pwc national accounting challenge (national finalist)
TRANSCRIPT
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Recommendation to Pandemonium TechnologiesJanuary 22th, 2016 | The Apex Group
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The Apex Group“The Pinnacle of Consulting”
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
Duncan Heidkamp Shelby Williams
Vismay Pandia Richard Cao Aziz Specter
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King Digital Entertainment
Market OverviewSummary Key Players
Mobile Application Usage Industry Revenue Growth
• The mobile application market is made up of software companies primarily operating through smart phone app marketplaces
• The industry has experienced consistent growth over the last 6 years
• The application market will continue to grow as smart phone sales increase
Games47%
Social Network-ing
32%
News9%
Entertainment7%
Other5%
10 11 12 13 14 150
20406080
100120140
% G
row
th
*IBIS World
Zynga Inc.
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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The Mobile Application Market
*Bloomberg, The Observer, Tech Crunch, IBIS World
82.80%
13.90%
2.60% 0.30% 0.40%
AndroidiOSWindowsBlackberryOther
Operating System Breakdown
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
Capital Intensity
Economy
Information
Smartp
hone App Developers
$0.00
$0.10
$0.20
$0.30
$0.40
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Our UnderstandingHistory Apps
RevenuesFacilities
Ultimate Juggle | 2010Revenues through FY’14 $34,220,342Ultimate Juggle Plus | 2012Revenues through FY’14 $18,562,819
Ultimate Juggle Warrior | 2013Revenues through FY’14 $3,981,780
2015Data not available
A'12 A'13 A'14 E'15$0
$5,000$10,000$15,000$20,000$25,000$30,000$35,000
895412596
19467
30086
Reve
nue
in 0
00s
+
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Current Revenue Stream
FY2012 FY2013 FY2014 FY2015E $-
$5,000
$10,000
$15,000
$20,000
$25,000
$30,000
$35,000
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Recommendations
Implement “Freemium” Structure
Integrate In-App Advertisements
Expand into Android Market
1
3
2
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Implement “Freemium” StructureRecommendation 1
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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FreemiumSummary• Marriage of the words FREE & PREMIUM• Give base product away at no cost and
sell premium components • Main objective is to make money from
multiple purchases by a small percentage of users versus the traditional method of one single, upfront purchase
• Free-to-play instead of pay-to-play model cash comes through engagement with consumers
Total iOS Revenue (November 2013)
*freemium.org,www.developereconomics.com/mobile-gaming-dirty-secret/
92%
4% 4%
Free w/ In-App PurchasesPaid w/ In-App PurchasesPaid Only
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Engaging Users
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Integrate In-App AdvertisementsRecommendation 2
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Banners: $0.20-2.00
Interstitials: $3.00-5.00
iOSBanners: $0.15-1.50
Interstitials: $2.00-4.00
Android
AdvertisingCPM Cost Per Thousand Views
App RevenueBy Country, 2015
India
German
yFra
nce U.K.U.S.
Brazil
Russia
Canad
aJap
an
South Korea
0%
10%
20%
30%
40%
50%
60%
70%
80%
90%
100%
OtherAdvertisements
*MonetizePros, VentureBeat
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Data CollectionDemographics
Number of Times per Day
Time Spent per Session
Revenue per User
$#Day User
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Data Access & StorageCompany Purpose Description
Data Access Large social media player with access to data with sign in
Data Storage Option to storing data with cloud, by hard drive, or both
Data Storage Option to storing data via cloud
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Business Model
Advertisers
Other
Data
Filter User Data
Pays Pandemonium
Analyze Consumer Base
Sell Data to 3rd Parties
Uses Juggle App
Sign into Facebook
Users
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Revenue Flow
Users
$$$$ Advertisement Revenue
In-App Purchases
Per Visit Per Advertiser
Enhanced Game Play
Ad Removal Upgrades
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Expand into Android MarketRecommendation 3
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Demographics
Advantages Development Speed
App Users
Median Income
Mobile AVG Cost
62.6 76.1
$85,000 $61,000
$600 $350
Android: Largest global platform, comprising in lower income and developing nations iOS: Compromises of higher income users who tend to spend more per app
Android: 2-3 times longer to build because of OS release cycles and Android fragmentation; quicker updatesiOS: Faster to market
Android
*Savvy Apps, App Annie
Mar
ket
Shar
eRe
venu
e
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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International ExpansionSpecifications Khayali Tuong
Tax 18% 16%
Requirements 25% citizen w/ 4 years
85% citizen w/ 4 years
Population 43 million 11.5 million
Choice
Khayali will match or exceed any incentives provided by Tuong
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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TimelineYear Y1 Y2 Y2
Quarter Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
Freemium
• Programming
• Integration
• Phase out P2P
Advertisement
• Integration
• 3rd Party Data Sales
Android
• Android Conversion
Expansion
• Moving
• Use of Facilities
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Operating Costs and Breakeven
2012 2013 2014 2015E $-
$2,000 $4,000 $6,000 $8,000
$10,000 $12,000 $14,000 $16,000 $18,000
Other
Acquisitions
SG&A
R&D
$16,827,000
Driven by 40% YoY R&D growth2% YoY SG&A growth
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
Cost Structure Projected 2015 Operating Costs
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Forecast ModelRevenue Growth and Profit Expansion
FY12 FY13 FY14 FY15E
-19.49%
-13.94%
-9.95%
0.57%
FY12 FY13 FY14 FY15E $-
$5,000
$10,000
$15,000
$20,000
$25,000
$30,000
$35,000
$40,000
$45,000
$8,954
$12,569
$19,467
$28,549
40100
Revenue (in $000s)
P2P Freemium
Profit Margin 12.53%
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
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Diversity in ThoughtCommunity EngagementCatalyst for Change
What Can Bring to Pandemonium
Freemium
Advertisements
Android
Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
24Introduction Recommendations Implementation Conclusion
Ads AndroidFreemium
Q&A
Risk AnalysisFinancial Statements
PEST
Tetris Blitz Case Study
Predictive Modeling
Profitability Analysis
Freemium Model Assumptions
Cross Variable AnalysisTimelineForecast Model
Product Life Cycle
Market Share
User Growth
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Risk AnalysisRisk Severity Mitigation
Intellectual Property Protection in South East Asia
Support the TPP and utilize selective hiring; have a collaborative relationship with management in the area; invest in firewall securities
Lack of Customer Acquisition (Reaching Targets)
Use creative advertisement to bring in new consumers and increase excitement around the app opportunities
Failed Implementation Conversion of one app at a time to test “freemium”; increase predictive analytics to time the release of new games
Appendix
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Financial StatementsPeriod Ending (in thousands) FY14 FY13Cash And Cash Equivalents 4,912 4,496 FY14 FY13 FY12Net Receivables 1,634 1,305 Total Revenue 19,467 12,569 8,954 Other Current Assets 2,290 1,663 Cost of Revenue 6,780 4,348 3,450 Total Current Assets 8,836 7,464 Gross Profit 12,687 8,221 5,504 Property Plant and Equipment 2,716 3,096 Research Development 8,700 5,430 3,987 Goodwill 5,964 5,964 Selling General and Administrative 4,350 3,001 2,950 Intangible Assets, net 2,524 4,450 Acquisition & integration 150 750 --Other Assets 364 367 Other 175 170 164 Total Assets 20,404 21,341 Total Operating Expenses 13,375 9,351 7,101 Accounts Payable 2,688 2,733 Operating Loss (688) (1,130) (1,597) Other Current Liabilities 2,733 3,224 Total Other Income (Expenses), Net 107 10 (123) Total Current Liabilities 5,421 5,957 Loss Before Interest and Taxes (581) (1,120) (1,720) Other Liabilities 3,936 3,357 Interest Expense 1,300 600 1 Long-term Debt 13,000 13,000 Loss Before Tax (1,881) (1,720) (1,721) Total Liabilities 22,357 22,314 Income Tax Expense 55 32 24 Common Stock 8 8 Net Loss (1,936) (1,752) (1,745) Accumulated Deficit (4,147) (2,211) Additional Paid in Capital 2,186 1,230 Total Stockholder Equity (Deficit) (1,953) (973) Total Liabilities and Stockholder Equity (Deficit) 20,404 21,341
Financial Statements Pandemonium FY14Balance Sheet Income Statement
Period Ending
Appendix
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P EST
Khayali• Pro-investment Policies• Pro-immigrant• $10 minimum wage• Must stay for 4 years
with 25% of staff are citizens
• Political turmoil
Tuong• Must stay 4 years
with 85% of staff are citizens
Khayali• Taxed at 18%• Cannot transfer losses
to another company; can deduct dividends
• 5% unemployment rate• 3.4% inflation rate• Free enterprise• Strong export industry
Tuong• 16 billion economic
stimulus plan• Taxed at 16%• 5.2% inflation rate• 5.2% unemployment
rate
Khayali• Well developed
infrastructure• Strong in electronic
exports
Tuong• Biggest producers
of computer disc drives
Khayali• Domestic turmoil• Debt to GDP ratio is
over 80%• Supportive and
interested government
Tuong• Multiethnic &
multireligious• Well educated• Urban population
Political Economic Social Technological Analysis
Appendix
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Tetris Blitz Case Study
Background Action• Tetris existed on both Apple and Android
markets for several years• They were running on the pay-to-play model at
$2.99 an app• Tetris allowed for Facebook connection and
multiplayer capabilities
• Announced release of Freemium Tetris app called Tetris Blitz (Feb. 2013)
• Decreased price of $2.99 Tetris game to $.99 (Nov. 2014)
• Tetris Blitz is a high-score based game linked to Facebook accounts
• Tetris Blitz has since become a huge success amassing over 1 million downloads and successfully integrating in-app-purchases
Appendix
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Profitability AnalysisUser Profitability Free Users Paid Users TotalFreemium Revenue $ - $ 5.00 $ 2.08 Advertising Profitability Page Views 3 3 Ad Rev/1000 page views (CPM) 3 3
Advertising Revenue $ 0.01 $ 0.01 $ 0.01 Total Revenue $ 0.01 $ 5.01 $ 2.09 Service Cost $ 0.35 $ 0.35 $ 0.35
Gross Profit $ (0.22) $ 9.78 $ 3.95 Business Profitability
Subscription Revenue $ - $ 39,927,410 $ 39,927,410 Advertising Revenue $ 100,617 $ 71,869 $ 172,486
Total Revenue $ 100,617 $ 39,999,279 $ 40,099,896
Service Costs $ 3,912,885 $ 2,794,918 $ 6,707,804
Gross Profit $ (3,812,268) $ 37,204,360 $ 33,392,091
Operating Expenses $ 16,827,000 Interest Expense $ 1,300,000
Income Tax Expense $ 11,687,232
Net Profit $ 3,577,859
Appendix
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Freemium Model Assumptions
Assumptions: Source:Retention Rate 70%DeltaDNA Game Analytics and MarketingFree User Churn Rate 8%Flurry Mobile Gaming ResearchPaying User Churn Rate 7%Flurry Mobile Gaming ResearchConversion Rate 5%SUPERDATA Digital Goods ManagementVisitor Referrals per User 0.07DeltaDNA Game Analytics and Marketing
User Base (per month) Free Users 965,010 Retention Rate 70%Free Users Retained per Month 675,507
Net Free User Churn Free User Churn Rate 8%Convert to Paying 5%Churn 13%Visitor Referrals per User 0.07Viral Growth 7%Net churn for Free Users 6%
Free User Base (per year) 11,179,674 Paying Users (per month)
Paying Users per Month 558,984 Net Churn for Paying Users 7%
Paying User Base (per year) 7,985,482 Total User Base (per year) 19,165,156
Appendix
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Profitability Viewership Cost Minimization
Predictive Analytics
Labor Intensive
Freemium
Advertisements
Android
Expansion
Cross Variable Analysis
Strong Weak
Appendix
Low-risk, high reward
Medium risk, medium reward
High-risk, high reward
No significant benefit
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TimelineYear Y1 Y2 Y2
Quarter Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4
Freemium
• Programming
• Integration
• Phase out P2P
Advertisement
• Integration
• 3rd Party Data Sales
Android
• Android Conversion
Expansion
• Moving
• Use of Facilities
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Forecast ModelRevenue Growth and Profit Expansion
FY12 FY13 FY14 FY15E
-19.49%
-13.94%
-9.95%
0.57%
FY12 FY13 FY14 FY15E $-
$5,000
$10,000
$15,000
$20,000
$25,000
$30,000
$35,000
$40,000
$45,000
$8,954
$12,569
$19,467
$28,549
40100
Revenue (in $000s)
P2P Freemium
Profit Margin 12.53%
Appendix
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Appendix
Product Life Cycle• Ultimate Juggle is in the Top 10 games of
the application market• Historically, such apps have remained
popular for longer periods of time through the release of new versions, updates, and features • Angry Birds came out in 2009 and is still in the
top 20 gaming apps
• Phase 2 would include looking further into additional development for the next suite of game offerings, as development is at the core of your strategy
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Increasing Market Share1. App development
2. Consistent Releases
3. Over arching “themes”
4. Freemium that keeps people playing
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User Growth
Ultimate Juggle Ultimate Juggle Plus Ultimate Juggle Warrior Ultimate Juggle Avenger0
5000
10000
15000
20000
25000
7240
1805
8472
24191805
13121
4123
2419
22635
5643
1210
3889
FY2012 FY2013 FY2014 FY2015E
Dow
nloa
ds p
er D
ay (t
hous
ands
)