BusinessDay 21 Sep 2017
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24 BUSINESS DAY Thursday <strong>21</strong> <strong>Sep</strong>tember <strong>2017</strong><br />
Harvard<br />
Business<br />
Review<br />
Global Business Perspectives<br />
CONNECTING THE WORLD ONE BUSINESS AT A TIME<br />
Angry birds spreads its wings on Wall Street<br />
CHAD BRAY<br />
The digital world is littered<br />
with one-hit wonders<br />
— companies that<br />
tried to turn a single<br />
successful brand into<br />
a big-time business, only to be<br />
eclipsed by changing technology<br />
and consumer tastes.<br />
Zynga, which once paraded<br />
sheep in Times Square to celebrate<br />
a spinoff of its highly addictive<br />
Farmville, is worth far less than it<br />
was when it went public in 2011.<br />
King Digital Entertainment tried to<br />
build an entire Candy Crush empire,<br />
but sold out to a traditional<br />
game-maker two years ago.<br />
The maker of Angry Birds,<br />
Rovio Entertainment, hopes to<br />
defy that trend.<br />
Rovio found success in a smartphone<br />
game that pitted a brightly<br />
colored feathered flock against an<br />
army of green pigs, spawning a series<br />
of sequels, a feature film and<br />
lines of toys and clothing. Now the<br />
Finnish company is planning an<br />
initial public offering that could<br />
value the company at roughly $2<br />
billion, in a test of whether investors<br />
will find favor in a single franchise<br />
and whether the business<br />
can evolve.<br />
Rovio helped usher in the rise<br />
of smartphone games, building<br />
a juggernaut around the Angry<br />
Birds brand. In the game, released<br />
in 2009, users fling birds at elaborate<br />
structures built by pigs that<br />
have stolen their eggs.<br />
The game’s idiosyncratic concept<br />
now has several spinoffs<br />
that rank among the most downloaded<br />
apps on smartphones and<br />
tablets. Rovio’s titles have been<br />
downloaded 3.7 billion times, the<br />
company said.<br />
Rovio has ridden the wave of a<br />
rapidly expanding mobile-gaming<br />
market. The industry’s worldwide<br />
revenue was about $16 billion in<br />
2012 and is forecast to top more<br />
than $50 billion this year, according<br />
to data from Superdata<br />
Research, a data provider on the<br />
games industry.<br />
A screenshot from the “Angry Birds 2,” game. (CREDIT: Rovio)<br />
Now, however, the company<br />
needs to prove that it can profit<br />
beyond the success of Angry<br />
Birds. Its games business, which<br />
includes the original Angry Birds<br />
and more than a dozen spinoff<br />
titles, accounted for 79% of its revenue<br />
in the 12 months through<br />
June.<br />
“They need to find a way to diversify<br />
their brand portfolio in the<br />
future,” said Atte Riikola, a research<br />
analyst at Inderes in Helsinki.<br />
“They have had problems in their<br />
history when trying to diversify, so<br />
it won’t be an easy task to do.”<br />
The company has done a good<br />
job creating offshoots of its flagship<br />
game, including Bad Piggies<br />
and Angry Birds Match. It also<br />
has introduced several non-Angry<br />
Birds titles in recent years, including<br />
a puzzle game called Fruit<br />
Nibblers and a game tied to the<br />
pop singer Shakira.<br />
“The hardest part in the app<br />
market is to find the users, to get<br />
people to download your game,”<br />
said Tero Kuittinen, chief strategist<br />
at Kuuhubb, a Finnish company<br />
focused on lifestyle and mobile<br />
video-game applications. “If you<br />
have a well-known intellectual<br />
property — you have something<br />
that is instantly recognizable,<br />
James Bond, ‘The Wizard of Oz,’<br />
any kind of property like that — it<br />
helps you a lot. Why wouldn’t they<br />
leverage Angry Birds?”<br />
It is still unclear, however,<br />
whether Rovio has the framework<br />
or model to fuel innovation and<br />
expand beyond its main brand.<br />
The mobile-gaming environment<br />
is especially competitive.<br />
“At a certain stage you will need<br />
a formula for more efficient innovation<br />
success,” said Mark DiMassimo,<br />
C.E.O. and chief creative<br />
officer at the advertising agency<br />
DiMassimo Goldstein. “You’re going<br />
to need to get to winners faster<br />
than other folks, more efficiently<br />
than other folks. If you don’t,<br />
you’re going to be on the losing<br />
end of the category.”<br />
The announcement of the public<br />
offering marks a turnaround<br />
for Rovio, which struggled financially<br />
in the years after the initial<br />
release of Angry Birds. The company,<br />
which started out by selling<br />
its games, was caught flat-footed<br />
as consumers gravitated to games<br />
offered through a so-called “freemium”<br />
model, in which players<br />
download the game for free and<br />
pay for additional features. Since<br />
then Rovio has switched from<br />
paid apps to free downloads of its<br />
games.<br />
Mikael Hed, a co-founder,<br />
stepped down as its C.E.O. in<br />
2014, and the company announced<br />
plans to cut nearly 40%<br />
of its work force the next year. Hed<br />
is still executive chairman of Rovio<br />
Animation, which helped bring<br />
“The Angry Birds Movie” (2016) to<br />
the big screen.<br />
Rovio returned to a profit in<br />
2016 and reported revenue of<br />
about $228 million last year.<br />
The company is the latest<br />
game-maker to turn to the public<br />
markets after becoming a cultural<br />
phenomenon, following in the<br />
footsteps of Zynga and King Digital.<br />
Zynga, the company behind<br />
not only Farmville but also Words<br />
with Friends, was valued at $7 billion<br />
when it went public in 2011. Its<br />
shares are now trading at a third of<br />
the initial price. The company rose<br />
to fame with social games played<br />
on Facebook, but it was slow to recognize<br />
the move to mobile gaming.<br />
While it has shifted its focus, the<br />
company has not been able to repeat<br />
its earlier success.<br />
King Digital, the Swedish maker<br />
of Candy Crush, went public<br />
in 2014, but a year later was sold<br />
for about $5.9 billion to Activision<br />
Blizzard. It sold at a discount to its<br />
initial listing price, as it struggled<br />
to replicate the success of its biggest<br />
hit.<br />
The founder of Supercell, the<br />
Finnish rival behind the hit Clash<br />
of Clans, opted not to pursue an<br />
I.P.O., instead selling a 51% stake<br />
to the Japanese telecommunications<br />
giant Softbank in 2013 for<br />
about $1.5 billion. Last year the<br />
Chinese internet giant Tencent<br />
paid $8.6 billion for a controlling<br />
stake in Supercell.<br />
Rovio said that the aim of the<br />
I.P.O. was to help it carry out a growth<br />
strategy, and that it would use its<br />
shares for possible acquisitions and<br />
as rewards to its employees.<br />
The company has said that the<br />
I.P.O. will consist of the sale of<br />
stock by its main shareholder, Trema<br />
International Holdings, and<br />
other shareholders. The company<br />
also is seeking to issue additional<br />
shares, worth about $36 million,<br />
in the offering.<br />
“That’s really the question for<br />
the market around this IPO,’ said<br />
Will McInnes, chief marketing officer<br />
at Brandwatch, which monitors<br />
social-media trends. “To what<br />
extent do we believe the company<br />
can exploit its existing intellectual<br />
property, and to what extent can it<br />
go again and deliver another big<br />
hit?”<br />
(Chad Bray is a business<br />
reporter for The New York Times.)<br />
<strong>2017</strong> Harvard Business School Publishing Corp. Distributed by The New York Times Syndicate