Digital Bros - Borsa Italiana
Transcription
Digital Bros - Borsa Italiana
Company Update Digital Bros Buy Price at market close 25 September 2006: €4.0 (from Accumulate of 28 February 2006) Initiation of Coverage: 22 May 2003 Production date: 26 September 2006 Steering Into MultiChannel Giovanni d'Amico Antonio Vizzari Tel: +39 02 7292 9219 [email protected] Tel: +39 02 7292 9123 [email protected] Head of Equity Research : Marco Annunziata Company Update Digital Bros Buy Price at market close 25 September 2006: €4.0 (from Accumulate of 28 February 2006) Production date: 26 September 2006 Initiation of Coverage: 22 May 2003 Sector Entertainment Market Cap €56.3m Free Float 30.8% Key Data (€m) FY05/06 FY06/07E FY07/08E FY08/09E Group Net Sales EBITDA 106.2 10.0 106.2 9.7 114.8 10.5 129.0 12.7 8.1 3.8 8.3 3.8 9.1 4.1 11.0 5.4 Reuters Code DIB.MI 12Mth Range €3.774.68 Steering Into MultiChannel EPS 0.27 0.27 0.29 0.38 BVPS DPS 2.14 0.08 2.33 0.08 2.55 0.08 2.85 0.08 2.0% 2.0% 2.0% 2.1% 14.6 25.0 14.9 14.0 13.8 14.7 10.5 29.5 P/BVPS 1.9 1.7 1.6 1.4 Digital Bros’ indepth knowledge of the Italian retailer sector combined with its marketing and localisation expertise, make it a reliable partner for major international publishers. In addition, we believe Digital Bros’ multichannel approach and niche publishing strategy will enable the company to achieve synergies, diversify revenue sources and curb business risks. Based on these factors and our DCF valuation of €5.2 per share, we have upgraded our stock recommendation for Digital Bros to Buy. EV/Sales EV/EBITDA 0.7 7.7 0.7 7.7 0.6 6.9 0.6 5.6 ›= Management EV/EBIT 9.6 EBIT Group Net Profit Div. Yield P/E P/Free CFPS 9.1 8.0 6.5 Free Cash Flow Net Financial Debt (Cash) Debt/Equity Aftertax ROIC 2.2 20.7 4.0 17.8 3.8 15.0 1.9 14.2 0.69 11.8% 0.54 9.6% 0.42 9.8% 0.35 11.7% ROAE 13.2% 11.9% 11.9% 14.1% 14.1 14.1 14.1 14.1 No. Ord Shares ›= Despite Source: UBM estimates Stock Performance 4 .8 0 4 .6 0 4 .4 0 D IG IT A L B R O S 4 .2 0 4 .0 0 3 .8 0 3 .6 0 3 .4 0 P R IC E R E L A T IV E T O M IB T E L 3 .2 0 S O N D is forging ahead with diversification, aimed at integrating the core distribution business with the more profitable businesses of publishing and videogame content provision for all digital media platforms. We believe this move will enable Digital Bros to: i) improve and stabilize the revenue stream; ii) increase profitability; and iii) reduce the risk of disintermediation. J F M A M J J A S negative sector momentum due to cyclical weakness, we expect Digital Bros to keep revenue stable in FY06/07, thanks to the success of its diversification process. The development of the publishing business and the new kiosk channel are likely to offset the weaker cycle in traditional distribution in the current year. After which, the cyclicality of the gaming industry, along with the expansion of the publishing business, is expected to favour a sound recovery starting 2007. Our 20062011 estimates point to growth in both revenue and EBITDA of 8.3% and 11.1%, respectively (CAGR). Source: Datastream ›= Our 1mth Absolute % 0.4 Relative % 0.7 Average Trading Volumes: 3mth 2.1 7.7 12mth 10.7 18.3 10 (000s) DCFbased valuation of Digital Bros (WACC 9.2%) produces an EFV of €5.2 per share, vs. our previous valuation of €5.0 per share, showing upside potential of 30% on the current market price. This has prompted us to upgrade our earlier Accumulate recommendation on the stock to Buy. Giovanni d'Amico Antonio Vizzari Tel: +39 02 7292 9219 [email protected] Tel: +39 02 7292 9123 [email protected] Head of Equity Research: Marco Annunziata Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare Contents ›=1. Investment Case ........................................................................... 3 ›=2. Valuation ...................................................................................... 5 ›=3. Group Overview ........................................................................... 9 ›=4. Market Overview ....................................................................... 18 ›=5. Financials .................................................................................... 30 We would like to acknowledge with special thanks the contribution of Ragupathy Silvanmalai Periasamy in the compilation of this report 2 UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 1. Investment Case ›= Digital Bros boasts an established market share of 40% in the videogame distribution business in Italy. The company has shown its dynamism by recently acquiring new key licences, exploring new and profitable distribution channels, such as kiosks, and expanding its presence in the UK and France ›= Management is forging ahead with diversification, aimed at integrating the core distribution business with the more profitable activities of publishing and content provision. We expect this move to enable Digital Bros to i) improve and stabilise revenue flow, ii) increase profitability, and iii) reduce the risk of disintermediation ›= The new videogame industry cycle is expected to start in 2007, after the launch of the three major newgeneration consoles from Sony, Microsoft and Nintendo. Our forecast for Digital Bros points to an acceleration in revenues and EBITDA at a CAGR of 8.3% and 11.1%, respectively, between 2007E2011E ›= Our DCFbased valuation of Digital Bros produces an EFV of €5.2 per share, versus our previous valuation of €5.0 per share, showing upside potential of 30% on the current market price. This has led us to upgrade our earlier Accumulate recommendation on the stock to Buy We like Digital Bros’ multichannel distribution strategy and its niche publishing approach ›= Italian coleader in entertainment software distribution ›= Vertical and horizontal diversification ›= Digital Bros is the Italian coleader in the growing – though cyclical – market of videogames. The company’s indepth knowledge of the Italian retailer market, combined with its marketing and localisation expertise, make it a reliable partner for major international publishers. In addition, we believe Digital Bros’ multi channel distribution approach and niche publishing strategy will enable the company to achieve synergies, diversify revenue sources and curb business risks. Based on our DCF valuation of €5.2 per share, we have upgraded our recommendation on Digital Bros stock to Buy. Digital Bros is coleader in the offline wholesale distribution of console and PC videogames in Italy. The Group is in a good position to retain and possibly strengthen its current market share of c. 40%, thanks to its widespread presence and marketing and localisation expertise (mainly translation and cultural adaptation), which have won it distribution deals with major games publishers worldwide. However, the evolution of the group’s revenues is highly correlated to the dynamics of the console videogame market (on which Digital Bros has a predominant focus as opposed to PC videogames). The distribution business, which generates around 85% of the group’s revenues and profits, has entered the negative curve in its cycle, so the group’s sales in this area are likely to remain weak in the next 12 months as consumers wait for the nextgeneration consoles and videogames. In the longer term, we believe the expected growth in the console market will drive both sector and group sales. By leveraging its sector expertise, Digital Bros is pursuing upstream integration (videogame publishing) and channel diversification (content distribution through a digital TV platform and the internet) to boost sales and margins. Indeed, the group is gradually expanding its operations from the traditional domestic distribution business to international publishing. This move will give Digital Bros the opportunity to rapidly expand its footprint in the European market, thanks to 3 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare its extensive sector knowledge and key partnerships, and diversify revenue sources. The niche strategy crafted by Digital Bros aims to enable it to penetrate areas not covered by its suppliers (key international publishers) and thus to avoid conflicts. Finally, the healthy profitability of the publishing area is expected to offset the slight decline in distribution margins. Revenues and profits fluctuate with console market trends ›= Our FY06/07 forecast points to stable revenues despite a weak market ›= We have raised our estimated fair value to €5.2 per share ›= Business risks ›= 4 FY05/06 saw Digital Bros post 18.7% growth in annual sales, sustained by the growing console videogame market and the contribution from publishing and the kiosk channel. The group generated net profit of €3.8 million in the year just closing (yearend 30 June) vs. net profit of €4.4 million in FY04/05 (which included positive deferred taxes of €1.6 million). At endJune 2006, net debt was broadly stable at €20.7 million (€21.7 million at endJune 2005), thanks to the company’s tight control on working capital and lower capital expenditure. We expect the cyclical contraction in the console videogame market to penalise the group’s sales in the shorter term, as consumers await the release of a new generation of hardware. Nevertheless, our FY06/07 projections show stable revenues (€106 million) and EBIT (€8.3 million, +2.1% yoy), thanks to the higher efficiency of the distribution business and the progressive coming onstream of publishing and the kiosk channel. Starting 2007, we expect the recovery in the videogame market cycle to add momentum to revenue from distribution and international publishing. Our estimates for the period FY05/06FY11/12 indicate a 6.3% revenue increase (CAGR) and a hefty rise in consolidated net profit from €3.8 million to €7.2 million. In terms of the group’s net debt, we are looking for a progressive easing from €20.7 million in FY05/06 to c. €9.0 million at endFY11/12E, thanks to stable CAPEX and growth in operating cash flow. Our DCFbased valuation of Digital Bros produces an EFV of €5.2 per share, versus our previous valuation of €5.0 per share, corresponding to upside potential of 30% on the current market price. This has led us to upgrade our earlier Accumulate recommendation on the stock to Buy. A major risk in the videogame distribution industry is the threat of disintermediation. Distributors might suffer on two fronts, first, if publishers decide to manage distribution inhouse and, second, if a rapid penetration of broadband access spurs the online download of video games. However, we do not believe these factors pose a major threat to the distribution industry in Italy, given that the distinctive and high fragmentation of the Italian distribution market, combined with the relatively low diffusion of broadband – and the low penetration of newgeneration consoles, the risk of downloading errors and the scarce use of online payment processes – are likely to shield the distributors, at least in the shortmedium term. UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 2. Valuation ›= Our DCFbased valuation of Digital Bros produces an EFV of €5.2 per share, versus our previous valuation of €5.0 per share, showing 30% upside potential on the current market price ›= This has led us to upgrade our earlier Accumulate recommendation on the stock to Buy ›= While market multiples are scarcely meaningful, we underscore that Digital Bros currently trades at a large discount to its peers, even at our EFV We have based our valuation on the company’s DCF, as market multiples are scarcely meaningful ›= Our DCF assumptions include rolling WACC at 8.6%9.1% and perpetuity of 2.5% ›= Valuing Digital Bros is complicated by the fact that the group’s results fluctuate in tandem with the cyclical trends of the console videogame market. This cyclicality is reflected in the uneven evolution of cash flows in a DCF valuation and in the group’s multiples. Moreover, no listed companies exist that are fully comparable with Digital Bros’ operations, given the diversity of business mix and size. In our DCF analysis, we have addressed this issue by assuming a normalized free cash flow in order to assess Digital Bros’ terminal value. Market multiples have been used purely as a control method. Our projections assume that the group’s current c. 40% share of the Italian console videogame market will remain fairly stable and that the top line (and thus profitability and cash generation) will almost mirror the sector’s cyclical trends. Our projections also assume the future renewal of the division’s most significant deals with Konami, THQ, Disney BVG, SEGA, Square Enix, Electronic Arts, Codemasters, Vivendi and Activision. Our DCF valuation is based on the following assumptions: ›= CAGR in revenues of 7.6% in FY06/07E FY11/FY12E ›= CAGR in EBITDA of 10.3% in FY06/07EFY11/FY12E, an EBITDA margin of 10.3% in FY11/FY12E, up from 9.1% in FY06/07E, and an average EBITDA margin of 10.0% in the period ›= CAGR in EBIT of 10.9% in FY06/07EFY11/FY12E, an EBIT margin of 9.0% in FY11/FY12E, up from 7.8% in FY06/07E, and an average EBIT margin of 8.7% in the period ›= CAPEX at a normalised level of c. 0.5% of revenues per year ›= a variation in working capital of between 1.6% and 5.3% of sales per year ›= a capital structure with equity covering 59% of capital employed in FY05/06 and 73% in FY11/FY12 ›= a rolling WACC of between 8.7% and 9.2%, based on an unlevered beta of 1.3 (levered beta 2011/2012 at 1.4). ›= 2.5% perpetuity rate The period of explicit estimates in our model spans a full cycle of the gaming industry, which we have assumed will start in 2007 and last for five years. Digital Bros is set to generate healthy cash flows in the weaker years of the cycle, as 5 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare flattish revenue will reduce the working capital requirement. We expect FY08/09 to FY10/11 to mark the recovery of the gaming market and boost Digital Bros’ revenue stream, with cash generation partly absorbed by working capital. At the end of the successive cycle, we have assumed that Digital Bros will generate a normalised annual free cash flow of €7.0 million (or 4.4% of sales) and have used this estimate to compute the terminal value in our DCF model. The key assumptions of our DCF model, as well as the outcome of our valuation and sensitivity analysis, are shown in the following tables. Figure 1. Digital Bros – Free Cash Flow Projections FY06/07E – FY11/12E (€m) Revenues Change % yoy Ebitda EBITDA margin D&A As % of Revenue EBIT Ebit % Taxes NOPAT As % of Revenue D&A FY06/07E FY07/08E FY08/09E FY09/10E FY10/11E FY11/12E 106.2 n.a. 114.8 8.0% 129.0 12.4% 144.9 12.4% 158.0 9.0% 153.5 2.9% 9.7 10.5 12.7 15.3 17.0 15.8 9.1% 1.5 9.2% 1.5 9.8% 1.6 10.6% 1.8 10.8% 2.0 10.3% 2.0 1.4% 1.3% 1.3% 1.3% 1.3% 1.3% 8.3 7.8% 9.1 7.9% 11.0 8.6% 13.5 9.3% 15.0 9.5% 13.8 9.0% 3.5 3.8 4.5 5.5 6.1 5.7 4.8 4.5% 5.3 4.6% 6.5 5.0% 8.0 5.5% 8.9 5.7% 8.2 5.3% 1.5 1.5 1.6 1.8 2.0 2.0 Capex Change in NWC 0.6 1.1 0.6 1.8 0.7 5.0 0.7 7.7 0.7 5.3 0.8 1.8 Free Cash Flow 4.6 4.3 2.4 1.4 4.9 11.2 Source: UBM estimates Figure 2. Digital Bros – Main Assumptions for WACC Calculation (€m) FY06/07E FY07/08E FY08/09E FY09/10E FY10/11E FY11/12E Risk free rate Risk premium 4.5% 4.0% 4.5% 4.0% 4.5% 4.0% 4.5% 4.0% 4.5% 4.0% 4.5% 4.0% Levered Beta Cost of equity 1.7 11.4% 1.6 11.0% 1.6 10.8% 1.6 10.8% 1.5 10.6% 1.4 10.1% Loan margin 2.5% 2.5% 2.5% 2.5% 2.5% 2.5% Pretax cost of debt Tax rate 7.0% 33% 7.0% 33% 7.0% 33% 7.0% 33% 7.0% 33% 7.0% 33% After tax cost of debt 4.7% 4.7% 4.7% 4.7% 4.7% 4.7% Equity proportion Debt proportion 65% 35% 71% 29% 74% 26% 73% 27% 73% 27% 73% 27% WACC 9.1% 9.1% 9.2% 9.2% 9.0% 8.7% Source: UBM estimates Figure 3. Digital Bros – DCF Valuation Summary (€m) Explicit Period FCF sum NPV Terminal Value Enterprise Value 91 NFP Equity value 18 73 Equity Value Per Share 5.2 Source: UBM estimates 6 20 71 UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Figure 4. Digital Bros – Sensitivity Analysis Perpetuity 1.5% 2.0% 2.5% 3.0% 3.5% 8.50% 8.75% 5.2 5.0 5.6 5.3 6.0 5.7 6.6 6.2 7.2 6.8 9.00% 4.8 5.1 5.5 5.9 6.4 9.25% 9.50% 4.6 4.4 4.9 4.7 5.2 5.0 5.6 5.3 6.0 5.7 9.75% 4.2 4.5 4.7 5.1 5.4 10.00% 4.0 4.3 4.5 4.8 5.2 Wacc Source: UBM estimates 2.1 Market multiples vary in tandem with the cycle ›= No listed comparables ›= Group multiples The group’s multiples are not significant at present, due to the fact that the financials still denote the startup phase of three out of four of the group’s business operations. Even more critically, multiples oscillate in tandem with the cyclical trends of the console videogame market, which means that these are likely to hit a reasonable level only in the ascending part of the next cycle. In addition, the group’s main listed competitors in the videogame distribution sector are major global software publishers, some of which also manage distribution internally. Given that their core business is publishing, and also taking into account size, the results are not fully comparable with those of Digital Bros. The publishing business is the only division for which a multiplesbased valuation would be feasible. However, although there are numerous international listed publishers, their brands, size, operations and track record are not sufficiently comparable with those of Digital Bros. Nevertheless, the table below compares Digital Bros with a group of publishers and distributors and underscores the low multiples at which Digital Bros currently trades. Figure 5. Digital Bros – Peer Group Country Currency Activision USA USD Electronic Arts USA USD 15,597 10.0% Germany France EUR EUR 212 66 12.0% 4.8% EM. TV AG Infogrames Take Two Mkt Cap EBITDA margin EBITDA margin (Loc Cur) 2006E 2007E 4,138 3.9% 12.0% EBIT margin 2006E 1.4% EBIT margin 2007E 10.9% 15.2% 0.2% 10.9% 12.9% 11.3% 4.2% 2.3% 5.0% 1.6% USA USD 1,038 7.6% 5.9% 10.6% 4.6% Thq Inc Ubi Soft Entert. USA France USD EUR 1,858 921 12.2% 19.6% 13.9% 24.6% 7.0% 3.0% 9.1% 7.0% Gameloft SA France EUR 280 9.6% 17.5% 7.8% 15.5% Japan Japan JPY JPY 390 91 14.5% 14.0% 14.5% n.a. 10.6% 10.4% 10.9% 10.7% UK GBP 370 14.0% n.a. 12.1% n.a. Italy EUR 744 3.6% 3.4% 3.5% 3.6% Average 9.2% 13.1% 3.9% 8.2% Median 11.0% 13.4% 3.9% 9.1% 9.1% 9.2% 7.8% 7.9% Konami Capcom Sci Entert. Esprinet SpA Digital Bros (UBM estimates)* Source: JCF; UBM estimates 56 *Digital Bros data for 2006 are referred to FY2006/2007E; data for 2007E are referred to FY2007/2008E 7 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare Figure 6. Digital Bros – Peer Group Market Multiples EV/EBITDA 06E (x) Activision 77.4 17.0 EV/EBIT 06E (x) n.a. Electronic Arts EM. TV AG 52.5 6.8 26.4 6.0 n.a. 19.3 Infogrames 12.2 4.9 n.a. n.a. n.a. n.a. Take Two Thq Inc n.a. 14.3 12.3 9.4 n.a. 25.0 14.6 14.1 n.a. 38.0 24.0 25.0 Ubi Soft Entert. EV/EBITDA 07E (x) EV/EBIT 07E (x) 18.7 P/E 06E (x) 128.7 P/E 07E (x) 32.7 36.6 15.7 n.a. 75.0 56.7 36.2 8.7 8.1 56.3 18.6 89.9 32.3 41.2 9.4 14.4 8.6 50.9 12.9 16.2 12.0 68.1 25.1 22.6 24.2 Capcom n.a. n.a. n.a. n.a. 23.5 20.7 Sci Entert. Esprinet SpA 10.5 9.2 n.a. 8.2 12.1 9.6 n.a. 8.0 13.2 16.8 n.a. 13.5 Average 24.2 11.5 26.6 17.2 53.1 28.8 Median 11.3 9.0 19.3 15.7 38.0 24.6 7.6 6.7 8.9 7.8 14.6 13.5 9.5 8.5 11.2 9.9 19.5 18.0 Gameloft SA Konami Digital Bros @ market price (€4.0) Digital Bros @ EFV (€5.2) Source: JCF; UBM estimates *Digital Bros data for 2006 refer to FY06/07E; data for 2007E refer to FY07/08E Momentum is not currently at its best, given that the group is entering the negative part of the console renewal cycle. Multiples oscillate in tune with the financials, dependent on console market trends, and are unlikely to return to more interesting levels until the ascending part of the cycle (starting 2007/2008E). Figure 7. Digital Bros – Evolution of Multiples Stock Market Ratios Adj. P/E FY05/06 FY06/07E FY07/08E FY08/09E FY09/10E 14.3 14.6 13.5 10.2 8.0 EV/Sales EV/EBITDA 0.7 7.6 0.7 7.6 0.6 6.7 0.5 5.5 0.5 4.7 EV/EBIT 9.5 8.9 7.8 6.4 5.4 Source: UBM estimates 8 UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 3. Group Overview ›= Digital Bros, a leading Italian distributor of videogames, is carving a position as an integrated group that covers a large part of the videogame industry value chain, from publishing to distribution, from localization to marketing ›= The group’s core distribution business continues to retain its lead position in Italy with a multichannel distribution approach, while the publishing business is the major driver of its diversification strategy ›= In the New Media business area, the group has cemented partnerships with some major media companies ›= Digital Bros aims to mitigate business risks and exploit opportunities thanks to its diversification and internationalisation strategy, along with a partnershiporiented approach in online gaming Digital Bros is an integrated group that covers key areas of the gaming industry value chain ›= Digital Bros, established in 1989, has a track record of more than 16 years as a leading distributor and copublisher in the Italian market. The group is structured into the following business units: ›= Italian Distribution (including the new Kiosk channel) ›= International Publishing and Distribution ›= New Media Digital Bros is carving a position as an integrated business group with operations in key areas of the value chain in the videogame industry. This shows clearly when comparing the group’s operations – which range from publishing to distribution and from localization to marketing –with the sector value chain. Figure 8. Videogames Industry Value Chain Developer Publisher Distributor Retailer Consumer Source: UBM 9 Digital Bros – Production date: 26 September 2006 3.1 UniCredit Banca Mobiliare Group structure The group structure is outlined below. Figure 9. Digital Bros – Group Structure Source: UBM Revenue mix powered by core distribution business and a growing contribution from publishing and the new kiosk channel ›= Digital Bros’ distribution business is its major revenue driver, accounting for 85.8% of total sales in FY05/06. The publishing business streams 8% of revenue, but is emerging as the new driver of revenue growth. The kiosk channel generates 5.7% of sales, while new media revenue accounts for 1%. Kiosk is an innovative area of the distribution business with a coverage potential of more than 50,000 points of sale across Italy. Figure 10. Digital Bros – Revenues in FY05/06 by Business Unit P ublishing 8.0% New Media 0.5% Distribution 85.8% Kiosk 5.7% Source: Company data The group is carving a position as an integrated player in the digital entertainment business; below we summarise the operations of each business unit. Figure 11. Digital Bros – Strategic Business Units Strategic Business Unit Activity Distribution Publishing CoLeadership in Italy with multichannel distribution approach. Growth opportunities in international markets, in both publishing and distribution Content partnerships with online portals and media companies New channel with broad scope for nationwide distribution New Media Kiosk Source: UBM 10 UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 3.2 Distribution: Digital Bros continues to be the game leader with a multichannel distribution approach Coleadership of Italian distribution market and direct knowhow of the final customer through videogame rack jobbing activity ›= Digital Bros is the coleader in the Italian offline distribution of console videogames with 40% market share. In our opinion, the new agreements recently struck with Sega and Square Enix could further improve Digital Bros’ positioning. Halifax, a business unit of the Digital Bros group, is the exclusive distributor of its international partners’ catalogue and provides full logistics, sales and marketing support. In 2005, the unit released a total of 300 titles and boasted seven best selling titles out of the top 30 bestsellers. Halifax also provides localization services for its titles under distribution, including marketing and game assets, packaging, manuals and ingame dubbing. Halifax is the exclusive distributor for two of Italy’s most popular game brands: THQ’S wrestling series WWE and Konami’s Pro Evolution Soccer. In January 2006, Digital Bros secured the exclusive distribution rights for Square Enix’s upcoming release of Dragon Quest VIII: Journey of the Cursed King (PS2). Other major international partners include Konami, THQ, Disney BVG, Eidos, Codemasters, Electronic Arts, Activision and Vivendi Universal Games. The DTI business unit of Digital Bros group is primarily a subdistribution service provider to other publishers; it provides exclusive distribution to independent retailers with sales and logistics support, customer relationship management, accounting and market analysis. Game Service, a Digital Bros group company operates mainly as a videogame rack jobber and has agreements with 100 stores for the exclusive management of the shelves for the sale of videogames. Digital Bros’ rackjobbing operations include recent agreements with major supermarket chains such as PAM, Venix, and Metro. This enables the company to acquire the direct marketing knowhow of final customers, as well as quick feedback on the sell out of new titles. Figure 12. Digital Bros – Distribution Revenues by Console FY05/06 Others 1% Sony PSP 10% NBA 10% Nintendo DS 4% xBox360 2% xBox 3% PS2 70% Source: Company Data 11 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare Figure 13. Italian Gaming Market Top Selling Titles for PS2 JanMay 06 (Units) Ranking Publisher Title 1 Konami Pro Evolution Soccer 5 Est. Volumes (000s) 62.0 2 3 THQ EA Wwe Smackdown Vs Raw 2 Fifa 06 40.5 37.5 4 EA Need For Speed Most Wanted 36.5 5 6 Take 2 Eidos Grand Theft Auto: San Andreas Lara Croft Tomb Raider: Legend 36.0 34.0 7 EA Fifa Street 2 32.5 8 9 Empire EA Ford Racing 2 Il Padrino The Godfather 29.5 24.5 10 SCEE Moto Gp 4 Platinum 22.5 Source: Company Data The PS2 Blockbusters list shown in Figure 13 highlights the major sales records achieved by Digital Bros: ›= In November 2005, Digital Bros spurred Pro Evolution Soccer 5 sales to a record 500,000 units, corresponding to revenues in excess of €20 million (revenues generated in solely the first month after game launch). ›= In December 2005, Digital Bros achieved another record when it sold 250,000 WWE Smackdown vs. Raw, generating revenues of more than €10 million in the space of one month. Figure 14 and Figure 15 show the bestseller titles for Sony PSP and Nintendo GBA. Figure 14. Italian Gaming Market Top Selling Titles for PSP JanMay 06 (Units) Ranking Publisher Title Est. Volumes (000s) 1 Take 2 Interactive GTA: Liberty City Stories 24.0 2 3 Konami THQ Pro Evolution Soccer 5 Smackdown Vs Raw 2006 19.5 11.5 4 EA Fifa Street 2 9.5 5 6 EA SCEE Need For Speed Most Wanted Ridge Racer 8.5 7.5 7 SCEE Medievil Resurrection 7.0 8 9 SCEE Ubisoft World Rally Championship Prince Of Persia 7.0 6.5 Source: Company Data Figure 15. Italian Gaming Market Top Selling Titles for Nintendo GBA JanMay 06 (Units) Ranking Title Est. Volumes (000s) 1 Nintendo Pokemon Smeraldo 30.0 2 3 Nintendo Nintendo 11.0 9.5 4 EA 5 BVG 6 Nintendo Pokemon Rosso Fuoco Pokemon Zaffiro Harry Potter e Il Calice Di Fuoco Narnia: Il Leone, La Strega, L'armadio Pokemon Rubino 7 Konami 8.5 8 Vivendi 8.0 9 Activision Winx Club Era Glaciale 2: The Meltdown Madagascar 10 EA Fifa 06 7.0 Source: Company Data 12 Publisher 9.0 8.9 8.8 7.0 UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Kiosk, the new distribution channel, was launched in 2005 and has nationwide scope ›= Distribution business competitive strategy ›= Kiosk is the new and innovative distribution channel launched by Digital Bros in FY05/06, when it accounted for 5.7% of total sales. It has a nationwide deployment scope of 50,000 POS in Italy through which to increase revenues. Digital Bros has entered a national agreement with RCS MediaGroup, which owns La Gazzetta dello Sport and Corriere della Sera. In January 2006, Digital Bros signed an exclusive agreement with Clearvison Ltd. for the distribution of the official World Wrestling Entertainment DVD Collection in Europe. In our opinion, the competitive edge and strengths of Digital Bros’ distribution business lie in three areas: ›= Marketing and localization knowhow ›= Multichannel distribution approach ›= International expansion The high fragmentation of the Italian videogame retail market deters most international publishers from setting up their own distribution channel. Indeed, the structure of the Italian market makes it more efficient and effective to use a local distributor, such as the service provided by Digital Bros, thanks to its large scale, capillary market coverage and its marketing and localization services. Nevertheless, the fragmented nature of Italian retail markets complicates the entry of publishers into the distribution business and Digital Bros has preferred to reduce its dependency on the local retail market by pursuing a multichannel distribution approach and investing in international expansion. The group’s introduction of the kiosk channel is a part of its multichannel approach. Kiosk provides an opportunity to improve the sales of PCbased games, thanks to more accessible prices. In addition, Digital Bros has increased its distribution presence in the UK and France and is currently looking to set up channels also in Spain and Germany. This move will enable Digital Bros to enter the largest European market, thus increasing critical mass and improving its market power with the big publishers. 3.3 Publishing: strong growth in the domestic and international markets 505 Games, the videogame publishing division of Digital Bros, has partnerships with international development studios ›= 505 Games is the videogame publishing division of Digital Bros. 505 Games currently publishes games for the Play Station 2, Xbox, Nintendo DS, PSP and GBA platforms. 505 Games buys titles mostly from Japanese development studios such as Sony, Taito, Bampresto, and Agetec. In this area Digital Bros has established a development partnership with Crave, a US company, to publish games for every major gaming platform on the market. Digital Bros plans to release 45 new videogames before the end of 2007, including titles for PS3, Microsoft Xbox 360 and Nintendo Wii. The agreement with Crave led recently to a US$3 million exclusive distribution contract. This deal will enable Digital Bros to distribute eight new videogames developed for PS2, PSP, GBA and Nintendo Wii in Europe, South Africa and Australia. The group has a direct sales presence in three key countries: the United Kingdom, France, and Italy. The group has local partners in other countries, including Spain, Portugal, Benelux, Switzerland, Germany, Austria and Eastern Europe. The 13 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare management team responsible for publishing activities boasts a strong background in the sector and previous experience with leading publishers like Electronic Arts, Activision, THQ and Codemasters. Localization experience combined with niche publishing ›= Given that Digital Bros has already gained localization experience, niche publishing is more likely to add strength to their production capabilities as a full fledged publisher. Moreover, Digital Bros’ consolidated distribution and marketing experience will help them to carve an enhanced position in the value chain. 3.4 Growth opportunities in new media through content partnerships with international portals ›= New Media Game Media Networks, the online gaming business unit of Digital Bros, has a strategic focus on developing content partnerships with major international mass market media. The unit’s major partners include: Mediaset Premium, a payperview television service available only on Mediaset’s digital terrestrial platform. It is based on the payperview subscription model in which users can choose the programs they want to watch or the game to play. Digital Bros is selling three exclusive games through this channel on a €0.5 per day subscription basis. Digital Bros has entered into content partnerships with some online portals both at home and internationally. In Italy, Digital Bros has entered into agreements with online newspaper portals to provide the gaming channel in their websites. Other agreements include the sale of Power Football (an online 3D multiplayer game) through the website of M6.fr in France and gazzetta.it (run by RCS Group) in Italy. Game Media Networks operates mainly in the IPTV, Digital TV and online media marketplace. Positioned to tap future new media opportunities ›= New media opportunities make it possible to directly obtain the license from developers and to publish the game online without the many complexities and financial risks associated with physical production. Its publishing experience will help Digital Bros to tap into future opportunities in new media content partnerships. 3.5 The disintermediation process: shortterm threat? By risk of disintermediation, we mean the threat of a shortening and an extensive redesign of the industry value chain, which would not favor videogame distributors, who would suffer on two fronts: if publishers were to decide to manage distribution internally and if a rapid penetration of broadband access were to sharply accelerate the online download of videogames. 14 UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Figure 16. Industry Value Chain Developer Publisher Distributor Retailer Consumer Publisher disintermediation Internet channel disintermediation Source: UBM More specifically, disintermediation would be triggered by two events: ›= International publishers might decide to take over the direct control of the distribution business, eliminating the use of a local wholesale distributor to reach retailers. ›= The rapid diffusion of broadband internet connections and a fast penetration of nextgeneration consoles1 making it easier for gamers to download videogames online – might convince users to bypass physical retailers. Such a scenario would enable the publishers to sell their videogames directly through their website; this would lead to a shortening of industry value chain (Figure 16). However, when it comes to Italy, the disintermediation risk is unlikely to have a big impact on the structure of the distribution market, given that, in our opinion, neither of these factors poses a reasonable threat in the shortmedium term due to the: ›= Highly fragmented retail market ›= Low level of penetration of high bandwidth connections in Italy Fragmentation of the retail market should prevent risks of publisher disintermediation ›= Italy counts as many as 3,000 retailers and the market share of even the biggest player is no higher than 15%. Moreover, the Italian distribution market is more fragmented compared with other Western countries, given that the first five Italian retailers hold 41% of the market compared with 68% in the US (see Figure 17). 1 PS3 will have an Internet connection to enable users to download and save on its hard disk music and games from Sony’s vast library. xBox360 also has a broadband connection for accessing xBox live services. 15 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare Figure 17. Italian Videogame Market – Cumulate Market Share of First 5 Retailers 80% 68% 70% 62% 55% 60% 50% 50% 41% 40% 30% 20% 10% 0% US A UK France Germany Italy Source: IDG, 2004 This high fragmentation implies that a wholesale distributor has to manage a large number of relationships, mainly with small retailers. Moreover, order management at the retail level is normally not automated or centralized, but typically handled at the store level, even by major chains such as Auchan, Carrefour and MediaWorld. Thus, publishers willing to internalize distribution have neither the knowledge of such a fragmented market, nor the expertise needed to handle a high number of orders, inventory management and credit collection. Nevertheless, some international publishers (Vivendi Universal Games, Activision, Atari, Ubisoft, EA) have established their own distribution channel in Italy. Others like Konami, THQ, Codemasters and Buena Vista Games, have preferred to outsource distribution to local players (Digital Bros). We believe that the tendency of publishers to manage their own distribution will accelerate in sync with the increasing concentration of the retail market; however, the distinctive structure of the Italian distribution sector is likely to slow the pace of this process. The scarce tendency to purchase videogames online in Italy is due to four major inhibitors: ›= Low level of broadband penetration ›= Low penetration of nextgeneration consoles ›= Risk of downloading errors ›= Security concerns about online credit card payments Relatively low penetration of Internet broadband access a further inhibitor 16 ›= The online downloading of videogames requires the user to have access to both an internet broadband connection and a nextgeneration console with an internet connection and a hard disk. In Italy, the penetration of broadband connections is still low (see Figure 18), especially compared with other Western countries. Moreover, at present, the only console that enables users to download videogames online is the xBox360, whose installed base in Italy is still not relevant. In addition, the download of a videogame demands both time and a roomy hard disk, yet problems could still occur due to the residual risk of download errors. Not least, Italians are reticent about using their credit card for Internet purchases. UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Figure 18. Broadband Penetration in Europe 30% 25% 20% 24% 23% 20% 19% 18% 15% 15% 15% 13% 12% 11% 11% 11% 10% 10% 5% 5% 1% re ec e en d G Irl Ita ly Sp ai Po n rt ug al G er m an y UK Fr Lu anc e xe m bo ur g Au st ria Ho lla nd De nm ar k Fi nl an Sw d ed en Be lg iu m 0% Source: Commission of The European Communities, European Electronic Communications Regulation and Markets 2005 (11th Report) 17 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare 4. Market Overview ›= Despite its cyclicality, we believe the console videogame market is set to expand in the longer term, thanks to the growing penetration of consoles and the launch of higher value videogames ›= The gap between the Italian videogame market and the most developed markets is expected to progressively shrink in the years ahead ›= As of 2007, the gradual penetration of PS3 and Wii is likely to accelerate the market, heralding a favourable trend in the new videogame cycle. According to IDG, the Italian and European markets will deliver a CAGR of 6.8% and 5.8%, respectively, in 2006E2010E 4.1 The Italian video game market: 2005 snapshot The Italian videogame market recorded a 20% yoy increase to €650 million in 2005. Thanks to the launch of new platforms in the year (xBox360, PSP and Nintendo DS), hardware volumes reached the record level of 1.6 million units, or €290 million, marking a value increase of 50% and a 23% surge in volume. In terms of software, 2005 saw videogame sales grow 8% yoy (+21% in volume) to €360 million, despite a sharp dip in the average selling price (ASP), mainly due to lower PCvideogame prices (Figure 19 and Figure 20 shows a detailed breakdown of 2005 videogame sales in Italy). The market reception to the new handheld consoles Nintendo DS and Sony PSP was highly positive, as were Sony PlayStation2 sales, which continued their excellent performance through the year. 2005 was the best year (in terms of annual shipments) from the PS2 launch date with 800.000 units sold (+11% yoy, with an installed base of 3.21 million), also thanks to the xBox360 supply shortage during its launch phase. Figure 19. Italian Videogame Market (2005) Software 360 million Source: IDG 18 Total market: 690 million Hardware 290 million UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Figure 20. Italian Videogame Market 2005 Sales by Platform 2005 Platform yoy % chg Units (000s) PlayStation 2 xBox xBox360 GameCube GBA DS PSP 2005 yoy % chg ASP (€) €m 5,100 24% 191 16% 37 850 60 42% n.a. 30 4 14% n.a. 35 59 130 35% 5 43% 39 1,000 250 33% n.a. 34 10 5% n.a. 34 39 420 n.a. 20 n.a. 49 Total Consoles 7,810 38% 294 27% 38 PC Games Total 2,780 10,590 10% 21% 62 356 36% 8% 22 34 Source: IDG 4.2 A fast growing market Despite its relatively small dimension vs. other EU countries, we highlight that during 2005 the Italian videogame market registered the highest growth rate as clearly shown in Figure 21. Figure 21. European Videogame Market – Yoy Growth Rate by Country in 2005 Italy S pain UK France Germany 0.0% 5.0% 10.0% 15.0% 20.0% 25.0% Source: AESVI 2006 However, the Italian videogame market remains relatively small when compared to other European countries, mainly due to: ›= Lower penetration of consoles and PCs in Italian households ›= Different consumer behaviours ›= Demographic reasons ›= Piracy Despite these issues, we believe that the relative underdevelopment of the Italian market is a temporary gap and that this will gradually shrink in the years ahead. This section looks at the main reasons for the peculiar features of the Italian market compared with Europe and the U.S., analysing its major trends and sector structure. 19 Digital Bros – Production date: 26 September 2006 4.3 UniCredit Banca Mobiliare Penetration of consoles and PCs Figure 22. Console Penetration Rate* (Italy vs. U.S.) 45% Figure 23. Active PC and Console Gamers (Italy vs. U.S.) 69% 80% 40% 40% 70% 35% 60% 30% 36% 50% 25% 40% 20% 30% 15% 7% 10% 20% 10% 5% 0% 0% US A Source: UBM on NDP and IDG data The Italian videogame market is clearly underdeveloped compared with the U.S. and the UK US A Italy ›= *Penetration on population basis Italy Source: ESA, IDG The Italian videogame market seems less mature and advanced than that in America, in terms of the penetration rate of both consoles and active gamers (see Figure 22 and Figure 23). The Italian market is less developed even when compared to other European markets, as the charts below show clearly (see Figure 24 and Figure 25). Indeed, in Italy the PS2 by far the most used console on the market – accounts for a mere 11% of the European installed base, well below the UK, Germany and France (see Figure 26 and Figure 27). Figure 24. European Videogame Market by Country (2005) 3,000 2,500 2,000 1,500 1,000 500 l Po rt ug a n Sw ed e iu m Be lg N et he r la nd s Ita ly Sp ai n e Fr an c G er m an y UK 0 Source: AESVI 2006 Figure 25. European Videogame Market – Hardware Penetration Rate* by Country Console penetration rate 50.0% Netherlands 83.0% Netherlands 39.0% Sweden 70.0% Belgium Germany 36.0% 35.0% Germany UK 65.0% 61.0% France 30.0% Belgium 57.0% Sweden Spain 30.0% 25.0% France Spain 50.0% 50.0% Portugal 25.0% Portugal 50.0% Italy 21.8% Italy 40.0% Source: AESVI 2006 20 PC penetration rate UK *Penetration on household basis in 2005 UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Figure 26. European Videogame Market Hardware Installed Base by Console (%) Figure 27. European Videogame Market PS2 Installed Base by Country (%) xBox 11% Italy 11% Nordic 7% Benelux 5% Spain 14% PS 2 51% GBA 30% UK 30% Germany 15% France 18% GameCube 8% Source: IDG Source: IDG 4.4 Cultural features influence consumer behaviour, partly explaining the gap distancing Italy from other international entertainment markets ›= Demographic reasons… ›= Consumer behaviour The gap that distances the Italian videogame market from the more developed markets is mainly attributable to piracy and the cultural differences that influence consumer behaviour, which ultimately determine their spending priority. In addition, the relatively weak macroeconomic environment in Italy has undermined discretionary consumption in the last few years. A comparison with more developed markets shows that the UK, which has a strong gameplaying culture similar to that of the U.S. is one of the most dynamic and fastmoving in the world, with high rates of penetration and multiple console ownership. As illustrated in the previous section (see Figure 24 and , the UK accounts for a third of all Western European entertainment software sales, almost twice the size of the next ranked, Germany. In terms of demography, according to a survey by ACNielsen and AESVI, 46% of men in Italy are gamers, while the percentage hardly reaches 28% among women. This gamer “gender gap” shrinks substantially when it comes to the younger age group, since, in this case, 80% of girls play videogames. In the UK, the gender gap is smaller, but at the same time the portion of the population that play videogames is higher (as shown in the graph below). This leads us to expect a closing of this gender gap in the year ahead and the overall population percentage of Italian gamers to increase. 21 Digital Bros – Production date: 26 September 2006 Figure 28. Italian Videogame Population by Gender UniCredit Banca Mobiliare Market Gamer Figure 29. UK Videogame Market Gamer Population by Gender 100% 80% 100% 28% 80% 46% 52% 65% 60% 60% 40% 40% 72% 54% 20% 48% 20% 0% 35% 0% Men Women Non-Gamer Mern Gamer Non-Gamer Source: IDG Italians spend less on videogames compared with other European gamers Women Gamer Source: IDG ›= According to a survey by GameVision Europe, Italian videogame players show both the lowest level of spending on games and the lowest average hours played per week compared with other Western European players (see Figure 30). Figure 30. European Videogame Market Playing and Purchasing Behaviour 152.1 160 140 120 116.9 112.8 100.9 94.3 100 86.1 80 60 40 20 9.7 12.2 France Germany 9.1 8.2 12.4 10.9 0 Italy Avg hours of gaming/week Spain UK Europe Amount spent on games in last 6 months ( ) Source: GameVision Europe, September 2005 4.5 Piracy: a risk likely to soften with the launch of the next generation consoles ›= Piracy The Italian videogame sector is rife with piracy, an endemic problem that undermines the industry’s development. Piracy was more evident in the first wave of CDbased console diffusion (in the 90s), when it was a contributory factor in weakening industry revenues and profitability. Despite the fact that piracy remains an issue in Italy, technological developments should help to curb the spread of the phenomenon. Indeed, we expect the nextgeneration consoles to reduce copying and to make it increasingly difficult for gamers to use illegal software. For example, Sony has changed its next PS3 console from the DVD format, since DVDs are too easy to pirate, preferring to equip the PS3 with a BluRay Disc, a nextgeneration optical disc format designed for the highdensity storage of highdefinition video and data. According to the Bluray Disc Association, the new disc format will be ultra 22 UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 secure and safeguard against piracy, thanks to the contentprotection technologies used during the mastering of every BDbased media. 4.6 Videogame market is highly cyclical due to the periodical launch of new consoles ›= A highly cyclical market The videogame market is highly cyclical, featuring periods of strong growth followed by a rapid slowdown. The entertainment market oscillates in tandem with the renewal pattern of the console hardware market, therefore, the length of the industry cycle largely corresponds to the console lifecycle (historical average of about five years). The market reaches its peak twothree years after the launch of a new console (see Figure 31), in sync with the growth of the console’s installed base, when console diffusion becomes efficient enough for the production and distribution of good quality videogames. The beginning of the cycle sees developers and publishers focus investments on newgeneration videogames; strong investments lead to a drop in industry profitability, given that the sales of the new console’s games are still not sufficiently high to permit publishers to recover development, manufacturing and marketing costs. As a result, the prices of videogames for nextgeneration consoles are high in this phase, while demand gradually increases in line with installed base growth. On the other hand, the prices of videogames for the old consoles suffer a sharp downturn. The ensuing decrease in the revenue streamed by the old videogame consoles due to the drop in the videogames’ ASP (Average Selling Price) and shipments is not offset by the income generated by the videogames for the new consoles as volume at the beginning of the cycle is still not sufficiently strong. Figure 31. Hardware Unit Sales (United States and Europe, million units) 14 PS3 12 10 8 xBox360 6 Gam e C ube 2 4 PS2 2 0 2004 2005 GameCube xBox 2006E 2007E 2008E GameCube2 Xbox360 PS 2 GBA 2009E 2010E PS 3 DS Source: IDG The length of this initial phase depends on the market success of the new consoles and on the availability and attractiveness of the new videogames. 2007 will mark the expected end of the current industry cycle – which began in late 2000 with the launch of PS2 – thanks to the two new consoles (Sony PS32 and Nintendo Wii) slated for market rollout in late 2006. The new cycle is expected to peak in 2010/2011, based on the minimum sixyear run envisaged for the PS3. This last cycle has endured six years from 2001 to 2006, while the one prior to that endured five years, from 1995 to 2000, when PS1 was substituted by PS2. 2 Sony has postponed PS3 launch in Europe from November 2006 to March 2007, but has confirmed a November launch in the US and Japan 23 Digital Bros – Production date: 26 September 2006 4.7 UniCredit Banca Mobiliare Sector structure: the hardware (consoles) The overall entertainment market is made up of consoles and PC and console videogames. Three global players dominate the console market= ›= The console market is more concentrated than the software market, with three global players (Microsoft, Nintendo and Sony) sharing the whole market between them. Console developers play an important role in the entertainment industry, given that the success of a platform has a strong impact on the volume sales of videogames. The PlayStation 2 is by far the most popular videogame console. Sony has sold more than 101 million units worldwide (see Figure 32 for the installed base) compared with 24 million Microsoft Corp Xbox units and 21 million Nintendo Game Cube units. Figure 32. Worldwide Console Market PS2 Installed Base By Region (2005) Asia, Others 38 million USA 34 million 101 million units EU 28 million Source: IDG The table below shows the main features of both old and nextgeneration consoles. Figure 33. Features of Old and NextGeneration Consoles Developer PlayStation Sony 1994 (JP) US$299 CD player, memory card GameCube Nintendo 2001 US$199.9 GC optical disc player, dual analog sticks xBox PS2 Console xBox360 PS3 Wii Features DVD player, hard disk drive, two analog sticks, Communication: Ethernet Nov 2000 DVD player, memory card, dual shock Sony US$299 (EU) controller, Communication: Ethernet Next generation consoles Developer Launch Launch Features date Price DVD player, 20GB removable hard disk, US$300 wireless controller, Communication: Microsoft 4Nov05 US$400 Ethernet Nov 2006 BlueRay HD DVD player, hard disk 20GB (US, JP) 60GB, Bluetoothpowered motion US$499 Sony sensitive wireless controller, US$599 March Communication: Ethernet 2007 (EU) Wii optical discs player, 512 MB builtin 19Nov06 flash memory, wireless controller with Nintendo US$250 (US) motion sensor, Communication: WiFi Microsoft Source: UBM on company’s data 24 Old generation consoles Launch Launch date Price Console 2001 US$299 UniCredit Banca Mobiliare PS2 leads the console market in Italy Digital Bros – Production date: 26 September 2006 ›= As shown in Figure 34, PS2 is also the bestselling console in Italy, accounting for 50% of total console sales. The leadership of PS2 in entertainment platforms means that PS2 software accounts for about 49% of total Italian videogame sales (2005 data). According to IDG’s projections, the PS2 installed base in Italy will climb to 3.7 million units by the end of 2006. Figure 34. Italian Videogame Market – Hardware Breakdown Figure 35. Italian Videogame Market Software Breakdown by Platform GameC ube 1% GameC ube 2% DS 13% PS2 49% PS2 50% PC 26% GBA 14% xB ox360 2% xBox 5% Source: IDG, 2006 GBA 9% xBox360 1% xBox 8% PSP 4% Source: IDG 4.8 Videogame industry structure DS 2% PSP 14% ›= Sector structure: the software (videogames) The entertainment software industry revolves around videogames, which need to be developed, published and distributed. The software sector is underpinned by the following players: ›= The developer is the author of the game, i.e., the person who writes the plot. The developer can either be an independent or work alongside the publisher. ›= The publisher acquires from the developer the right to use the game, produces the physical support (CD or other software) and manages trade sales and marketing. In some cases, the publishers are owned by the producers of the hardware on which the videogames will be used (Nintendo, Sony, Microsoft). ›= The wholesale distributor channels the software to the retailers. ›= The videogame retailers range from small standalone specialist stores to organised distribution chains. Distribution is not just about logistics ›= In addition to the physical delivery of the software created by videogame publishers to the retailers, offline wholesale distribution involves other value added activities: ›= Game localisation: also defined as ‘copublishing’, is possibly the most important task for the distributor, entailing the adaptation of the game to the context in which it is sold, i.e. language dubbing and cultural adjustment, as well as the translation of the game’s instruction manuals and packaging. However, localisation is mostly carried out by the publisher. ›= Marketing: the distributor usually manages the marketing of the product for the area in which it operates, often in collaboration with the publisher. 25 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare Marketing involves advertising and promotional campaigns aimed at the end consumer (usually in specialist magazines) as well as trade marketing activities and product packaging. 4.9 Sharper focus on distribution in Italy The Italian videogame distribution market is made up of three large independent distributors (Digital Bros, Leader and DDE) and a few international publishers who have opted to manage distribution internally. Digital Bros is the market leader with a 40% share, followed by Leader, with a similar market share, while the rest of the market is split between the other players. Digital Bros focuses predominantly on software for consoles, while Leader is more focused on PC software. In contrast to the distribution market, the videogame retail market is highly fragmented, as the table below shows clearly, where the biggest retailer has a market share of about 15%. Figure 36. Main Italian Videogame Retailers Retailer Mkt share Media World/Saturn EB Games 15% 9% Auchan 8% Coop Carrefour 5% 4% Top 5 retailers Blockbuster 41% 2% Pergioco 2% UniEuro/PC City Fnac 2% 2% Others Total 51% 100% Source: IDG 2006 4.10 Market outlook: consoles Market conditions are expected to improve worldwide on the launch of Wii and PS3 consoles ›= The outlook of the videogame market is strictly dependent on the cyclicality typical of the market, which is influenced by the introduction of newgeneration consoles. Despite the waning sales of 128bit consoles (PS2, xBox, GameCube) which have now entered the final phase of their lifecycle IDG forecasts a boost in 2006 and 2007 console sales thanks to the November launch of Sony PS33 and Nintendo Wii (see Figure 37). The console market is expected to add on about 20% in 2007, with the fall in PS2 shipments more than offset by the strong penetration of the new PS3 model. 3 The console substitution process has been delayed to 1Q07, as Sony has encountered problems related to the mass manufacturing of the new PS3. Sony has lowered its target for the number of PS3 units to be shipped to Japan and the US between the launch date and endFY2006 from the previous four million to just over two million, as a result of problems in the mass production of an electronic component of the new BluRay reader. While the consequent shortage of PS3 units over Christmas might boost sales of competitors’ next generation consoles (such as Nintendo Wii and xBox360), this temporary loss of market share should be offset by resilient sales of the PS2. 26 UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Figure 37. North America and Europe Game Console Shipment (million units) 60 25% 50.6 50 46.6 42.6 45.7 20% 42.7 15% 37 40 10% 30 5% 20 0% 10 -5% -10% 0 2005 2006E 2007E 2008E Cons ole s hipments (million units - lhs ) 2009E 2010E yoy change - rhs Source: UBM estimates PS3 and Wii launch date ›= Sony recently announced that it would delay the European PS3 launch to March 2007 from its original target date of November 2006. However, Sony did confirm a November launch for the PS3 in both the U.S. and Japan. Sony plans to ship two million PS3 by yearend, while Microsoft, which launched its xBox360 in November 2005, has a delivery target of ten million units. Nintendo is set to launch its Wii console in North America on November 19, just two days after the U.S. launch of the PS3. Wii is expected to debut in Japan on December 2, with a similar launch date planned for Europe. Nintendo says it expects to sell 6 million Wii consoles in the year to next March. 4.11 Market outlook: videogames Launch of PS3 and Wii expected to drive recovery in European videogame market ›= According to our 20062010E estimates, the European videogames market will deliver a CAGR in sales of about 5.8%, hitting a peak in 2009/2010 in parallel with the growth of the PS3 installed base (see Figure 38). As indicated in Figure 39, the postPS3 launch contraction in PS2 videogame sales will probably be offset by an increase in PS3 and xBox360 software sales. Figure 39 also shows that, unlike the cyclicality of the videogame console market, the PC games market is less volatile and that its size is expected to remain fairly flat in the next few years. If we focus on purely console videogame sales, the CAGR 20062010E increases to 8.2%, higher than the 5.8% expected for the European market, which includes PC games sales. Figure 38. European Videogame Market PC & Console Videogames Sales (US$ m) CAGR 2006E-2010E (5,8%) 9,000 8,000 6,530 6,531 2005 2006E 7,874 8,224 8,194 2008E 2009E 2010E 7,240 7,000 6,000 5,000 4,000 3,000 2,000 1,000 2007E Source: IDG (April 2006) 27 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare Figure 39. European Videogame Market Software Sales by Platform (US$ m) 3500 3000 2500 2000 1500 1000 500 0 2004 2005 GameCube PS P DS 2006E 2007E Wii xBox PC Game S W 2008E 2009E PS 2 xBox2 2010E PS 3 GBA Source: UBM on IDG data (April 2006) Italian console videogame market set to deliver a CAGR of 8.7% ›= As mentioned earlier for the European market, Italian videogame sales are also set for growth in the next few years, fuelled by the increasing penetration of PS3 and other nextgeneration consoles. The Italian market is likely to hit its peak in 2010, when total videogames sales are estimated to reach US$561 million, delivering a CAGR (20062010E) in sales of about 6.8% (+27.8% compared with 2005). We underscore that after stripping the flattish PC components from overall market sales, the CAGR increases from an estimated 6.8% to 8.7%. Figure 40 and Figure 41 outline IDG’s projections for the Italian videogame and console market. Figure 40. Italian Videogame Market Videogames Sales (in US$ m) 600 550 500 515 537 2008E 2009E CAGR 2006E2010E (6,8%) 561 479 407 442 431 2004 2005 2006E 450 400 350 300 250 200 2007E Total s oftware s ales Source: UBM on IDG data (April 2006) 28 2010E UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Figure 41. Italian Videogame Market Console and Handheld Hardware Units Sold (000s) 900 800 700 600 500 400 300 200 100 0 2004 2005 2006E 2007E 2008E 2009E GC Wii PS 2 PS 3 xBox xBox360 GBA DS 2010E PS P Source: IDG The UK and France ›= In terms of the other EU markets, IDG expects videogame sales in the UK and France to advance at a CAGR of about 6.9% and 4.0%, respectively, in 20062010E. The UK is likely to power the largest videogame market in Europe with estimated 2010 sales of US$2.8 billion vs. US$561 million in Italy and US$1.4 billion in France (see Figure 42 and Figure 43). Figure 42. French Videogame Market PC, Console and Handheld Videogames value in France (20052010E) 1,500 1,300 1,393 1,214 1,407 1,405 Figure 43. UK Videogame Market PC, Console and Handheld Videogames value in UK (20052010E) 3,000 1,296 2,500 1,182 1,100 2,000 900 1,500 700 1,000 500 2,779 2009E 2010E 2,391 2,196 2,130 2005 2006E 500 2005 Source: IDG 2,826 2,665 2006E 2007E 2008E 2009E 2010E 2007E 2008E Source: IDG 29 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare 5. Financials ›= Digital Bros revenue stream evolves in tandem with the sector’s cyclical trends. Our forecast for the FY05/06FY10/11 period points to an 8.3% CAGR in revenue ›= The company’s gradual diversification into the publishing sector is likely to have a favourable impact on the evolution of both revenue and EBITDA, thanks to the robust profitability of this business ›= Deferring the PS3 launch from November 2006 to March 2007 could have a positive impact on the videogame market in 2006, given that we believe the delay in new console purchases will shift gamer spending to videogames ›= Digital Bros profitability stands to benefit from the ongoing growth of the publishing business, with our estimates indicating an increase in the EBITDA margin from 9.1% in FY06/07E to 10.8% in FY10/11E 5.1 Digital Bros FY05/06 revenue of €113 million beat our forecast of €104 million ›= Revenue: FY05/06 results Digital Bros announced gross revenue of €113 million in FY05/06 (financial year end 30 June), well above its target of €96.5 million and our forecast of €104 million. This result was achieved thanks to higherthanexpected revenues from the international publishing division (€8.5 million vs. the company’s indication of €4.5 million) and the strong sales generated by the new kiosk channel (€6.1 million although Kiosk was not included in the initial FY05/06 budget). In addition, the deferred launch of PS3 (previously planned for November 2006 but recently rescheduled for March 2007) has favoured PS2 videogame sales in the traditional distribution area, thanks to the continued launch of new titles and the solid PS2 installed base. This enabled Digital Bros to report an 8.5% increase in distribution sales, despite the negative price trend typical of the weaker phase of the cycle. Figure 44 shows the breakdown of the revenue stream. Figure 44. Digital Bros – FY05/06 Revenue Breakdown Console videogames PC videogames Accessories and Hardware FY04/05 FY05/06 % Change 79.9 8.2 90.2 6.7 13.1% 17.7% 2.0 1.2 38.7% 6.0 84.0 7.1 91.1 n.a. 8.5% International Publishing 3.6 8.5 136.5% New Media Kiosk 0.7 0.0 0.5 6.0 27.3% n.a. 89.0 106.1 19.3% Discounts Total distribution net Group net revenues Source: Company Data FY05/06 distribution revenue (+13%) spurred by strong volume growth (+31%) 30 ›= An analysis of the volume and price effect implicit in the FY05/06 revenue increase shows that Digital Bros was able to boost PS2 games volume to 2.2 million units, 24% higher than FY04/05. This was attributable to the larger installed base of the console in the late development stage and more accessible prices, enabling Digital Bros to exploit its extensive network and distribution power. According to IDG, the installed PS2 hardware base in Italy advanced to 3.2 million units at end2005, marking an increase of 800,000 units on 2004. UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 We also underscore the outstanding performance of PSP sales, which reached 288,000 units in FY05/06, corresponding to sales of €9.4 million and market share of roughly 36% (UBM on IDG data). A full set of price/volume data is provided in Figure 45. Figure 45. Digital Bros – FY05/06 Distribution Revenue by Console– Price and Volume Effect (€m) Nintendo GameBoy Advance volumes (000) prices (€) Sony Playstation 2 volumes (000) prices (€) Microsoft Xbox volumes (000) prices (€) Microsoft Xbox 360 FY04/05 FY05/06 % Change 8.5 293.6 8.8 331.8 4.0% 13.0% 28.9 63.7 26.6 62.9 8.0% 1.2% 1,803.7 2,238.8 24.1% 35.3 6.2 28.1 3.0 20.4% 51.5% 172.1 86.6 49.7% 35.9 0.0 34.6 2.1 3.6% n.a. volumes (000) 0.0 46.0 n.a. prices (€) Nintendo DS 0.0 0.0 46.0 3.5 n.a. n.a. volumes (000) 0.0 128.4 n.a. prices (€) Sony PSP 0.0 0.0 27.1 9.4 n.a. n.a. volumes (000) 0.0 287.9 n.a. prices (€) Other 0.0 1.5 32.6 0.5 n.a. 65.5% 126.7 28.6 77.4% 12.0 79.9 18.3 90.2 52.5% 13.0% 2,396.1 3,148.2 31.4% 33.3 28.7 14.0% volumes (000) prices (€) Total Distribution Italy volumes (000) prices (€) Source: Company Data 5.2 Basic assumptions underpinning our revenue projections ›= Distribution: we forecast a recovery starting 2008 after a weak 2007 due to the cyclical effect ›= Revenue projections We have updated our projections to factor in the strongerthanexpected trend in Digital Bros’ distribution business, thanks partly to the unexpected performance of the kiosk channel and the favourable publishing results. Our projections for Digital Bros’ revenue evolution starting in FY06/07 also assume that the transition to the nextgeneration consoles will conclude in 2007, given the recent deferment to March 2007 of the launch of Sony’s new Play Station 3 previously planned for November 2006. We have therefore assumed that the trough year in the current cycle of the videogames market will be 2007 and that the new cycle will hit its peak in 20102011. Our estimates indicate a fall of 5.7% yoy in FY06/07 net distribution revenue to factor in the market’s cyclical effect. However, we believe the videogame market will be favoured by the recent deferment of the PS3 launch from November 2006 to March 2007 because the delay in new console purchases will likely shift gamer spending to videogames, therefore, the extended life of the widespread PS2 is likely to help sustain videogame sales. While our estimate for FY06/07 gross revenue of €92.6 million is broadly in line with the company’s guidance of €92.0 million, we point out that the company’s FY05/06 indications were largely surpassed. 31 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare Figure 46. Digital Bros – Revenue Projections FY06/07E – FY11/12E (€m) 2005/2006 FY06/07E FY07/08E FY08/09E FY09/10E FY10/11E FY11/12E 106.2 106.2 114.8 129.0 144.9 158.0 Distribution Publishing 91.1 8.5 85.9 14.0 89.8 18.1 101.2 20.7 114.2 23.2 125.1 25.1 New Media 0.5 0.8 1.0 1.2 1.4 Kiosk 6.1 18.7% 5.5 0.0% 5.8 8.0% 5.9 12.4% 6.1 12.4% Group sales of which: yoy % change 153.5 CAGR 0611 8.3% CAGR 0712 6.3% 118.6 26.9 6.5% 24.2% 4.5% 21.2% 1.6 1.6 26.1% 23.1% 6.3 9.0% 6.3 2.9% 0.6% 0.7% Distribution 8.5% 5.7% 4.5% 12.7% 12.9% 9.5% 5.2% Publishing New Media 104.8% 62.9% 65.0% 51.1% 29.4% 33.1% 14.0% 22.1% 12.1% 16.9% 8.2% 11.2% 7.2% 9.0% Kiosk n.a. 9.2% 5.7% 1.5% 3.4% 2.5% 0.8% Source: UBM estimates Our 20062011 forecast indicates a CAGR of 6.5% in distribution revenue as Digital Bros will be able to fully exploit the sector’s expected cyclical recovery in 2007 through 2011. The key revenue driver is likely to be console videogame sales, for which we project a CAGR of 7.4% in FY06FY11E, fuelled by PS3 and PSP videogame sales. On the other hand, PCgame sales are expected to slowly decline (CAGR of 5.0%) on the back of the negative price trend in Italy. International publishing is the true challenge for Digital Bros ›= International publishing is fertile terrain for Digital Bros and management is currently implementing a copublishing niche strategy aimed at i) empowering revenue diversification to counter the risk of disintermediation in the distribution area, ii) increasing profitability, iii) exploiting larger and more advanced European markets such as the UK, Germany and France, and iv) leveraging its good relationships with the console vendors. According to our estimates, Digital Bros will achieve a 65% advance in FY06/07 publishing revenue after 105% growth the year earlier thanks to its direct presence in the UK and France, expansion in Spain and Germany and the development of games compatible with all gaming platforms, both old and new generation. Indeed, Digital Bros has already signed game agreements for PS2 (8 titles), PSP (4), Nintendo DS (16), PC (2), GBA (6) and, as from 2007, Sony PS3 (3), Microsoft Xbox 360 (2) and Nintendo Wii (4). The key releases in 2006 were PS2’s Magnacarta and The Bible Game, while the major titles slated for 2007 are Rule of Rose and Wild Arms 4. Our FY06/07E publishing revenue target of €14.0 million is well below the company’s guidance of €17.0 million, while the result in FY05/06 was €8.5 million. We highlight that Digital Bros’ management deems our target of c. €25.0 million in 2011 to be overly cautious. Despite the company’s high potential in the publishing market and the fact that results have so far surpassed management’s indications, visibility remains low. Therefore, we prefer to adopt a cautious approach in our estimates, which show a 20062011E publishing revenue CAGR of 24.2%. Kiosk channel powers high revenue and margins 32 ›= Our projections for the kiosk channel indicate that revenue will remain broadly stable at roughly €6.0 million per year. We point out that the volatility of this area can be a key factor, as successful titles can fuel huge volumes, thanks to the extensive kiosk network. The major revenue sources in the kiosk channel are expected to be i) distribution of the DVD on the lives of the most popular wrestlers (WWE Wrestling Megastar), and ii) distribution of videogames as addon sales to UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Corriere della Sera and Gazzetta dello Sport, based on an agreement with RCS Mediagroup. In addition, Digital Bros plans to distribute “trivia” games based on quizzes about popular movies and/or characters through Kiosk in 2007. These games can be played either directly on the DVD or with the DVD remote control, making them extremely easy to operate and accessible even to technologyadverse people. Partnerships are a key factor in developing the New Media business ›= The new media initiative recently launched by Digital Bros is based on the provision of specialised gaming contents to major international massmarket media. This division is headed by the former managing director of Walt Disney Television Italia, Mr Laurent Malek. Development of this business is closely linked to the forging of partnerships with large media groups with hightraffic internet sites or DTT channels. Digital Bros currently boasts agreements with Mediaset for the DTT channel, Mediaset Premium; RCS (gazzetta.it); and M6.fr (RTL group). While we believe the new media division has the potential to produce additional good results, along with publishing, to create further value in the Digital Bros business portfolio, visibility seems low, given the uncertainty on the evolution of the “payperplay” model, both on the DTT platform and online. Therefore, our cautious estimates indicate new media revenue of €0.8 million in the current year (vs. €0.5 million in FY05/06) with a target of €1.6 million in 2012. Any new key partnerships announced by the division could improve visibility and lead to more ambitious targets. 5.3 Publishing and kiosk fuelled Digital Bros’ profitability in FY05/06 ›= Profitability In FY05/06, Digital Bros’ profitability was buoyed by the hefty increases achieved in the publishing business (EBITDA +57% yoy to €2.8 million), which enabled the company to post an EBITDA margin of more than 30%, and the positive evolution of the kiosk channel, which generated EBITDA of €2.5 million compared with a zero result the year earlier. Nevertheless, EBITDA of €8.5 million reported by the core distribution business retreated from €9.5 million in FY04/05. The waning profitability of the distribution business is mainly attributable to the negative trend of game prices, determined by the evolution of the market cycle. The negative EBITDA of €2.2 million posted by the new media division was partly due to nonrecurring items related to the disposal of the online gaming activity. Digital Bros reported consolidated EBITDA of €10.0 million in FY05/06, up 15% yoy; stable EBIT of €8.1 million; and a net profit of €3.8 million (12% yoy). The lower net profit posted in FY05/06 was entirely due to the unfavourable comparison with FY04/05, when Digital Bros booked positive deferred taxes of €1.6 million. In terms of forward profitability, we expect the EBITDA margin to remain relatively weak at around 9.0% in FY06/07E and FY07/08E, based on the expected bottoming of the videogame cycle in 2007. After which, we expect the sector’s cyclical recovery, combined with the growing revenue contribution from the highly profitable publishing division, to spur an increase in the EBITDA margin to more than 10% starting FY08/09E. Prudently, we have assumed a stable contribution to EBITDA from the kiosk channel (about €2.0 million per year), with the new media division achieving EBITDA breakeven starting FY09/10E. Nevertheless, we underscore that both 33 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare businesses could reveal positive surprises in terms of EBITDAgeneration, in the event the company strikes new partnerships that would boost revenue. Figure 47 shows our full set of FY06/07 to FY11/12 projections. Figure 47. Digital Bros – Income Statement Projections FY06/07E – FY11/FY12E (€m) FY05/06 FY06/07E FY07/08E FY08/09E FY09/10E FY10/11E FY11/12E 106.2 18.7% 106.2 0.0% 114.8 8.0% 129.0 12.4% 144.9 12.4% 158.0 9.0% 153.5 2.9% 10.0 9.7 10.5 12.7 15.3 17.0 15.8 Distribution 8.5 7.5 7.3 8.6 10.3 11.5 9.9 Publishing 2.8 3.2 4.1 4.6 5.1 5.5 5.9 New Media Kiosk 2.2 2.5 1.4 2.1 0.8 2.1 0.5 2.1 0.1 2.1 0.0 2.2 0.0 2.2 9.5% 9.1% 9.2% 9.8% 10.6% 10.8% 10.3% Group sales yoy % change EBITDA CAGR 06 11 8.3% CAGR 06 12 6.3% 11.1% 7.9% 13.2% 9.3% 15.6% 10.9% of which: EBITDA margin Distribution 9.3% 8.7% 8.2% 8.5% 9.0% 9.2% 8.4% Publishing 32.5% 23.0% 22.5% 22.3% 22.2% 22.0% 21.9% New Media Kiosk 440.0% 41.8% 179.7% 38.0% 79.1% 36.0% 40.3% 35.0% 6.3% 35.0% 2.9% 35.0% 2.4% 35.0% EBIT EBIT margin 8.1 7.6% 8.3 7.8% 9.1 7.9% 11.0 8.6% 13.5 9.3% 15.0 9.5% 13.8 9.0% yoy change 0.6% 2.1% 9.8% 21.8% 22.0% 11.4% 7.9% 5.9 5.5% 6.3 5.9% 7.3 6.3% 9.3 7.2% 11.8 8.1% 13.5 8.5% 12.3 8.0% yoy change 14.7% 6.3% 16.1% 28.6% 26.1% 14.7% 8.8% Net profit Net margin 3.8 3.6% 3.8 3.5% 4.1 3.6% 5.4 4.2% 6.9 4.7% 7.9 5.0% 7.2 4.7% yoy change 12.3% 2.0% 8.5% 31.5% 28.0% 15.5% 9.8% Pretax profit Pretax margin Source: UBM estimates *The difference between the Group’s EBITDA and the sum of single divisions is attributable to Holding’s costs 5.4 Cash generation Cash generation will become interesting as consolidated capital expenditure is expected to remain low. However, the distribution business needs to invest in working capital, while cash flow oscillates in line with group revenues and hence with console software trends. For example, we expect a deterioration in the cash flow yield in the positive years of the cycle, such as between 20082010, while the weaker years, such as FY06/FY07E, have a lower working capital requirement, thus boosting cash flow generation. Net financial debt was €20.7 million, as at endJune 2006, improving from €21.6 million at endJune 2005. Figure 48. Digital Bros – Cash Generation Analysis FY05/06 FY06/07E FY07/08E FY08/09E FY09/10E FY10/11E Free Cash Flow (€m) 2.2 4.0 3.8 1.9 0.8 2.7 9.1 Free Cash Flow Yield 4.0% 7.2% 6.8% 3.4% 1.4% 4.9% 16.1% Source: UBM estimates 34 FY11/12E UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Figure 49. Digital Bros – Cash Flow Statement FY05/06 – FY11/12E FY05/06 FY06/07E FY07/08E FY08/09E FY09/10E FY10/11E FY11/12E Net profit 3.8 3.8 4.1 5.4 6.9 7.9 7.2 D&A Gross Cash flow 0.6 4.4 0.5 4.2 0.5 4.6 0.6 5.9 0.6 7.5 0.7 8.6 0.7 7.9 4.2 1.1 1.8 5.0 7.7 5.3 1.8 0.2 0.0 0.1 0.0 0.2 0.0 0.2 0.0 0.2 0.0 0.2 0.0 0.2 0.0 Change in working capital Change in funds Other non cash Operating cash flow Capex tangible Capex intangible Disposals Change in financial assets Other Free cash flow 0.3 3.2 3.0 1.1 0.1 3.5 9.9 0.3 0.2 0.3 0.3 0.3 0.3 0.3 0.4 0.3 0.4 0.3 0.4 0.3 0.5 0.0 0.0 0.0 0.0 0.0 0.0 0.0 2.6 0.2 1.4 0.0 1.5 0.0 1.5 0.0 0.0 0.0 0.0 0.0 0.0 0.0 2.2 4.0 3.8 1.9 0.8 2.7 9.1 Dividends Changes in equity 1.1 0.0 1.1 0.0 1.1 0.0 1.1 0.0 1.5 0.0 1.9 0.0 2.2 0.0 Other 0.2 0.0 0.0 0.0 0.0 0.0 0.0 1.0 20.7 3.0 17.8 2.8 15.0 0.8 14.2 2.3 16.5 0.8 15.7 6.9 8.8 CashFlow Net Financial Position EOP Source: UBM estimates 35 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare Figure 50. Digital Bros – Key Data Market Data Price Ord (€) No. Issued Shares (m) Total Market Cap (€m) Key Figures (€m) Total Group Revenues yoy % change EBITDA yoy % change EBIT yoy % change Group Net Profit yoy % change Net Capital Employed Shareholders' Equity Net Financial Debt (Cash) Free Cash Flow Operating Ratios (%) EBITDA Margin EBIT Margin Aftertax ROIC Asset Turnover EVA® Spread Leverage (x) Debt/Equity Debt/EBITDA Debt/Free Cash Flow Debt/Total Capital Invested Interest Cover EV Ratios (x) EV EV/Sales EV/EBITDA EV/EBITA [EV/CE]/[ROCE/WACC] Per Share Data (€) EPS yoy % change Gross CFPS Free CFPS BVPS DPS Ord Per Share Ratios (x) P/E Ord P/Gross CFPS P/Free CFPS P/BVPS Free Cash Flow Yield Ord (%) Div. Yield Ord (%) Source: Company data, UBM estimates 36 FY05/06 FY06/07E FY07/08E FY08/09E 4.00 14.1 56.3 4.00 14.1 56.3 4.00 14.1 56.3 4.00 14.1 56.3 106.2 18.7% 10.0 15.0% 8.1 0.6% 3.8 12.3% 50.9 30.2 20.7 2.2 106.2 0.0% 9.7 3.4% 8.3 2.1% 3.8 2.0% 50.7 32.9 17.8 4.0 114.8 8.0% 10.5 8.6% 9.1 9.8% 4.1 8.5% 50.9 35.9 15.0 3.8 129.0 12.4% 12.7 20.4% 11.0 21.8% 5.4 31.5% 54.4 40.1 14.2 1.9 9.5% 7.6% 11.8% 2.04 4.6% 9.1% 7.8% 9.6% 1.97 2.0% 9.2% 7.9% 9.8% 2.23 1.8% 9.8% 8.6% 11.7% 2.40 3.6% 0.69 2.07 9.22 0.40 3.67 0.54 1.83 4.42 0.34 4.13 0.42 1.43 3.92 0.29 5.03 0.35 1.12 7.47 0.26 6.49 77.8 0.7 7.7 9.6 0.9 74.9 0.7 7.7 9.1 1.2 72.3 0.6 6.9 8.0 1.2 71.6 0.6 5.6 6.5 0.9 0.27 12.3% 0.3 0.16 2.14 0.08 0.27 2.0% 0.3 0.29 2.33 0.08 0.29 8.5% 0.3 0.27 2.55 0.08 0.38 31.5% 0.4 0.14 2.85 0.08 14.6 12.3 25.0 1.9 4.0% 2.0% 14.9 13.0 14.0 1.7 7.2% 2.0% 13.8 11.8 14.7 1.6 6.8% 2.0% 10.5 9.2 29.5 1.4 3.4% 2.1% UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Notes 37 Digital Bros – Production date: 26 September 2006 Notes 38 UniCredit Banca Mobiliare UniCredit Banca Mobiliare Digital Bros – Production date: 26 September 2006 Notes 39 Digital Bros – Production date: 26 September 2006 UniCredit Banca Mobiliare All estimates and opinions included in the report represent the independent judgment of the analysts as of the date of the issue. 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Distribution of current UBM recommendations as at 30.06.2006 Accumulate Reduce Buy Sell 15 1 13 0 % of total 31.9% 2.1% 27.7% 0.0% Hold 14 29.8% Not Rated 4 8.5% Distribution of current UBM recommendations for companies where UBM has provided corporate finance services during the last 12 months as at 30.06.2006 Accumulate Reduce Buy Sell Hold Not Rated % of total 6.7% 0.0% 7.7% 0.0% 14.3% 50.0% Distribution in UK This document has been approved for distribution in UK by UBM London, regulated by the FSA for the conduct of Investment Business in the UK. It has not been approved for distribution to, or for the use of, private customers as defined by the rules of the FSA. Distribution in other countries This document may not be distributed in USA, Canada, Japan or Australia. Copyright (c) 2004, 2005 UniCredit Banca Mobiliare S.p.A. (“UBM”). All rights reserved. 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