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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

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