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Investment Club

EQUITY

RESEARCH

March 2020


Activision CEO


Company

Overview

Activision I

Blizzard

Ac,vision Bizzard, Inc., American developer of electronic

games, was created as a fusion between Ac,vision and

Vivendi Games.

Company Overview

The firm owns ,tles such as Call of

Duty, Diablo, World of Warcra;,

Overwatch or Guitar Hero, and in 2016

acquired the mobile games developer,

King, with one of its most important

franchises, Candy Crus

In 2018, Ac,vision Blizzard had

$7,500M of net income. Its revenues

come from console ($2,538M), PC

($2,180M), mobile and ancillary

($2,175M) and others ($607M).

The firm is structured by three different

segments:

• King Digital Entertainment

(Candy Crush, Farm Heroes,

Pet Rescue y Bubble Witch):

2 7 . 8 6 % o f a l l reve n u e s

($2,090M)

Activision Blizzard also has its own e-

sports competition, the Major League

Gaming, and a division based on

television and film content, named

Activision Blizzard Studios.

• Ac,vision (Call of Duty,

Skylanders o Crash Bandicoot):

3 6 . 5 % o f a l l r e v e n u e

($2,738M)

• Blizzard Entertainment (World

of Warcra;, StarCra;, Diablo,

Hearthstone y Heroes of the

Storm): 30.21% of all revenue

($2,266M)


NASDAQ: ATVI

(Price performance):

Senior Coorporate Management

Company Overview

03

Activision Blizzard is an American video game

holding company based in Santa Monica,

California, initially incorporated in 1979, then

reincorporated in 1992, continuing with the

merger between Activision, Inc. and Vivendi

Games (the parent company of Blizzard

Entertainment) in 2008.

By 2010 Activision Blizzard became the largest

videogame publishing company in the world. The

company joined the S&P 500 index in 2015 and

joined the Fortune 500 in 2017. Activision Blizzard

is traded on the NASDAQ stock exchange under

the ATVI ticker.


Company Overview

Business Units

The company is divided into five business units:

Activision Publishing, Inc. which specializes in

publishing and developing console games;

Blizzard Entertainment, Inc. which primarily develops

personal computer (PC) games;

King Digital Entertainment, which specializes in

publishing and developing mobile games, Major League

Gaming, which is in charge of Activision Blizzard’s eSport

endeavours, and Activision Blizzard Studios, a motion

picture production unit.

In this report Activision Publishing, Blizzard

Entertainment and King Digital Entertainment will be the

topic of discussion.

Activision

Publishing, Inc.

-

Activision Publishing, Inc.

(“Activision”) specializes in

developing and publishing

software products and

entertainment content,

particularly for the console

platforms.

Some key franchises for Activision

are Call of Duty, Skylanders, and

Tony Hawk’s. Activision’s Call of

Duty franchise has been the

number one console franchise

globally for the past 9 years out

of 10. In 2010 Activision entered

into a partnership with Bungie,

Inc. to publish games of the

Destiny Franchise. This

relationship was terminated with

the end of the 2018 calendar year.

Blizzard

Entertainment, Inc.

-

Blizzard Entertainment, Inc.

(“Blizzard”) is a subsidiary of

Activision Blizzard. The

company was initially founded

in 1991 by university students.

Today it forms part of Activision

Blizzard after a merger between

Activision and Vivendi Games. The

company focuses primarily on the

development and publishing of

software and entertainment

content, particularly for the PC

platform. Key franchises are

World of Warcraft, StarCraft,

Diablo, Hearthstone, and

Overwatch. Blizzard

Entertainment’s flagship

conference is BlizzCon hosted in

California every year.

King Digital

Entertainment

-

Ki n g D i g i t a l E n t e r t a i n m e n t

(“King”) is primarily a publisher

and developer of interactive

entertainment content and

services, especially for mobile

platforms.

Some of King’s key franchises are

Candy Crush, Farm Heroes, and

Bubble Witch. Activision Blizzard

acquired King for $5.9 billion in 2015

and operates as an independent

entity within the company. Activision

Blizzard went ahead with the

purchase as the acquisition served as

an ideal point of entry into the

fastest growing business segment of

the gaming industry. With the

completion of the acquisition

Activision Blizzard boasts with the

largest videogame network with a

user count of approximately 350

million.


Operating

Model

Activision Blizzard focuses on developing

enduring franchises

with regular content updates in order to maintain constant and predictable

revenue streams.

Although most of the franchises are developed by internal studios, Activision Blizzard

periodically engages independent third-party developers to create content on their behalf.

And from time to time, Activision Blizzard acquires license rights to publish and/or

distribute software products created by independent third-party developers.

Digital Produtcs

Most of Activision Blizzard products are available in a digital

format, which allows consumers to purchase and download

content directly. This is possible due to partnerships with

Microsoft Corporation, Sony Interactive Entertainment Inc.,

Apple, Google, Nintendo Co., Ltd. and Facebook. Blizzard

uses its proprietary online gaming services, Blizzard

Battle.net, to distribute most of Blizzard’s content and

selected Activision content directly to PC consumers.

Physical Products

Physical products are available for sales in outlets

around the world, they are sold primarily on massmarket

retailers such as Target or Walmart, on consumer

electronics stores such as Best Buy, on game specialty

store such as GameStop, and other stores as Amazon.

04

Key Operating Statics

In 2019, Activision Blizzard achieved the net revenues

of $6.489 billion coming from its three segments.

The percentage of sales by region have not changed

significantly with respect to 2018.

Revenues from Activision equal to 37% of their net

revenues, generating the largest chunk, while Blizzard

Entertainment generating only 29% of revenues.

The revenue distribution of the company is fairly even

amongst its three major business units.


Employees

As of December 31, 2019, Activision Blizzard

had approximately 9,200 total full-time and

part-time employees.

In a shareholder meeting the management

board announced an employee cut of

approximately 750 personnel from 2018

despite Activision Blizzard earning record

revenues.

Lay-Offs

The lay-offs mainly affected nonmanagement

divisions to reduce overall costs

across the development business units.

The CEO Answer

The company’s CEO Robert Kotick justified

the layoffs with a promise of the

reinvestment of the saved resources towards

development teams and an increased focus

on eSports and the core games of Activision

Blizzard.

Operating Model


Shareholders

In July of 2008 Activision merged with

Vivendi games, the videogames division

of Vivendi SA, which culminated with the

incorporation of the Blizzard business

division into the resulting holding

company.

Since then Activision Blizzard stock has

been owned in its majority by Institutional

investors (92,38% of the shares)

As of December 2019, the five major

investors of Activison Blizzard were:

FMR LLC, The Vanguard Group, Capital

International Investors, Capital World

Investors and BlackRock, Inc.


Corporate

Governance

How are they organised?

Activision Blizzard Board of Directors is

formed by eight independent directors

and two non-independent directors,

Robert Kotick Activision’s CEO, and Brian

Kelly the Chairman of the Board.

The Board has three standing committees

- each of which operates under a written

charter approved by the Board of

Directors

the Audit Committee, responsible for

selecting, evaluating, and overseeing the

company’s independently registered

public accounting firm;

the Compensation Committee,

responsible of discharging the Board’s

responsibilities relating to compensation

paid to the firms’ directors and executive

officers; and the Nomination

and Corporate Governance

Committee whose purpose is to

recruit director nominees, and to

evaluate the Board and its

committees as well as to assess

the appropriate engagement

with stockholders.

Additionally, the executive

officers are in charge of the

execution of Activision Blizzard’s

mission, vision and strategy .

Board members assess their

management’s performance and

review succession planning for

the senior-most officers.


CFO

In January of 2019 Activision appointed Dennis Durkin

as Chief Financial Officer as well as President of

Emerging Businesses.

Dennis Durkin joined the Company in March 2012 as

Chief Financial Officer and served in the role until May

2017.

During his period as CFO some remarkable

accomplishments were the successful buyback of

shares from Vivendi and the acquisition of King. Later

he served as Chief Corporate Officer from May 2017

until January 2019. Prior to joining the Company in

2012, Mr. Durkin held a number of positions of

increasing responsibility at Microsoft Corporation, most

recently serving as the Corporate Vice President and

Chief Operating and Financial Officer of Microsoft's

interactive entertainment business, which included the

Xbox console.

CEO

Robert Kotick has been CEO of Activision Blizzard since

February 1991, following his purchase of a significant

interest in the Company, which was then on the verge of

insolvency.

He held the position of Chairman and Chief Executive

Officer from February 1991 until July 2008, when he

became President and Chief Executive Officer. He served

as President from July 2008 until June 2017, when

Collister Johnson began serving as President and Chief

Operating Officer.

COO

Collister Johnson has served as President and Chief

Operating Officer since June 2017.

Prior to this role, he held a number of positions of

increasing responsibility at Activision Blizzard since

2008, serving as the chief financial officer and head of

operations of Activision Publishing, chief operating

officer of studios for Activision, and senior vice

president and chief of staff to our Chief Executive

Officer.


Financial Overview

Activision Blizzard’s total revenues were

$6.486 billion as of the end of calendar year

2019

Activision Blizzard’s total revenues were

$6.486 billion as of the end of calendar

year 2019, which is a 13.48% drop from its

previous year’s revenues of $7.500 billion.

FY 2018 saw record revenues for the

company, therefore 2019 revenues are

considered to be high overall (only a 1.8%

drop from FY 16, $6.608 billion).

Activision Blizzard reports its revenues

broken down by their main operating

regions, the Americas with a 51% share,

EMEA holding 35% and Asia Pacific with

14%.

The largest single revenue generating

country is the United States.

The company’s exploration of transitioning

to microtransactions and downloadable

expansion packs-based monetization

seem to have increased their operating

income in all regions in comparison with

FY 17 as the profit margin on these

products are significantly higher than on

standard videogame sales.

FY 18 was Activision Blizzard best

performing year ever due to the large

amount of franchise launches and in-game

content delivered. As their results are still

driven by new releases, the lower number

of releases show their financial impact in

the financial results of 2019.

Due regulatory and cost differences

between regions, such as China’s recent

licensing ban on newly developed

videogame titles and requirements to

completely rewrite segments of

videogames on certain occasions, below

we present a graph of operating income

by region.

Through observing the results of the net

operating income by region, it becomes

evident that despite lower net revenues for

Activision Blizzard in FY 19 the company

has become more profitable through its

cost-reduction efforts in terms of labour

cost cutting and reduction of sales and

marketing expenses.


Financial Overview

For our revenue forecast, we anticipate Activision Blizzard to

maintain the rough one-third distribution of its revenues across its

segments with a very flat line growth for the next 10 years.

Our forecasts take into account a potential

downturn in the market, the supply-chain disruption

caused by the Covid-19.

The increasing market penetration of virtual and

augmented reality videogames and the past

performance of Activision Blizzard in terms of its

MAU count, revenues and new titles released.

In our forecast we remained as neutral as possible

in terms of monthly active user count and in-game

user investment to arrive at the most accurate

figures possible.

Activision’s main MAU driver, Call of Duty, allows for

a great deal of uncertainty in terms of user

engagement and revenues.

For King, there has been a decreasing trend in its

MAU and revenue growth as the average revenue

per user is slowly declining.

Blizzard’s MAU and customer engagement is heavily

dependent on its periodic release of new content for

its popular games as there is a strong seasonality

observed with its MAU trends.

For this reason, we have plotted our optimistic,

neutral and pessimistic forecasts on the chart

below taking into account the upcoming releases

announced by each of the subsidiaries of

Activision Blizzard.

As there is no accurate information available for

years 2023-2030, the revenues forecasted in this

period are derived purely from the average trends

of the past performance of the company.

Activision Blizzard maintains its robust

commitment to “remaining a worldwide leader in

the development publishing and distribution of

high-quality interactive entertainment content and

services”.

The three key pillars in spotlight are “expanding

audience reach”;

“driving deeper consumer engagement”; and

“providing more opportunity for player

investment”.


Expanding

Audience Reach

Activision Blizzard is already a proud host of a gamers network

of approximately 350 million users worldwide, which they

focus on expanding through building on their well-established

franchises and creating compelling new ones.

On consoles Activision is due to release its new Call of Duty

(Black Ops 5) in the last quarter of 2020, which is expected to

drive sales significantly, especially with the release of the two

new consoles: PlayStation 5 and Xbox Series X.

There are also speculations about Blizzard Entertainment

releasing Overwatch 2 in 2020/2021.

During their latest BlizzCon, Blizzard Entertainment’s conference,

they announced the release of Diablo: Immortal later in 2020, solely

for the mobile platform, the currently fastest growing segment of the

industry with record sale potentials.

Recent news published by the company also saw light to promising

teasers to the release of Diablo IV in late 2020/early 2021 as a

continuation to the Diablo franchise 8 years after the release of

Diablo III.

Driving Deeper Costumer

Engagement

Blizzard’s World of Warcraft is looking forward

to an expansion later this year with the release

of World of Warcraft: Shadowlands on

December 31st of 2020.

The latest expansion released for the game brought in an increase of revenues of 30%

for the quarter of the release and a further 8% increase for the quarter after, which

will amount for a significant revenue boost for the company early 2021.

Activision Blizzard also popularised the

appearance of the free-to-play gaming model

amongst some of its titles, which was recently

revolutionised by Fortnite’s debut on the

videogame market late 2017.

The new model is expected to drive deeper

engagement by allowing consumers to play

without any up-front costs providing them

with investment opportunities through

purchasable content via microtransactions.


Providing More

Opportunities for

As players engage with games across a more diverse range of consoles,

Activision Blizzard now develops most of their games for all major consoles

(PC, PS4 and Xbox One), and Overwatch 2 for Nintendo’s Switch. About the

new generation of consoles (PS5 and Xbox Series X) the company has not

confirmed anything yet, but the company is expected to release its newest

06

The additional investment opportunities offered through

purchasable downloadable content have proven to be an

effective way to drive deeper consumer engagement with certain

titles, especially amongst core fans of franchises

. This model tends to be more stable and prove to be a good

indicator of true consumer engagement due to their recurring

nature. Activision Blizzard has also began experimenting with

additional revenue generating consumer investment

opportunities such as film, television and eSports.

Investment into

development/

Marketing

Capital Markets Development

ATVI, trading on the NASDAQ exchange, opened 2019 at the

price of $47.13 and closed the year at $58.40, gaining a total

of 23.9% in 2019.

The stock had a robust upwards trend throughout 2019

without any large disturbances. ATVI reported revenues 1%

ahead of investors’ expectations and EPS by 4% for FY 19.

The upcoming monthly active user drivers such as Call of

Duty, World of Warcraft expansion, Diablo Immortal and new

console releases alongside the in-game revenues from

content expansions and micro-transaction should prove for

exciting movements in financial results of 2020.

From the table below one can observe that the marketing

spending makes up a significant part of ATVI expenses in the last

years, and although they still are, in the past two years they have

decreased their spending on selling and marketing expenses.

The highest increase in selling and marketing expenses was

noticeable in 2016 and 2017, with $1210 million and $1380

million spent respectively, correlated with the release of several of

their biggest titles.

Research and development costs are predicted to increase

slightly as they plan to release several bigger titles later this year.

In line with Mr. Kotick’s words, research and development

expenses are predicted to increase for the future as management

shifts resources from non-management labour to R&D expenses.

Activision Blizzard beat all the EPS targets for its four

quarters of 2019 showing better than expected overall

performance for the FY 19, with strong signs of a continued

upwards trend in revenues for FY 20 with big title releases

such as Diablo Immortal, Diablo IV, expansion for World of

Warcraft and the new Call of Duty. A strong contributing

factor to the Q4 EPS is predicted to be the shift from an ingame

Season Pass to a better monetizable Battle Pass (as

seen in other multiplayer shooter games) and an increased

transition towards smooth cross platform play.

The release of World of Warcraft Classic also had a significant

impact on quarterly Monthly Active Users count, enabling

Blizzard Entertainment to capitalise upon the returning

players with upcoming expansion release


Activision Blizzard beat all the EPS targets for its four

quarters of 2019 showing better than expected

overall performance for the FY 19, with strong signs

of a continued upwards trend in revenues for FY 20

with big title releases such as Diablo Immortal,

Diablo IV, expansion for World of Warcraft and the

new Call of Duty. A strong contributing factor to the

predicted to be the shift from an in-game Season Pass to a

better monetizable Battle Pass (as seen in other multiplayer

shooter games) and an increased transition towards smooth

cross platform play. The release of World of Warcraft Classic

also had a significant impact on quarterly Monthly Active

Users count, enabling Blizzard Entertainment to capitalise

upon the returning players with upcoming expansion release

During 2019, Activision Blizzard released 6 videogames and announced 5 to be released in

2020. Although announcement and release dates aren’t always correlated with stock price

movements, these events usually bring about a surge in stock trading volume and, at times,

price movements too. Highlighted in yellow, are the videogame releases & announcements

causing the largest movements on the stock market.


Industry Outlook

The videogame market was valued at $152.1bn in

2019, growing 10.3% YoY from $137.8bn, which is in

line with the previous year’s YoY growth of 10.9%

The industry’s largest market, APAC accounting for almost 50%

of revenues, grew from $71.4bn to $72.2bn, which was strongly

affected by China’s licencing freeze that lasted for 9 months.

North America grew from $32.7bn to $39.6bn showing huge

potential for Activision Blizzard as it is home to over 50% of its

revenues.

EMEA grew from $28.7bn to 34.7bn with strong signs of further

growth. Latin American showed significant growth as it increased

the size of its market from $5bn to $5.6bn

The gaming industry has three main sub-markets: console

games, PC games and tablet/mobile games.

Tablet/mobile games account currently for the biggest share of

players and is expected to continue growing until representing

nearly the half of the players in the next years. PC gaming is

expected to decline and consoles to remain stable.

The industry’s outstanding performance can be attributed to

two main factors.

• Firstly, the gaming space has seen a shift in revenue

sources lately. The increased popularity of free-to-play

games a new source of revenues has emerged: in-game

microtransactions. Players are now able to purchase ingame

items such as cosmetics for real money making it

one of the most prevailing ways of monetization

07

The new trend

• Secondly, the variety of platforms available for

gaming are constantly growing, transforming

towards a more portable set up. Gaming studios

increasingly focus on smartphones as the driver of

growth as in 2019 the market share of mobiles and

tablets accounted for 45% with a value of $68.5bn.

This comes in light with a push towards a

subscription-based cloud-based model such

Google’s Stadia or Apple’s Apple Arcade, providing

access to an arsenal of games for a fixed monthly

fee on portable devices.

The new trend is ushering videogame developers to come up

with new ways of monetization such as the creation of in

game virtual economies.

They are either built by the developers or are outsourced to

be overseen by third parties such as DMarket, which has

opened a niche in the videogame market.

Industry experts are expecting a robust growth in B2B

solutions for videogame economies, assisting with the

building and managing of such in game economies, which

will significantly improve gaming experience and increase

activity as individual players can collect, trade, and start up

small in-game operations with their items.


SWOT

Analysis

We present a SWOT analysis

indicating the situation of the

company in its industry context

Strengths

the company is recognized as the market

leader and its game sagas are among the most

purchased games in the world each year.

It also has a very loyal customer base.

Opportunities

the release of the ninth generation of consoles is

expected to have a great impact on revenues especially

in the regions where the company is more present (North

America and Europe).

Deals with Microsoft and Sony to sell their games in

combination with the new consoles are expected.

New consoles will allow better quality of the games and

experiences for players, allowing for increases in revenue

(through better pricing and incentives to purchase

expansion packs that complete the experience) and

fostering loyalty.

Weakness

consumers have a high level of exigency for

the games and complaints about some

characteristics of the new releases that

potentially harm sales are common.

The presence of the company in Asia-Pacific,

where customers are easier to monetize with

in-game purchases, is relatively low compared

to its presence in other regions.

Threats

The market has very big competitors. In mobile games,

there is fierce competition of Tencent, that domains that

market and continues to grow its influence. In the PC

market, League of Legends continues to be the most

popular game.

As well in the revenues generated globally by esports.

Another challenge is that the impact of the new

generation of consoles is expected to be shared by

various important competitors in the US that can reduce

by much the share of the extra revenue the company will

obtain.

Finally, the introduction of new regulation in China aiming

at decreasing the time individuals and especially children

spend playing, could represent a decrease in revenues

and opportunities to expand.


Risks

1 Risks

Activision Blizzard conducts a significant share of their business

outside of the United States, and thus derive significant revenues

from international trade from Europe, Asia and Australia. Moving

forward, they expect sales from emerging market to form

significant part of their revenue streams.

As such, Activision Blizzard is expected to become more exposed

to the systematic risk of foreign trade as well as the economic

and political implications of doing business with emerging

markets. Moreover, deterioration of relations with any of the

countries they do business with could cause significant losses in

revenues.

The most recent example is China’s strict regulatory approval,

thus the Chinese government’s decision to revoke its approval for

the games of Activision Blizzard could result in a

negative impact on its business.

2 Covid-19

Recently, events such as Game Developers Conference (GDC) in San

Francisco, were cancelled due to the wildfire-like spread of the

coronavirus as companies like Facebook, Sony, Electronic Arts,

Microsoft, Amazon, Activision, etc. have pulled out. E-sport events

are being cancelled or getting moved such as the Overwatch

League.

Weeks 6 and 7 were scheduled to be played in Guangzhou,

Hangzhou and Shanghai, and now they have been moved to Seoul,

South Korea. This was due to the forecast of having matches at

half-empty venues because of the widespread panic.

The impact of the Coronavirus is estimated to be minimal on

Activision Blizzard due to its low market capitalisation in Asia and

the virtual distribution business model, however, a very important

factor to take into account for the long run is that Activision

Blizzard have operations in the China. So, the outbreak could lead

to game delays as security requirements and software tools make

remote-access impossible if restrictions extends into months. Late

2020 is the critical launch time frame for the next generation of

consoles from Microsoft and Sony. Both console makers manufacture

their hardware in China. And if next generation consoles are


3

Regulations/Politics

When talking about regulations, the most severe

example as mentioned before would be China, whose

body of game licensing was shifted to the Publicity

Department of the Communist Party of China, resulting in a halt in

the licensing of new games from March 28, 2018 for 9 months,

which spread fears of further uncertainty in the industry.

Other aspects that could affect Activision more closely are:

Counterparty risks relating to customers, licensees, licensors, and

manufacturers; Intellectual property claims; Piracy and

unauthorized copying of their products; risks and uncertainties of

conducting business outside the U.S.

4

Macro Economic Conditions

The spread of coronavirus increasingly affects the

global economic situation whilst policymakers fail to

contain its wildfire-like spread. Stock market has already

seen severe drops, but further harm could be cause if

economic activity slows down further. The Fed responded this

month by cutting interest rates by half a percentage point, with

potential further monetary stimulus expected. If the global

economy enters into a recession, the sales of videogames and

microtransactions are predicted to plummet as they aren’t

considered to be necessities, although their addictive nature

might counteract some of this downturn.

Other factors that could harm the Actvision Blizzard company,

which some of them are mentioned by them could be: Substantial

influence of third-party platform providers over their products

and costs; Rapid changes in technology and industry standards;

competition, including from other forms of entertainment; their

ability to sell products at assumed pricing levels; their ability to

attract, retain, and motivate skilled personnel; their ability to

increase the number of users they have by taking out an

outstanding game.

08


Pompeu

Investment Club

EQUITY

RESEARCH

March 2020

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