CAPITAL MARKETS DAY. March 2019

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Transcription:

CAPITAL MARKETS DAY March 2019

COMPANY SNAPSHOT Founded 2007 In Germany 400+ employees in Hamburg >12 years of consecutive growth > 30 language versions 7 Live games 756m hours playtime in 2018

BUSINESS MODEL CROSS PLATFORM Daily Active User share per platform 12% 32% 56% Browser Mobile Cross-Platform FY 2018

Worldwide without Japan, China and South Korea. Based on InnoGames custom assignment of top-2000 apps to unique genres. MOBILE MARKET TOP-10 GENRES 23% 16% 16% 15% 12% 8% 4% 3% 1% 1% Strategy RPG Puzzle Casino Simulation Action Sports Adventure Racing Card Game

FOCUS GENRES Other New Game New Game Strategy Resource Management City Builder New Game Strategy MMO Other Breeder Simulation Puzzle Action-Buildand-Raid Battle Arena Simulation Heroes Collection 6

OUR HITS Multiple 100m+ lifetime revenue hits in strategy and simulation genres for both browser and mobile Strategy MMO Strategy MMO City Building Strategy Fantasy City Builder Launched 2003 Launched 2010 Launched 2012 Launched 2015 Lifetime revenues 100M+ Lifetime revenues 100M+ Lifetime revenues 400M+ Lifetime revenues 70M+

FORGE OF EMPIRES Journey through the ages, from Stone-Age to the Future Started as Flash-based browser based game Nowadays available in HTML5 in all modern browsers plus on ios and Android Cross platform strategy: One login for all platforms

PLAYER STATS FORGE OF EMPIRES Average player age Gender split Payer share amongst active 40 years 74% 26% 9% Daily sessions per player Average session length Players per primary platform 5 sessions 12 minutes 44% 23% 33% FY2018

LIVE OPS FORGE OF EMPIRES Always fresh, always new: Bi-weekly updates Great long-term motivation: +5 years of content, +1.000 different buildings Holistic lifecycle view: Data-driven CRM and offer management Analytics Tech Ops CRM

Revenue REVENUE GROWTH FORGE OF EMPIRES Steady revenue growth over more than 6 years In-Game Events cause revenue spikes Release exciting new content to fill event gaps

Revenue LONGEVITY OF OTHER PORTFOLIO 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 Time (in quarters) 10+ years Quarterly revenues since game launch

NEW GAMES Heroes Collection Strategy Game USP: Turn based Tactical Battles Acquired from Wooga in 2017 Relaunched in 2018-Q3 Improving Player Journey beyond Day 60 MMO Strategy Game USP: Mighty guardians to collect and level up Softlaunched in 2019-Q1 Promising KPIs Marketing to be scaled in 2019-H1

STAGE GATE PROCESS Central Stage Gate Process and agile teams Core elements shared across games Only top games are launched Milestone-based process in <2.5 years Budget ca. 5m EUR

PRODUCT LIFECYCLE MODEL PRODUCE INTRODUCE GROW ESTABLISH DECLINE New Game New Game New Game Positive profits High profit margins Highest profit margins No revenues Cost budgets Negative profits High marketing invest Strong revenue grow Negative profits Strong marketing invest High & growing revenue level Little marketing invest Strong & solid revenue level No marketing invest Low cost base Declining revenues

MARKETING: ACQUIRING PLAYERS THAT DRIVE REVENUES Campaign Profit Lifetime Value Marketing Costs Close loop campaign optimization along the customer journey Optimization on micro level Considering campaign meta-data (placement, targeting, costs, CTR, CVR etc.) and inhouse KPIs (player retention, payment behavior, LTV etc.) Fundamentally benchmarking single campaigns Return on Ad Spend (ROAS) Dynamic budget allocation based on ROAS to optimize channel-mix Continuous testing of (new) campaigns and creatives to increase Conversion Rates and thus Lifetime Value while lowering costs (CPA)

LONGEVITY AND STABILITY OF COHORTS 25% 20% 15% 10% 5% 0% Cohort Development 1st HY 2016 Lifetime Value (24M) 46% 24% 16% 14% 12% 0 6 12 18 24 30 36 2016-01 2016-02 2016-03Average2016-04 2016-05 2016-06 95% overall accuracy in predicting Lifetime Value (LTV) Ensuring profitable marketing investments based on LTV Fast payback/cash conversion cycle with nearly 50% payout within first 6 months Additional revenues and profits as cohorts generate revenues even after 2 years Chart based on percentage of Lifetime Value (= Net Payout of first 24 months after registration) E.g. 15.4% of LTV is generated in first month

THREE PILLARS OF SUCCESSFUL MARKETING TECHNOLOGY Reduced campaign management efforts Scalability for new partners and products First mover advantages with new features PROCESS Transparent and robust workflows Standardized interfaces between departments Increased planning periods and plan reliability ALGORITHMS Reducing analysis efforts Scalable systems Advantages of Selflearning Systems / Artificial Intelligence

FUTURE GROWTH

MOBILE AS PRIMARY DRIVER FOR GROWTH Browser revenues have been growing every year Mobile growth stronger: +37% in 2018 Appstore Fees of 30% Typically lower ROAS on our marketing investments for mobile games These effects are considered Efficient operations, economies of scale InnoGames can grow revenues and at the same time keep EBITDA margins above 20%

THREE PILLARS OF SUCCESS GROW our successfull games on all platforms CREATE new mobile games BUY existing games which fit to our portfolio

SUMMARY Focus on a strong team and best talents Sustainable and data-driven strategy Great game portfolio combining growth and profitability Proven track record to create cross platform games and successful transition to mobile Future growth driven by mobile expansion and browser consolidation

We re here to make great games for our players with high quality virtual worlds that link millions of people around the world. Anywhere, anytime.