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GSN / FUN Technologies Status Update November 2007

This update discusses Liberty Media's acquisition of FUN Technologies and the valuation considerations involved. It also explores the potential for synergy and cost savings through cross-promotion and new content.

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GSN / FUN Technologies Status Update November 2007

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  1. GSN / FUN Technologies Status Update November 2007

  2. Liberty Media bought FUN Technologies Inc. through 2 transactions at very different valuations On March 10, 2006, Liberty Media purchased 53% of FUN Technologies for an aggregate cash consideration of $194.5MM as of the transaction date (an implied valuation of $367.0MM) On June 21, 2007, Liberty Media made an offer to purchase all of the remaining shares of FUN (TSX: FUN / AIM: FUN) for the cash purchase price of GBP 1.635 per share (4% premium over June 21 closing price) or a total investment of ~$97.0MM (an implied valuation of $206.4MM) Liberty Media’s investment rationale was to capture significant synergies through full ownership of FUN Technologies Cross-Promotion / New Content Reduce Customer Acquisition/Retention Costs Expand Audience Base for Liberty’s Programming Assets In order to capture a positive IRR, significant synergies with GSN are required based on initial forecasts ~10% in additional cost savings ~40% in revenue enhancements Liberty Media and FUN Technologies Inc.

  3. Valuation Considerations FUN Technologies, Inc. • SPE currently assuming fantasy league is not included • Drives up valuation, not necessarily integral to FUN/GSN strategy • Liberty willing to separate • Liberty’s recent valuation of $230MM for all of FUN, included $180MM for casual games • The casual games web business ($180MM) • The fantasy sports league ($40MM) • A sports info business of minimal to declining value ($10MM) • Liberty likely to claim the “right” valuation is $300MM, with $240MM for casual games • Midpoint to its two investment valuations • Implied valuation to games business of $240MM (80% of total) GSN • Liberty also claims it previously stated GSN had a value of $600MM (vs our $700MM estimate) Implications • A combined entity therefore suggests an SPE contribution of $90MM -$240MM • In-kind contribution – SPE contributes $180MM - $240MM of assets to match FUN contribution • Cash – SPE pays Liberty $90-$120MM in cash for ½ of FUN, which is then combined with GSN • Hybrid -- SPE contributes a mix of cash and assets (e.g., $60MM cash to buy a portion of FUN and $80MM of in-kind assets) • Fantasy league inclusion would add $20-$40MM in cost to SPE, depending on purchase approach • Going forward EBIT and cash impact TBD, based on venture business plan • Other alternatives • Accept minority position of between 31.5% (300/950) and 37.6% (350/930), or higher if other assets put in • Block combination of entities • Sell GSN stake

  4. Potential Value of SPE Contributed Assets (1) All cash flows at discounted to present value; 16.5% discount rate for both parties.

  5. Impact of Cash Contributions vs. In-kind Contributions • Example: If SPE contributes $80MM in In-Kind contributions and FUN Technologies is valued at $200MM, then SPE would need to commit an additional $60MM in cash to have a 50% ownership stake in NEWCO or be left with a 43% ownership stake NOTE: Assumes GSN valuation of $600MM.

  6. Next Steps • GSN forecasts • With and without FUN combination • FUN valuation and forecasts • Potential additional sources of value • Allow GSN to air Wheel of Fortune and Jeopardy! Episodes 2 years after broadcast and in better time-periods) • EBIT and gain estimates, vs. current MRP • Assess value of digital gameshow rights via other avenues (e.g., JV with game publisher) • Agree on proposal to Liberty • Assets to contribute, plus cash • Sale alternative price • Timing/GSN plan approval pending…?

  7. Appendix A: GSN / FUN Overview

  8. Liberty Media and FUN Technologies Inc. Required Return and Implied Incremental Value Investment Detail • FUN is expected to achieve ~$12M in cost synergies through full ownership by Liberty (i.e. overhead in head office, FunSports integration) • Without incremental synergies with GSN, Liberty would achieve a negative return over 6 years on its cumulative investment in FUN Technologies • On March 10, 2006, Liberty Media purchased 53% of FUN Technologies for an aggregate cash consideration US$194.5M at transaction date • On June 21, 2007, Liberty Media made an offer to purchase all of the remaining shares of FUN (TSX: FUN / AIM: FUN) for the cash purchase price of GBP 1.635 per share (4% premium over June 21 closing price) or total investment of~ $97M Investment Rationale • Promotion of FUN’s games and websites to drive users from Liberty’s entertainment properties/affiliates • Create interactive games platform and expand participation TV leveraging Liberty’s distribution reach Cross-Promotion / New Content • Tap into GSN/Starz household reach to build user base and minimize FUN’s rising customer acquisition costs (due to attempts to build scale to cover development costs – i.e. increased cost of prizes, events, marketing) • Partner with Liberty’s advertisers to share marketing and promotional costs Reduce Customer Acquisition/ Retention Costs • Leverage FUN Sports (skews younger male) and Casual Gaming assets (skews younger female) to create new content targeted at these demographics • Increase advertising directed at younger audience Expand Audience Base for Liberty’s Programming Assets

  9. FUN Technologies Inc. (TSX: FUN / AIM: FUN) Product Offering Overview Company Overview • Leading site for fee-based skill games, offerings include pay-for-play/subscription products such as online games, tournaments, and downloadable deluxe games • Games: Zuma, Bejeweled 2, Solitaire, Lingo, Bookworm • 2006E Revenue: $16.3M • User Metrics: 567K monthly uniques, Avg. 20 pages and 15 min. per unique visit, 58% Female, 16% under age 35, 70% under age 50 • FUN Technologies, which is 51% owned by Liberty Media Corporation, is a leading online casual gaming provider with full-service offerings in the sectors of skill-based games and fantasy sports • Provides private-label gaming systems and services to some of the world’s largest online entertainment groups, including AOL, MSN and NASCAR.com • Two business divisions: FUN Games and FUN Sports • FUN Games division is comprised of wholly owned skill-gaming subsidiaries, SkillJam and WorldWinner, as well as Octopi, FUN’s mobile and online multiplayer game developer • FUN Sports provides content, games and fantasy sports leagues, real-time sports statistics, as well as NASCAR-related and other fantasy sports games to consumers and corporate partners • Avg of 350K games played daily, hosts 10M+ games with millions in awards and prizes in five categories: Card, Word, Arcade, Strategy and Sports • 2006E Revenue: $9.6M • User Metrics: 1.4M monthly uniques, Avg. 79 pages and 55 min. per unique visit, 60% Female, 13% under 25, 82% under 45 • Developer specializing in mobile and web-based multiplayer games (blowfish, bowling, shuffleboard) • Clients include Nokia, Paramount, Sony Ericsson, T-Mobile, SBC, Nike, Pepsi, Adidas and Blockbuster. • Consistently among the nation's most-visited sports sites • One-stop shop for fantasy players; games, league mgmt tools, live stats, and comprehensive fantasy sports • Provides turn key fantasy sports products to AOL.com, NASCAR.com, PGA.com, NFLPA.com, and NBA.com • 2006E Revenue: $15.5M • User Metrics: 470K monthly uniques, Avg. 59 pages and 49 min. per unique visit, 74% Male, 42% under 35, 80% under 50 Investment Detail – Liberty Media and the “New FUN” • Provides real-time information on the Internet, including live odds, major line move alerts, urgent messages, injury reports and statistical reports • 2006E Revenue: $9.5M • On March 10, 2006, FUN Technologies plc (“Old FUN”) and FUN Technologies Inc. (“New FUN”) announced the completion of the Scheme of Arrangement (the “Scheme”) involving Liberty Media • Old FUN has become the wholly-owned subsidiary of New FUN and Liberty indirectly owns approximately 51% of the outstanding common shares in New FUN on a fully-diluted basis • As part of the transaction, Liberty invested US$50 M in the Company implying a current valuation of US$98 million • Leading fantasy sports operator, has operated games for USA TODAY, Sports Weekly, The Hockey News, The Golf Channel and The Sporting News, MSNBC, Snap and The Lottery Channel • Offers baseball, football, basketball, hockey, golf and auto racing games that can be played via phone, mail, email, fax and the Internet • One of oldest and largest providers of predominantly fee-based fantasy sports games (NASCAR race challenges, College Football full-season and College Basketball Tournament challenge) • Subscription based games also provide easy access for free play

  10. FUN Technologies Inc. (TSX: FUN / AIM: FUN) Financial Performance Key Developments • June 2002 • • Originally founded as CES Software plc • December 2003 • • Listed on the Alternative Investment Market (AIM) of the LSE • July 2004 • • Acquired SkillJam Technologies Corporation for US$8 million • October 2004 • • Listed on the Toronto Stock Exchange (TSX) • • Announced £20 million (C$46 million) financing increasing to C$55 • January 2005 • • Changed company name to FUN Technologies plc • February 2005 • • Acquired Don Best Sports for US$47 million • June 2005 • • Acquired all the assets of Fanball Interactive, LLC • January 2006 • • Acquired all the assets of Octopi, Inc., a company focused on web-based and mobile gaming • March 2006 • • Liberty Media Corporation acquired 51%; reconstituted as FUN Technologies Inc. • • Acquired WorldWinner Inc. for US$23 million • April 2006 • • Acquired all the assets of Fantasy Sports, Inc • May 2006 – September 2006 • • Partnered with GSN to televise first-ever worldwide web games championship (awarded million dollar grand prize) • August 2006 • • Acquired CDM Sports • November 2006 • • Launched SCRABBLE Cubes to have all-time highest number of cash players competing in tournaments on Worldwinner site • . Source: Projections per Canaccord Adams and CIBC Equity Research Toronto Stock Exchange Performance (1/24/2006 to Present)

  11. FUN Sports assets skew towards younger males Leverage asset to create new GSN content targeted at this demographic Increase advertising directed at younger audience (GSN watcher median age: 50) FUN Casual Gaming assets (Solitaire, Bejeweled, etc.) skew toward female gamers Leverage asset to create new GSN content targeted at younger females demographic Further develop advertising directed at female audience Expand GSN Audience Base Reduce Customer Acquisition/Retention Costs for FUN Cross-Promotion / New Content GSN and FUN Combined Potential Value • FUN Technologies faces rising customer acquisition costs as it attempts to build scale to cover development costs – i.e. increased cost of prizes, events, marketing • Tap into GSN’s reach of 60 million households to build user base while minimizing customer acquisition costs • Partner with GSN advertisers to share marketing and promotional costs • Promotion of FUN’s games and websites on GSN programming and advertising and GSN programs on FUN’s sites and events • Create interactive games platform leveraging GSN distribution reach

  12. Potential Incremental Value Audience Reach/Demographics Current CPM Potential CPM Incremental Value • ~60M households • Median Age: ~50 years old • 60% Female, 40% Male • $4.00 • 10% Increase to $4.40 • CY06E Ad Revenue: $64M • Pro Forma Ad Revenue: $71M • Incremental Revenue: $6.4M Total Incremental Value PRELIMINARY Outstanding Questions: Confirm GSN’s current CPM What would be incremental increase in CPM should GSN leverage FUN content to change demographic profile? What are comparable channels and corresponding CPMs with audience similar to what GSN audience would look like? (i.e. G4)

  13. Appendix B: Financial Calculations

  14. Impact of Cash Contributions vs. In-kind Contributions In-kind contribution of $80MM would lead to 43% ownership In-kind of $80MM + $60MM cash (for a portion of FUN) leads to 50% overall ownership Acquiring half of FUN for $100MM would lead to 50% ownership

  15. Ad Inventory Value

  16. Game / License Values

  17. Power of 10 – Half-Hour Strip Series (Greenlight Model)

  18. Game Show License (All You Can Eat)

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