business in an environment of multiple languages,
cultures, customs, economics, legal systems, alternative dispute
systems, regulatory systems, and commercial
infrastructures.
Expanding our international focus may subject us to risks that we
have not faced before or increase risks that we currently face,
including risks associated with:
•inability
to offer certain games in certain foreign countries;
•recruiting
and retaining talented and capable management and employees in
foreign countries;
•challenges
caused by distance, language, and cultural
differences;
•developing
and customizing games and other offerings that appeal to the tastes
and preferences of players in international markets;
•competition
from local game makers with intellectual property rights and
significant market share in those markets and with a better
understanding of player preferences;
•obtaining,
utilizing, protecting, defending, and enforcing our intellectual
property rights;
•negotiating
agreements with local distribution platforms that are sufficiently
economically beneficial to us and protective of our
rights;
•the
inability to extend proprietary rights in our brand, content, or
technology into new jurisdictions;
•implementing
alternative payment methods for virtual currency in a manner that
complies with local laws and practices and protects us from
fraud;
•compliance
with applicable foreign laws and regulations, including privacy
laws and laws relating to content and consumer
protection;
•compliance
with anti-bribery laws, including the Foreign Corrupt Practices
Act;
•credit
risk and higher levels of payment fraud;
•currency
exchange rate fluctuations;
•protectionist
laws and business practices that favor local businesses in some
countries;
•double
taxation of our international earnings and potentially adverse tax
consequences due to changes in the tax laws of the U.S. or the
foreign jurisdictions in which we operate;
•political,
economic, and social instability;
•public
health crises, such as the COVID-19 pandemic and variants thereof,
which can result in varying impacts to our employees, players,
vendors, and commercial partners internationally;
•higher
costs associated with doing business internationally;
•export
or import regulations; and
•trade
and tariff restrictions.
If we are unable to manage the complexity of our global operations
successfully, our business, financial condition, and operating
results could be adversely affected. Additionally, our ability to
successfully gain market acceptance in any particular market is
uncertain, and the distraction of our senior management team could
harm our business, financial condition, or results of
operations.
Our business is subject to a variety of U.S. and foreign laws, many
of which are unsettled and still developing and which could subject
us to claims or otherwise harm our business.
We are subject to a variety of laws in the U.S. and abroad that
affect our business, including state and federal laws regarding
consumer protection, electronic marketing, data protection and
privacy, competition, taxation, intellectual property, export, and
national security, which are continuously evolving and developing.
The scope and interpretation of the laws that are or may be
applicable to us are often uncertain and may be conflicting,
particularly laws outside the U.S. There is a risk that existing or
future laws may be interpreted in a manner that is not consistent
with our current practices and could have an adverse effect on our
business. It is also likely that as our business grows and evolves
and our games are played in a greater number of countries, we will
become subject to laws and regulations in additional jurisdictions
or other jurisdictions may claim that we are required to comply
with their laws and regulations.
There are ongoing academic, political, and regulatory discussions
in the U.S., Europe, Australia, and other jurisdictions regarding
whether social casino applications should be subject to a higher
level or different type of regulation than other social game
applications to protect consumers, in particular minors and persons
susceptible to addiction to social casino games, and, if so, what
this regulation should include. For example, at the end of August
2020, a court approved a settlement of class action litigation
relating to violations by Big Fish Games, Inc., the operator of an
online social casino game, of a specific anti-gambling law in the
State of Washington, in an aggregate amount equal to $155.0
million. While our games operate differently from games implicated
in the Big Fish Games class action litigation, if new social casino
regulations are imposed, or other regulations are interpreted to
apply to our social casino games, certain, or all, of our
casino-themed games may become subject to the rules and regulations
and expose us to civil and criminal penalties if we do not comply.
In addition, the increased attention focused upon liability issues
as a result of lawsuits and legislative proposals could harm our
reputation or otherwise impact the growth of our business. Any
costs incurred as a result of this potential liability could harm
our business, financial condition, or results of
operations.
It is possible that a number of laws and regulations may be adopted
or construed to apply to us in the U.S. and elsewhere that could
restrict the online and mobile industries, including player
privacy, advertising, taxation, content suitability, copyright,
distribution, and antitrust. Furthermore, the growth and
development of electronic commerce may prompt calls for more
stringent consumer protection laws that may impose additional
burdens on companies such as ours conducting business through the
Internet and mobile devices. We anticipate that scrutiny and
regulation of our industry will increase and we will be required to
devote legal and other resources to addressing such regulation. For
example, existing laws or new laws regarding the marketing of
in-game purchases, labeling of free-to-play games, regulation of
currency, banking institutions, unclaimed property, or money
transmission may be interpreted to cover our games and the virtual
currency, goods, or payments that we receive. If that were to
occur, we may be required to seek licenses, authorizations, or
approvals from relevant regulators, the granting of which may be
dependent on us meeting certain capital and other requirements and
we may be subject to additional regulation and oversight, all of
which could significantly increase our operating costs. Changes in
current laws or regulations or the imposition of new laws and
regulations in the U.S. or elsewhere regarding these activities may
lessen the growth of social game services and impair our business,
financial condition, or results of operations.
We may be subject to future litigation in the operation of our
business. An adverse outcome in one or more proceedings could
adversely affect our business.
We may be involved in claims, suits, government investigations, and
proceedings arising in the ordinary course of our business,
including actions with respect to intellectual property claims,
privacy, data protection, law enforcement matters, tax matters,
labor and employment claims, commercial and acquisition-related
claims, class action lawsuits, and other matters. Such claims,
suits, government investigations, and proceedings are inherently
uncertain and their results cannot be predicted with certainty.
Regardless of their outcomes, such legal proceedings can have an
adverse impact on us because of legal costs, diversion of
management and other personnel, and other factors. It is possible
that a resolution of one or more such proceedings could result in
liability, penalties, or sanctions, as well as judgments, consent
decrees, or orders preventing us
from offering certain features, functionalities, products, or
services, or requiring a change in our business practices, products
or technologies, which could in the future materially and adversely
affect our business, financial condition, or results of
operations.
Failure to obtain, maintain, protect, or enforce our intellectual
property rights could harm our business, results of operations, and
financial condition.
We regard the protection of our trade secrets, software,
trademarks, service marks, trade dress, domain names, patents, and
other intellectual property rights as critical to our success. We
strive to protect our intellectual property rights by relying on a
combination of federal, state, and common law trademark, copyright,
patent, and trade secret protection laws, as well as contractual
restrictions and business practices. We enter into proprietary
information and invention assignment agreements with our employees
and contractors and confidentiality agreements with parties with
whom we conduct business in order to limit access to, and
disclosure and use of, our proprietary information. While these
agreements will give us contractual remedies upon any unauthorized
use or disclosure of our proprietary business information or
intellectual property, we may not always be able to effectively
monitor or prevent such unauthorized use or disclosure or
misappropriation of our proprietary information or intellectual
property or deter independent development of similar technologies
by others. Enforcing a claim that a party illegally disclosed or
misappropriated our proprietary information is difficult,
expensive, and time-consuming, and the outcome is unpredictable,
and therefore, we may not be able to obtain adequate remedies. In
addition, some courts inside and outside the U.S. are less willing
or unwilling to protect trade secrets. If any of our trade secrets
were to be lawfully obtained or independently developed by a
competitor or other third party, we would have no right to prevent
them from using that technology or information to compete with us,
which could harm our competitive position, business, financial
condition, results of operations, and prospects.
We own registered trademarks and issued patents, and have filed,
and may continue in the future to file, trademark and patent
applications to protect certain of our innovations and intellectual
property. This process can be expensive and time-consuming, may not
always be successful depending on the intellectual property laws of
the applicable jurisdiction in which we seek protection or other
circumstances, in which case we may be unable to secure
intellectual property protection for all of our technology and
methodologies. We also may choose not to pursue registrations in
every jurisdiction depending on the nature of the project to which
the intellectual property rights pertain. We may, over time,
increase our investments in protecting our innovations and other
technology. Even if we are successful in obtaining effective
intellectual property protection, it is expensive to maintain these
rights and the costs of defending our rights could be substantial.
Moreover, our failure to develop and properly manage new
innovations and other technology could hurt our market position and
business opportunities.
While our software and other proprietary technology may be
protected under copyright law, we have chosen not to register any
copyrights in these works, and instead, primarily rely on
protecting our software as a trade secret. In order to bring a
copyright infringement lawsuit in the U.S., the applicable
copyright must be registered. Accordingly, the remedies and damages
available to us for unauthorized use of our software may be
limited.
Furthermore, our intellectual property and other proprietary rights
may be challenged, knowingly or unknowingly infringed,
misappropriated circumvented, declared generic, or determined to be
infringing on or dilutive of third-party intellectual property
rights, and we may not be able to prevent infringement or
misappropriation or other violation of our intellectual property
and other proprietary rights without incurring substantial expense.
Litigation may be necessary to enforce our intellectual property
rights, protect our trade secrets, or determine the validity and
scope of proprietary rights claimed by others. Monitoring
unauthorized use of our intellectual property is difficult and
costly, and while it is our policy to protect and defend our rights
to our intellectual property, we cannot predict whether steps taken
by us to enforce and protect our intellectual property rights will
be adequate to prevent infringement, misappropriation, dilution, or
other violations of our intellectual property rights. Any inability
to meaningfully enforce our intellectual property rights could harm
our ability to compete and reduce demand for our games. Moreover,
in any lawsuit we bring to enforce our intellectual property
rights, a court may refuse to stop the other party from using the
technology at issue on grounds that our intellectual property
rights do not cover the technology in question. Further, in such
proceedings, the defendant could counterclaim that our intellectual
property is invalid or unenforceable and the court may agree, in
which case we could lose valuable intellectual property rights. Any
litigation of this nature, regardless of outcome or merit, could
result in substantial costs, adverse publicity, and diversion of
management and technical resources, any of which could adversely
affect our business, financial condition, or results of operations.
If we fail to maintain, protect, and enhance our intellectual
property rights, our business, financial condition, or results of
operations may be harmed.
We may be subject to intellectual property disputes, which are
costly to defend and could require us to pay significant damages
and could limit our ability to use certain technologies in the
future.
Our commercial success depends in part on our ability to operate
without infringing, misappropriating, or otherwise violating the
intellectual property rights of others. We have faced, and may in
the future face, allegations that we have infringed,
misappropriated, or otherwise violated the trademarks, copyrights,
patents, and other intellectual property rights of third parties,
including from our competitors and non-practicing entities. We may
also be subject to claims that our employees, consultants, or other
advisors have wrongfully used or disclosed alleged trade secrets of
their former employers or claims asserting ownership of what we
regard as our intellectual property. Intellectual property
litigation may be protracted and expensive, and the results are
difficult to predict. As the result of any court judgment or
settlement, we may be obligated to cancel the launch of a new game,
stop offering a game or certain features of a game in a particular
geographic region or worldwide, pay significant royalties,
settlement costs, or damages (including treble damages and
attorneys’ fees if we are found to have willfully infringed
intellectual property rights), obtain licenses (which may not be
available on acceptable terms or at all), modify our games and
features, or develop substitutes. Even if we were able to obtain a
license, it could be non-exclusive, thereby giving our competitors
and other third parties access to the same technologies licensed to
us. Furthermore, even if intellectual property disputes do not
result in litigation, the time and resources necessary to resolve
them could harm our business, results of operations, financial
condition, and reputation.
Our games utilize third-party open source software components,
which may pose particular risks to our proprietary software,
technologies, and games in a manner that could negatively affect
our business.
We use open source software in our game development and expect to
continue to use open source software in the future. Use and
distribution of open source software may entail greater risks than
use of third-party commercial software, as open source licensors
generally do not provide support, warranties, indemnification, or
other contractual protections regarding infringement claims or the
quality of the open source software code. To the extent that our
games depend upon the successful operation of open source software,
any undetected errors or defects in this open source software could
prevent the deployment or impair the functionality of our games,
delay new releases, result in a failure of our games, and injure
our reputation. For example, undetected errors or defects in open
source software could render it vulnerable to breaches or security
attacks, and, as a result, make our systems more vulnerable to data
breaches. In addition, the public availability of such software may
make it easier for others to compromise our platform and
games.
Moreover, some open source software licenses require users who
distribute open source software as part of their proprietary
software to publicly disclose all or part of the source code to
such software or make available any derivative works or
modifications of the open source code on unfavorable terms or at no
cost. If we combine our proprietary software with open source
software in a certain manner, we could, under certain open source
licenses, be required to release or license the source code of our
proprietary software to the public, and from time to time, we may
face claims from third parties that incorporate open source
software into their products, claiming ownership of, or demanding
release of, the source code of the open source software or
derivative works that were developed using such software, or
otherwise seeking to enforce the terms of the applicable open
source license. The terms of various open source licenses have not
been interpreted by courts, and there is a risk that such licenses
could be construed in a manner that imposes unanticipated
conditions or restrictions on our use of the open source software.
We monitor our use of open source software and try to use open
source software in a manner that will not require the disclosure of
the source code to our proprietary software or prevent us from
charging fees to our players for use of our proprietary software.
However, we cannot guarantee that these efforts will be successful,
and thus there is a risk that the use of such open source software
may ultimately result in litigation, preclude us from charging fees
for the use of certain of our proprietary software, require us to
replace certain code used in our games, pay damages, settlement
fees or a royalty to use some open source software, make the source
code of our games publicly available, or discontinue certain games.
Any of the foregoing would have a negative effect on our business,
financial condition, or results of operations.
We are subject to laws and regulations concerning data privacy,
information security, data protection, and consumer protection, and
these laws and regulations are continually evolving. Our actual or
perceived failure to comply with these laws and regulations could
harm our business.
We receive, store, and process personal information and other data
relating to employees and business contacts, in addition to that of
our players, and we enable our players to share their personal
information with each other and with third parties, including on
the Internet and mobile platforms. There are numerous federal,
state, and local laws around the world regarding privacy and the
storing, sharing, use, processing, disclosure, and protection of
personal information, the scopes of
which are changing, subject to differing interpretations, and may
be inconsistent between jurisdictions or conflict with other
rules.
Various government and consumer agencies have called for new
regulation and changes in industry practices and are continuing to
review the need for greater regulation for the collection of
information concerning consumer behavior on the Internet, including
regulation aimed at restricting certain targeted advertising
practices.
In the U.S., there are numerous federal and state privacy and data
protection laws and regulations governing the collection, use,
disclosure, protection and other processing of personal
information, including federal and state data privacy laws, data
breach notification laws, and consumer protection laws. For
example, the California Consumer Privacy Act of 2018, or CCPA, came
into force in January 2020 and created new privacy rights for
consumers residing in the state of California. The CCPA gives
California residents expanded rights to access and delete their
personal information, opt out of certain personal information
sharing, and receive detailed information about how their personal
information is used. The CCPA allows for the California Attorney
General to impose civil penalties for violations and also provides
a private right of action for certain data breaches. California
voters also recently passed the California Privacy Rights Act, or
CPRA, which will take effect on January 1, 2023. The CPRA
significantly modifies the CCPA, including by imposing additional
obligations on covered companies and expanding California
consumers’ rights with respect to certain sensitive personal
information, potentially resulting in further uncertainty and
requiring us to incur additional costs and expenses in an effort to
comply.
In the European Economic Area, or EEA, we are subject to the
European Union’s General Data Protection Regulation, or GDPR, which
became effective in May 2018, and from January 1, 2021, we are also
subject to the UK GDPR and UK Data Protection Act 2018, which
retains the GDPR in UK national law. The GDPR and national
implementing legislation in EEA member states and the UK impose a
strict data protection compliance regime in relation to our
collection, control, processing, sharing, disclosure, and other use
of personal data, including providing detailed disclosures about
how personal data is collected and processed, granting new rights
for data subjects to access, delete, or object to the processing of
their data, mandatory breach notification to supervisory
authorities (and in certain cases, affected individuals) of certain
data breaches, and significant documentary requirements to
demonstrate compliance through policies, procedures, training, and
audit. In particular, European Union privacy supervisory
authorities have focused on compliance with requirements relating
to the processing of children’s personal data and ensuring that
services offered to children are age appropriate, and we may be
subject to regulatory scrutiny and subsequent enforcement actions
if we are found to be processing children’s data given the nature
of our services.
We are also subject to European Union rules with respect to
cross-border transfers of personal data out of the EEA and the UK.
Recent legal developments in Europe have created complexity and
uncertainty regarding transfers of personal data from the EEA and
the UK to the U.S. Most recently, on July 16, 2020, the Court of
Justice of the European Union, or CJEU, invalidated the EU-US
Privacy Shield Framework, or Privacy Shield, under which personal
data could be transferred from the EEA to U.S. entities, such as
ourselves, who had self-certified under the Privacy Shield scheme.
While the CJEU upheld the adequacy of the standard contractual
clauses (a standard form of contract approved by the European
Commission as an adequate personal data transfer mechanism, and
potential alternative to the Privacy Shield), it made clear that
reliance on them alone may not necessarily be sufficient in all
circumstances.
These recent developments will require us to review and amend the
legal mechanisms by which we make and/ or receive personal data
transfers to in the U.S. As supervisory authorities issue further
guidance on personal data export mechanisms, including
circumstances where the standard contractual clauses and other
mechanisms cannot be used, and/or start taking enforcement action,
we could suffer additional costs, complaints, and regulatory
investigations or fines, or if we are otherwise unable to transfer
personal data between and among countries and regions in which we
operate, it could affect the manner in which we provide our
services, the geographical location or segregation of our relevant
systems and operations, and could adversely affect our financial
results.
In addition, Brazil’s passage of the Lei Geral de Protecao de Dados
Pessoais, or LGPD, became effective September 2020 and created new
privacy rights for consumers residing in Brazil.
Compliance with the GDPR, LGPD, CCPA, and similar legal
requirements has required us to devote significant operational
resources and incur significant expenses. We expect the number of
jurisdictions adopting their own data privacy laws to increase,
which will require us to devote additional significant operational
resources and incur additional significant expenses and will also
increase our exposure to risks of claims by our players that we
have not complied with all applicable data privacy
laws.
All of our games are subject to our online privacy policy and our
terms of service accessible through our platform providers’
storefronts, from our games, and on our corporate website. While we
strive to comply with such policies and all applicable laws,
regulations, other legal and contractual obligations, and certain
industry standards and codes of conduct relating to data privacy
and data protection, these obligations may be interpreted and
applied in a manner that is inconsistent from one jurisdiction to
another and may conflict with other rules or our practices. It is
also possible that new laws, regulations, other legal obligations
or industry codes of conduct may be adopted, or existing laws,
regulations, other legal obligations or industry codes of conduct
may be interpreted in such a way that results in us having to take
further compliance steps and/or could prevent us from being able to
offer services to citizens of a certain jurisdiction or makes it
costlier or more difficult for us to do so.
Any failure or perceived failure by us to comply with our privacy
policy and terms of service, or our data privacy-related legal
obligations including those to our players or other third parties,
or any compromise of security that results in the unauthorized
release or transfer of personal information, including personal
information about our players, may result in regulatory
investigations, governmental enforcement actions, and significant
fines, which, as an example, can be up to 20 million euros or up to
4% of the annual global revenue of the noncompliant undertaking,
whichever is greater, for violations of certain requirements of the
GDPR. The UK GDPR mirrors the fines under the GDPR. In addition to
the foregoing, we may suffer reputational damage, orders to cease
or change our processing of our data, civil claims including
representative actions and other class action type litigation
(where individuals have suffered harm), potentially amounting to
significant compensation or damages liabilities, or public
statements against us by consumer advocacy groups or others which
could cause our players to lose trust in us, any of which could
have an adverse effect on our business, financial condition, or
results of operations. Additionally, if third parties we work with
such as our players or vendors violate applicable laws or our
policies, such violations may also put personal information at risk
and expose us to potential liability and reputational harm.
Further, public scrutiny of, or complaints about, technology
companies or their data handling or data protection practices, even
if unrelated to our business, industry, or operations, may lead to
increased scrutiny of technology companies, including us, and may
cause government agencies to enact additional regulatory
requirements, or to modify their enforcement or investigation
activities. Any of the foregoing could have an adverse effect on
our business, financial condition, or results of
operations.
Our business depends on our ability to collect and use data to
deliver relevant content and marketing materials, and any
limitation on the collection and use of this data could cause us to
lose revenue.
When our players use our games, we may collect both personal and
non-personal data about our players. We use some of this data to
provide a better experience for our players by delivering relevant
content and marketing materials. Our players may decide not to
allow us to collect some or all of this data or may limit our use
of this data. Any limitation on our ability to collect data about
our players and game interactions would likely make it more
difficult for us to deliver targeted content and marketing
materials to our players. Interruptions, failures or defects in our
data collection, analysis and storage systems, as well as privacy
concerns, increasing public scrutiny and regulatory restrictions
regarding the collection of data, could also limit our ability to
aggregate and analyze player data. If that happens, we may not be
able to successfully adapt to player preferences to improve and
enhance our games, retain existing players, and maintain the
popularity of our games, which could cause our business, financial
condition, or results of operations to suffer.