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Technology, Media, & Telecommunications
Fall 2016
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Agenda
Risks
Valuation
Recommendation
Company Analysis
Sector Analysis
Company Overview
Company Drivers
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Source: Bloomberg, Company Filings, IBISWorld as of 12/07/2016
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Sector Overview
Increase in broadband
Digital Distribution
Change in Consumer Habits
Technology, Media, & Telecommunications
Consumer Discretionary
Consumer Staples
Energy
Financials
Health Care
Industrials
Information Technology
Materials
Telecommunication Services
Utilities
-10% -5% 0% 5% 10% 15% 20% 25%
0.75%
0.14%
21.92%
13.71%
-5.83%
15.46%
8.26%
15.94%
8.93%
7.29%Return YTD
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Source: Bloomberg, Company Filings, IBISWorld as of 12/07/2016
4
Gaming Overview
11/27/15 1/27/16 3/27/16 5/27/16 7/27/16 9/27/161700
1900
2100
2300
272931333537
SPX Index
Comparison & Growth
LTM
P
erfo
rman
ce
Industry is maturing
Shifting to Digital Business Model
Operating results are volatile during console system transition periods
Rev
enu
e G
row
th
2011 2012 2013 2014 2015 2016 2017 2018 2019 202011000
16000
21000
26000
31000$MM
12.19%
8.89%
8.25%
7.76%
8.65%
6.56%
5.89%
7.02%
6.62%
Industry Revenues expected to grow at an annualized rate of 6.5%
Growth in broadband connections
Increase in Consumers’ Disposable Incomes
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Source: Bloomberg, Company Filings, IBISWorld as of 12/07/2016
Mobile Gaming
5
Used Phone Sales and Trade-Ins
Global Mobile Gaming Revenues
Volatility – Fickle Gamers Consumers are fickle Business model makes it easy for a user
to switch games Pure play mobile gaming is too volatile
Catalyst – Used Phone Market
No large capital investment needed
Used smartphones will represent 7% of all sales in 2016
Up from 5% in 2015
Revenue Distribution
Emerging
Markets
Used Phone Market
Smart Phone
Ownership
Mobile Gaming Revenu
es
90% 50%
10% 50%
Rest of In-App Purchasers"Whales"
2015 2016 2017 2018 2019 202025
30
35
40
45
50
55
60
29.71
36.74
42.72
47.7252.24
58.03
2015A 2016F70
80
90
100
110
120
130
80
120
2015-2020 CAGR: 14.33%
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Source: Bloomberg, Company Filings, IBISWorld as of 12/07/2016
eSports
6
Business Games as a Service Cross-screen entertainment
Technology Creator & live streaming tools Video platforms & communities
Consumer Creation & Involvement Consumer entertain consumers
Underlying Trends
37%
18%12%
11%
8%8% 2% 4%
NAM WE-EU E-EU CHINAS. KOREA REST APAC LATAM MEA
Major Events per RegionTicket Revenues per Region
35%
36%
11%
10%5% 2% 1%
NAM WE-EU E-EU CHINAS. KOREA REST APAC LATAM MEA
2012 2013 2014 2015 2016 2017 2018 2019 2020$0.0
$5.0
$10.0
$15.0
$2.2 $3.5 $6.0
$2.2
$7.6 $11.0
Average Revenue per Enthusiast (Pessimistic)
AlternativeOptimistic ScenarioBase Scenario
90M 131M 180M
Average Revenue per eSports Enthusiast
Global Number of Esports Enthusiasts:
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Source: Bloomberg, Company Filings, IBISWorld as of 12/07/2016
Activision Blizzard
7
Market Data
Ticker: ATVI
Activision Blizzard publishes, develops, and distributes interactive entertainment software and peripheral products.
11/5/2015 2/5/2016 5/5/2016 8/5/2016 11/5/201625
30
35
40
45
50ATVI Stock LTM
Talent, Technology & Processes Deliver High
Quality Content
High Quality Content Drives Engagement
Engagement Drives Premium Recurring Player
Investment
Player Investment Drives Predictable Cash Flow and Re-
Investment
52 – Week High 45.4752 – Week Low 28.12Previous Close 37.22
Market Cap 27.7BBeta 1.03
EPS (TTM) 1.13Dividend 0.70%
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Source: Bloomberg, Company Filings, IBISWorld as of 12/07/2016
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Activision
Blizzard
King Digital
34%
13%13%
36%
8%ConsoleOnline Gam-ingPCMobile Gam-ing
Revenue Breakdown
52%37%
11% North Amer-icaEuropeAsia Pacific
By Geography
Revenue BreakdownS
peci
alty
Pro
duc
ts
Console Gaming
Computer Gaming Mobile Gaming
Call of Duty Skylanders Destiny Guitar Hero
World of Warcraft
Overwatch Hearthstone Diablo
Candy Crush Farm Heroes Pet Rescue Bubble Witch
By Segment
21.36%
47.49%
31.15% ActivisionBlizzardKing Digital
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Gaming FranchisesOverwatch World of Warcraft
12 years strong Blizzard’s ‘money mint’ 60-80% market share, 80-
85% gross margin Latest expansion sold 3.3
million copies before launch
Call of Duty Established brand One of the most successful console
shooters Downloadable content maps are a strong
source of revenue Total sales of 231 million units across the
franchise
Candy Crush Saga Established brand with staying power in a
fickle market Currently the 5th top grossing app on the
iOS appstore Estimated daily revenue of $500,000 Candy Crush themed game show coming
to CBS
Universal critical acclaim
6% of 2015 revenues in one week
Doubled Blizzard’s YoY revenues in the release quarter First
WeekJune August October0
510152025
710
1520
Active Players (mm)
Q215 Q216250350450550650750
385
738
Blizzard Segment Revenues
$mm
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Mergers & AcquisitionsKing Digital Entertainment PLC MLG Legacy Holdings Inc.
Price: $5.9 Billion
Cash Transaction Makes The Largest Game Network in
the World King Digital will continue to be led by its
CEO Acquired King Digital Below IPO PriceTop Games:
Price: $46 Million
Marketing Tool Marginal Source of Revenue Attract More Consumers Increase Player Engagement
Tournaments:
TV / EBITDA Marketing Budget
King Digital Median Average0
10
20
30
40
6.64
16.94
36.52 5.90%
94.10%
MLG Acquisition Marketing Budget
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Source: Bloomberg, Company Filings, IBISWorld as of 12/07/2016
King Digital
11
Top Grossing iOS Publishers
Catalyst
Facebook’s new in messenger games infrastructure could highly boost King’s player base
The Segment Social mobile game developer
with games on web, mobile, and Facebook
394 million monthly active users (MAU)
3 of top 20 grossing games on U.S. app stores for 11 consecutive quarters
Freemium Business Model
Acquisition and retention of players is key
Variable pricing
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Source: Bloomberg, Company Filings, IBISWorld as of 12/07/2016
Major League Gaming
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Ad Metric Performance90%
4%
99%72%
2%
44%
MLG.tv Industry
MLG.tv, the #1 online broadcast network for professional level competitive gaming
MLG Pro Circuit, the longest-running eSports league in North America
GameBattles, the largest cross platform online gaming tournament system with 9 million registered users across the globe
Consumer Distribution
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Source: Bloomberg, Company Filings, IBISWorld as of 12/07/2016
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2016 2015 2014 2013
4,940
4,079 4,3244,693
LiquidityCurrent Ratio: 2.24*
Quick Ratio: 1.88*
Cash Ratio: 0.70
Total Debt / EV: 0.13Total Debt /EBITDA:
2.25EBITDA / Interest: 10.4Credit Ratings
Moody’s: Baa2S&P: BBB-Fitch: BBB
Net Debt Debt to Equity Debt Distribution
Capital Structure
*Adjusted for Deferred Revenue
2026
20232016
2021∞
$2.9 billion tranche A term loans (“New TLA”) and $250 million
revolver&
$650 million “new notes”
$750 million unsecured senior notes
$850 million unsecured senior notes
Maturity Schedule
54%42%
5%
Term LoanNotesRevolver
19%
82%
DebtEquity
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Source: Bloomberg, Company Filings, IBISWorld as of 12/07/2016
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Risk & Mitigation
Competition
Regulations
Foreign Exchange
Fluctuations
Intellectual Property
Competition
Regulations
Acquisitions Higher Margins Investments
Possible Mobile Gaming Regulation
Foreign Exchange Fluctuations
Foreign currency forward contracts
Copyrights Licensing Patents Marginalizing Revenues
Intellectual Property
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Financial AnalysisDividend Growth
2013 2014 2015 20160.150.170.190.210.230.250.270.29
0.19 0.2
0.23
0.26
EBITDA Per Share
.
2013 2014 2015 20161
1.5
2
2.5
3
1.65
2.142.49
2.98
R&D % of Revenue
2012 2013 2014 2015 201612.0%12.5%13.0%13.5%14.0%14.5%15.0%
12.44%12.74% 12.95%
13.85%
14.56%
Capital Expenditures ($MM)
2013 2014 2015 2016$60 $70 $80 $90
$100 $110 $120
$74
$107 $111 $115
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Comparable AnalysisEV / EBITDA
ATVI EA TTWO UBI 9684*0
5
10
15
20
13.12x16.72x
13.39x
5.25x7.99x
Median: 10.69x
Price / Earnings
EBITDA Margin Operating Margin
ATVI UBI EA TTWO 9684*0%
10%
20%
30%
40%
50%
33.16%
45.15%
27.75%17.29%
6.83%
Median: 22.52%
ATVI EA UBI TTWO 9684*0%5%
10%15%20%25% 21.68%
23.52%
12.49%
5.03%
10.51%
ATVI TTWO UBI EA 9684*0
20406080
100
33.70x
106.22x
32.92x 30.65x 20.11x
Median: 31.79x
Median: 12.49%
*Square Enix Holdings
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ValuationFootball Field Analysis
Comps P/E
Comps EV/EBITDA Valuation
DCF EBITDA Exit Multiple
DCF Perpetuity Method
Average
$30.0 $35.0 $40.0 $45.0 $50.0 $55.0 $60.0
Target Price: $45.89 Upside: 25.66%
Series1$36$38$40$42$44$46$48$50
$43.20$45.89
$36.52
$48.59
Low TargetHigh
Assumptions
WACC 8.2%
Growth Rate 3.0%
Exit Multiple 14.1x
Tax Rate 16.0%
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SummaryRecommendation: Buy
Current Price 36.52
Target Price 45.89
Upside 25.66%
52 – week high 45.4752 – week low 28.12Previous Close 37.22Market Cap 27.7BBeta 1.03EPS (ttm) 1.13Dividend 0.70%
Market Data
Acquisition Strategy Franchises
eSportsMobile Gaming
Acquisition Strategy