Gaming Realms
Written by
Gaming Realms |
A platform for growth |
Interim results |
Travel & leisure |
20 October 2015 |
Share price performance
Business description
Next event
Analysts
Gaming Realms is a research client of Edison Investment Research Limited |
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Powered by its own proprietary platform, Gaming Realms’ aim is to become a meaningful player in the entertainment-led, real-money gambling and social gaming markets. After a period of heavy investment in platform development and marketing, its Q315 trading update reported that revenues are ramping up as expected (up 48% on Q215), with the company set to deliver a step change in profitability in FY16. Its FY16e EV/EBITDA is 11.3x, falling to 4.3x for 2017e, a material discount to the sector.
Year end |
Revenue (£m) |
EBITDA |
PBT* |
EPS* |
DPS |
P/E |
EV/EBITDA |
12/14** |
11.2 |
(7.8) |
(8.4) |
(5.0) |
0.0 |
N/A |
N/A |
12/15e |
22.5 |
(4.0) |
(4.9) |
(2.2) |
0.0 |
N/A |
N/A |
12/16e |
49.5 |
5.8 |
4.9 |
1.8 |
0.0 |
15.0 |
11.3 |
12/17e |
65.0 |
13.5 |
12.6 |
4.7 |
0.0 |
5.7 |
4.3 |
Note: *Normalised (and fully diluted EPS), excluding exceptional items, amortisation of acquired intangibles and share-based payments. **15-month period.
Proprietary platform driving performance
Formed in August 2013, Gaming Realms has already brought together all the components required to deliver success in online social gaming and real-money gambling, including its in-house software development and digital marketing capabilities. The company’s own mobile-focused proprietary platform, Grizzly, has demonstrated that it can deliver substantial player revenue gains (Pocket Fruity revenues grew by 72% following its March 2015 migration to the Grizzly platform), and is being rolled out across an increasing number of brands.
Experienced management team
Gaming Realms’ management team is highly experienced and comes with an impressive track record, having already successfully built a very profitable gaming company (Cashcade, sold to bwin.party for £96m in 2009). The recent purchase of the Slingo brand and related assets from RealNetworks brought exposure to the large social gaming industry, further management expertise in that space and diversified the company’s geographic spread. This has pushed out the time to break-even slightly, although we still expect a move to profitability in FY16, with the operational leverage that is inherent in online gaming businesses leading to a further step change in profitability and cash generation in FY17.
Valuation: Current KPIs point to upside
Although Gaming Realms is relatively new to what is a very competitive market, current customer acquisition cost and retention performance indicators on its Grizzly platform suggest the market has room for a new player with a differentiated proposition. The FY16e EV/EBITDA of 11.3x underappreciates the step change in profitability that we expect at the company. Should the company deliver what we believe are eminently achievable revenue growth and profitability targets, the FY17e EV/EBITDA of 4.3x represents a significant discount to the peer group and exceptional value for an international business in a growing market.
Investment summary
Company description: Real-money and social gaming
Gaming Realms is an online gaming company, which creates, develops and markets social and real-money games. The company’s main focus is on mobile-led, real-money games in the bingo and casino verticals. The recent acquisition of popular brand Slingo, together with its related assets, brings in a social games portfolio offering exposure to the US market, with significant potential for growth and cross-selling opportunities. The company’s products are fully regulated and offered under licences in the UK and Alderney. It employs about 150 people in offices in London, Seattle in the US and Victoria, BC, Canada.
Valuation: Backing management
Gaming Realms has yet to reach profitability, but is growing strongly. Given the present momentum in the business, we are confident that profitability will be achieved in 2016, putting the shares on a 2016e EV/EBITDA of 10.8x vs a peer group average of 7.8x. As a challenger operator in the competitive but growing mobile gaming market, the company has strong growth headroom, and we expect it to achieve growth well ahead of the peer group as it takes market share. However, we recognise that this requires a degree of faith in the ability of management to successfully carve out a profitable slice of its chosen markets. We do not expect that further external funding will be required to achieve this. Should the company deliver as anticipated, we expect a further step change in profitability in FY17, which would leave the company’s shares trading at a significant discount to its peers on an EV/EBITDA of 4.6x.
Financials: Revenues ramping up, profits to follow from 2016
Interim results (to end June 2015) showed H115 revenues of £8.0m, an increase of 89% on H114. Its Q315 trading update states that the strong growth in revenues has continued post its interim results (Q315 +48% over Q215), underpinning our FY15e revenue estimates. As is often the case for new businesses, the company has had to incur costs ahead of its revenues as it has been building out and promoting its product offering. Consequently, we expect an FY15 EBITDA loss of £4.0m (previous estimate £3.0), including a £1-1.5m loss from the recently acquired social business, before turning positive in FY16. With much of the software development ‘heavy lifting’ complete in 2015, our unchanged estimate is for EBITDA of £5.8m in FY16, more than doubling to £13.5m in FY17 as it benefits from significant operational leverage. The business’ strong cash conversion profile means that barring further corporate activity, net cash flow should be c £7.6m in FY17, leaving the company with net cash of £9.5m.
Sensitivities: Investment made, now time to deliver
Gaming Realms is beginning to prove that there is space for an innovative operator with a differentiated product that incorporates more fun gaming elements and creative marketing, in an extremely competitive market. The Grizzly platform is performing well, but is yet to demonstrate that it can operate just as successfully at scale. Furthermore, the success of future product launches cannot be guaranteed. However, management have previously demonstrated a willingness to take timely action to address emerging challenges. It is widely accepted that the full effects of the UK point of consumption (POC) tax are yet to fully work their way through the system. This may result in unforeseen changes to the competitive landscape that may require additional resources, such as increased marketing and/or software development spending. The addition of the social gaming business transforms Gaming Realms into an international business with the associated currency and management challenges that come with it. The business is fully licensed and regulated in the UK and Alderney, but would be affected by any change in the licensing or tax regimes.
Business model – gaming entertainment on the move
Gaming Realms’ brands are positioned to take advantage of the trend towards entertainment on the move as it targets casual gamers, in both the real-money and social gaming spheres, seeking a fun way to be entertained on their mobiles. Although the real-money and social gaming industries have developed almost in parallel, the line between them is becoming increasingly blurred. Ultimately, the two industries serve customers with the same profile, with the same style of product. The only real distinction between them is the ability to cash out in real-money gaming and the accompanying regulatory restrictions. Gaming Realms’ business model is simple and can be applied equally well to either vertical: effective marketing to attract players at the lowest cost possible, develop compelling content to retain players for as long as possible to maximise their LTVs.
We believe that Gaming Realms differentiates itself from other online bingo and casino operators in three ways: firstly, it is building innovative mobile-led brands, which incorporate social features (eg levels) in real-money gaming; secondly, it is highly marketing driven, with a 2015 CPA of just under £60 vs an industry average of over £100; and its proprietary platform facilitates product differentiation and is mobile optimised, with 80% of players accessing the game on their mobiles versus an industry average of c 30% (management estimates).
Gaming Realms employs approximately 150 people across its various business units. These businesses are organised across four main complementary activity verticals.
■
RMG is operated on its proprietary platform (Spin Genie, Pocket Fruity);
■
Social gaming is operated out of the US under its Blastworks subsidiary;
■
White label bingo ‘skins’ is operated on the 888 Dragonfish platform, marketed by Gaming Realms via its Blueburra Holdings and QTM arms; and
■
A consumer marketing agency (part of QTM).
RMG
Pocket Fruity is a real-money casino with 22 proprietary games, mainly played on mobile devices. Revenues grew by 72% post its migration to Gaming Realms’ Grizzly platform, with 80% of players playing on mobile, well ahead of management’s estimate of a 30% industry average. Slingo Riches was launched in early 2015 and quickly became the most popular game on the platform, accounting for 13% of gross gaming revenues. The company intends to launch its own bingo product and further Slingo variations in the coming months, including Slingo.com for RMG in the UK.
Social gaming
Blastworks is Gaming Realms’ US-based social gaming subsidiary, run by Atul Bali. The division consists of the Slingo brand and related assets acquired from RealNetworks. Social games do not need to be licensed (since players cannot cash out) and can be played on mobile and by Facebook users worldwide, giving Gaming Realms a significant US social casino database. Revenue is generated via the sale of a virtual currency, which game players can use to purchase additional levels and game-playing features. Having been a non-core business function under ReaNetworks, Gaming Realms now intends to grow the business through the development of marketing of further original content on the back of Slingo’s success. BeJig previously operated two social games: Five Star Slots and Avatingo, but these have been turned off temporarily while the company works on the migration of its real-money brands onto the Grizzly platform.
White-label bingo ‘skins’
Both Blueburra Holdings and QTM were acquired for their industry-leading marketing capabilities. Blueburra in particular is a specialist e-gaming affiliate company and owner of the bingoport.com portal, while QTM also had existing bingo affiliate operations when it was acquired. Both companies market bingo sites that are operated on the 888 Dragonfish platform, with Iceland Bingo currently the most significant of these. While it is hard to differentiate in terms of game-playing features on these games, they allow Gaming Realms to leverage the value of its marketing expertise. QTM specialises in marketing techniques that use emerging digital channels such as Facebook. It also provides valuable player databases to which Gaming Realms can cross-sell additional games, both its own and those from third parties, to increase its share of wallet.
Marketing agency
QTM’s speciality is marketing on new digital channels, especially Facebook. As well as marketing Gaming Realms’ brands, it derives agency and affiliate income from clients such as Macmillan, Expedia and Zynga, as well as betting companies such as Ladbrokes, Paddy Power and Bet365. The Slingo acquisition saw QTM gain a data science team from GameHouse. It is presently using its data analytics expertise to build a new game and bonus recommender. The new data science team has already run its algorithms on Gaming Realms’ databases and demonstrated to management that its algorithms are more effective than Gaming Realms’ existing capabilities, and the intention is also to fully integrate this into the Grizzly platform to increase player LTVs.
Sensitivities
■
Gaming Realms is a new business and our forecasts are based on our best estimate of the success of current and yet-to-be launched products, on both proprietary and third-party platforms. There may be a considerable variance in our revenue forecasts, either on the upside or the downside. Many costs are variable, but there is a fixed-cost element, mainly related to staff, and Gaming Realms is investing heavily in marketing.
■
Management has an excellent track record and excellent experience in its markets, but faces a high level of competition from much larger and well-established companies. Regulatory issues include pension funding and litigation risks.
■
The business is fully licensed and regulated in the UK and Alderney, but would be affected by any change in the licensing or tax regimes. Although the new POC tax has been in effect since December 2014, we believe the full effects on the industry’s competitive landscape are yet to be felt. It is unclear how the tax is affecting competitors’ behaviour, including bonus structures and marketing budgets, and the extent to which it will be absorbed in margins or passed on to consumers.
■
The business is dependent on key personnel, on the ability of the BeJig and AlchemyBet development teams to successfully develop and operate games and platforms, and on third-party providers of games and platforms (notably Bede Gaming and Dragonfish [888]).
■
The establishment of the company’s US-based Blastworks social gaming division creates a predominantly US dollar-denominated cost and revenue stream, with the associated currency risk.
Valuation
Exhibit 3: Peer group comparison
|
Price |
Market |
EBITDA |
EV/EBITDA |
P/E |
|||
(p) |
(£m) |
2015e |
2016e |
2015e |
2016e |
2015e |
2016e |
|
Gaming Realms |
26.5 |
66 |
(4.0) |
6.0 |
N/A |
10.8 |
N/A |
14.2 |
32 Red |
74.0 |
62 |
6 |
10 |
9.1 |
5.5 |
13.2 |
7.0 |
888 Holdings |
163.8 |
584 |
74 |
80 |
10.0 |
9.2 |
19.3 |
17.7 |
bwin.party digital ent. |
109.4 |
905 |
69 |
71 |
11.8 |
11.4 |
24.4 |
23.6 |
Netplay TV |
10.3 |
30 |
3 |
4 |
5.0 |
4.6 |
14.6 |
11.4 |
XL Media |
529 |
85.2 |
24 |
30 |
7.0 |
5.5 |
11.3 |
8.7 |
Average |
9.0 |
7.8 |
16.6 |
13.8 |
||||
Zynga |
$2.50 |
$1,943 |
16 |
91 |
58.7 |
8.8 |
N/A |
68.3 |
King Digital Entertainment |
$14.80 |
$4,653 |
783 |
745 |
4.7 |
5.0 |
8.0 |
8.9 |
Average |
31.7 |
6.9 |
8.0 |
38.6 |
||||
Source: Bloomberg estimates, Edison Investment Research. Note: Prices as at 19 October 2015.
Gaming companies are usually valued on an EV/EBITDA basis. We have pushed back our break-even point by a year and consequently believe that 2016 is a more instructive year on which to make valuation comparisons. The peer group average (Exhibit 3) is 7.8x for 2016 versus our forecast EV/EBITDA for Gaming Realms, which is higher at 11.3x. We believe this premium is justified given that profits are still very much in the ramp-up phase and growth is significantly ahead of the generally more mature peer group constituents.
We also list two social gaming businesses for comparison. Despite being among the hottest stock market subsectors just three years ago, valuations of social gaming companies have come back a long way and 2016 valuations now lag those found in the real-money space. This is partly because valuations among the bigger listed social gaming companies recognise the relatively short product lifecycle among ‘blockbuster’ titles that contribute a significant proportion of their revenues. However, the social gaming industry is significant in size and offers Gaming Realms a strong additional growth runway in a complementary vertical.
Financials
Gaming Realms has spent much of the time since its formation in a heavy investment phase. The natural company lifecycle means that developing content has come first. This has included the conversion of the BeJig-developed Grizzly platform from purely social to a real-money platform and the development of Spin Genie, Slingo Riches and the yet-to-be-launched bingo product. The company has also invested significant sums on an aggressive marketing programme. Marketing spend is more flexible and can be reallocated to the bingo and casino brands, from which the company achieves the highest return. We originally forecast that the company would break even in FY15. However, despite contributing significant additional revenues to our H215 forecasts, the acquired Slingo business is not expected to be profitable until 2016 and we have therefore pushed back our break-even timing to FY16. Gaming Realms will consolidate the Slingo assets for 4.5 months of 2015 and we assume a revenue contribution of $5.5m (£3.5m) and an EBITDA loss of about c. $2.3m (£1.5m). We expect Slingo/social revenues to grow rapidly, to $20.0m (£13.0m) in 2016 and $27.0m (£17.5m) in 2017 as the company benefits from increased management attention and marketing investment outside RealNetworks, where it was regarded as a non-core business.
Exhibit 4: Recent results and estimates
£m |
H114 (6m to Jun) |
FY14 (15m to Dec) |
H115 |
2015e |
2016e |
2017e |
Real-money gaming |
0.81 |
2.67 |
4.18 |
11.00 |
26.50 |
35.50 |
Social gaming |
0.48 |
1.18 |
0.05 |
3.50 |
13.00 |
17.50 |
Marketing services* |
2.92 |
7.38 |
3.72 |
8.00 |
10.00 |
12.00 |
Revenue |
4.20 |
11.23 |
7.95 |
22.50 |
49.50 |
65.00 |
Marketing expense |
(4.60) |
(10.21) |
(5.05) |
(13.10) |
(19.80) |
(22.10) |
Marketing % revenue |
109.3% |
90.9% |
63.5% |
58.7% |
40.0% |
34.0% |
Operating expense |
(0.87) |
(2.32) |
(1.77) |
(4.50) |
(7.43) |
(9.10) |
Operating expense % revenue |
20.7% |
20.7% |
22.3% |
20.0% |
15.0% |
14.0% |
Gaming tax est** |
(0) |
(0.14) |
(0.63) |
(1.65) |
(3.97) |
(5.31) |
Gaming tax % real-money gaming revenue |
15.0% |
15.0% |
15.0% |
15.0% |
15.0% |
14.9% |
Admin expense |
(2.24) |
(6.38) |
(3.32) |
(7.25) |
(12.52) |
(15.00) |
Admin % revenue |
53.2% |
56.8% |
41.8% |
32.2% |
25.3% |
23.1% |
Adjusted EBITDA |
(3.51) |
(7.82) |
(2.82) |
(4.00) |
5.80 |
13.50 |
Adjusted EBITDA margins (%) |
N/A |
N/A |
N/A |
N/A) |
11.7 |
20.8 |
Source: Gaming Realms, Edison Investment Research. Note: *Marketing services revenues are stated net of the new 15% UK POC tax introduced on 1 December 2014. **Estimated gaming tax (POC) is calculated as 15% of real-money gaming revenues.
Online gaming revenues depend on the number of active customers and the yield per customer, itself a function of the customer’s average spend and lifetime. The number of daily active depositors rose by 85% y-o-y to 7,108 at the end of June 2015. Real-money gaming revenues are net gaming revenues from own-operated sites (bets less payouts, less promotional bonuses). Commissions on marketing services are a percentage of the operators’ net gaming revenues, after a share of certain costs (including UK gaming duty from December 2014). Marketing services also includes a small amount of marketing agency income. Social gaming revenues come from the purchase of virtual currency (credits and tokens) in the company’s Blastworks business division, which houses the Slingo assets acquired from RealNetworks.
Gaming Realms most recent results (H115 interims) show that revenues increased 89% y-o-y from £4.2m in H114 to £8.0m. This was largely due to significant growth in its RMG division. Boosted by the launch of Slingo Riches, RMG revenues rose by 419% to £4.2m (up from £0.8m in H113). This is expected to continue as investment in marketing drives continued growth of Slingo Riches and Pocket Fruity, plus the soon-to-be-launched bingo product. Its Q315 trading update demonstrates continued strong growth with revenues up 48% to £6.2m from Q215. Real money gambling revenues were up 18% q-o-q. The Slingo free to play business also continues to grow solidly recording monthly revenues of over $500,000 for the first time in September. This serves to add confidence to our FY15e estimates. We expect real-money gambling revenues to more than double to £26.5m in 2016, before rising by a further 34% in 2017. The Slingo acquisition adds immediate scale to the company’s social gaming operations. We expect growth in marketing services to come from continued growth in Gross Gaming Revenues (GGRs) among associated brands, supplemented by continued client wins.
Marketing continues to be Gaming Realms’ biggest cost item, totalling £9m in CY14. We expect it to continue to grow as Gaming Realms increases the number of brands it offers, including supporting its soon-to-be-launched bingo product with TV advertising. As the business continues to scale, we expect that marketing as a percentage of revenues will fall significantly from 108% in 2014 to 58% in 2015 and down to 34% by 2017, which we expect to be around its normalised level. Marketing is a variable cost, which management can flex accordingly to maximise its ROI. Gaming Realms already pays UK gaming tax in respect of Pocket Fruity and Slingo Riches, which we have accounted for as 15% of real-money revenues (across all products).
Brought together, we expect an EBITDA loss of £4m in FY15, a loss of £4.9m at the PBT level (as shown in Exhibit 5). While marketing and development costs are incurred upfront, the benefits are incurred over multiple periods as acquired players continue to play and deposit. As a result, margins should improve over time and we expect FY16 to be Gaming Realms’ first profitable year as the benefits increase scale and the company’s earlier marketing spend comes through. This is a year later than previously forecast, but we believe the addition of Slingo increases the opportunity at Gaming Realms, and as a result we expect adjusted EBITDA to rise further to £13.5m in FY17.
A highly cash-generative business once profitable
Gaming Realms has invested heavily ahead of revenues bringing together its various segments. Its numerous acquisitions to date include QTM for £2.2m in December 2013 (£1.47m cash plus a deferred payment of 3.571m ordinary shares equivalent to £0.75m at a share price of 21p/share in December 2014). Blueburra Holdings was acquired in September 2014 for an initial consideration of £5.0m (50/50 cash and shares) and up to £5.5m of earnouts (also 50/50 cash and shares). Finally, the Slingo brand and related assets were acquired in August 2015 for $10m (£6.5m) in cash upfront plus $8m (£5.2m), of which $4.0m is payable on the first anniversary of the deal and $4.0m on the second anniversary. Up to 50% of each tranche can be satisfied in shares at the option of RealNetworks. The Slingo acquisition was funded via an accompanying share placing, which raised £12.5m gross (£11.9m net), with 49.9m shares placed at 25p.
We expect a net cash outflow of £3.2m in FY15, resulting from negative operating cash outflows (marketing and staff costs), in addition to the company’s M&A activities. We expect positive operating cash flows of £4.3m in FY16, rising to £12.1m in FY17. After deducting £2.1m and £2.0m of deferred M&A payments (in FY16 and FY17 respectively), we expect net cash to rise to £9.5m by FY17.
Exhibit 5: Financial summary
£'m |
2013* |
2014** |
2015e |
2016e |
2017e |
||
September/December |
IFRS |
IFRS |
IFRS |
IFRS |
IFRS |
||
PROFIT & LOSS |
|||||||
Revenue |
|
|
0.88 |
11.23 |
22.50 |
49.50 |
65.00 |
EBITDA |
|
|
(2.32) |
(7.82) |
(4.00) |
5.80 |
13.50 |
Operating Profit (before amort. and except.) |
|
(2.44) |
(8.33) |
(4.80) |
4.90 |
12.60 |
|
Amortisation of acquired intangibles* |
(0.05) |
(0.80) |
(1.00) |
(0.90) |
(0.80) |
||
Exceptional items |
(0.87) |
(0.23) |
0.39 |
0.00 |
0.00 |
||
Share based payments |
(0.04) |
(0.44) |
(0.50) |
0.00 |
0.00 |
||
Operating Profit |
(3.40) |
(9.80) |
(5.91) |
4.00 |
11.80 |
||
Net Interest |
(0.00) |
(0.04) |
(0.13) |
0.00 |
0.00 |
||
Profit Before Tax (norm) |
|
|
(2.44) |
(8.38) |
(4.93) |
4.90 |
12.60 |
Profit Before Tax (FRS 3) |
|
|
(3.40) |
(9.85) |
(6.04) |
4.00 |
11.80 |
Tax |
0.00 |
0.09 |
0.03 |
(0.20) |
(0.59) |
||
Profit After Tax (norm) |
(2.44) |
(8.28) |
(4.90) |
4.70 |
12.01 |
||
Profit After Tax (FRS 3) |
(3.40) |
(9.75) |
(6.01) |
3.80 |
11.21 |
||
Average Number of Shares Outstanding (m) |
36.4 |
165.2 |
220.0 |
249.0 |
251.0 |
||
EPS - normalised (p) |
|
|
(6.7) |
(5.0) |
(2.2) |
1.9 |
4.8 |
EPS - normalised diluted (p) |
|
|
(6.7) |
(5.0) |
(2.2) |
1.8 |
4.7 |
EPS - (IFRS) (p) |
|
|
(9.3) |
(5.9) |
(2.7) |
1.5 |
4.5 |
Dividend per share (p) |
0.0 |
0.0 |
0.0 |
0.0 |
0.0 |
||
EBITDA Margin (%) |
(264.1) |
(69.6) |
(17.8) |
11.7 |
20.8 |
||
Operating Margin (before GW and except.) (%) |
(277.7) |
(74.2) |
(21.3) |
9.9 |
19.4 |
||
BALANCE SHEET |
|||||||
Fixed Assets |
|
|
6.03 |
17.06 |
30.20 |
30.00 |
30.10 |
Intangible Assets |
5.92 |
16.76 |
28.00 |
27.50 |
27.30 |
||
Tangible Assets |
0.12 |
0.30 |
2.20 |
2.50 |
2.80 |
||
Investments |
0.00 |
0.00 |
0.00 |
0.00 |
0.00 |
||
Current Assets |
|
|
6.53 |
6.24 |
4.20 |
6.10 |
15.70 |
Stocks |
0.00 |
0.00 |
0.00 |
0.00 |
0.00 |
||
Debtors |
1.34 |
2.22 |
2.60 |
4.00 |
6.00 |
||
Cash |
5.06 |
3.99 |
1.40 |
1.90 |
9.50 |
||
Other |
0.12 |
0.02 |
0.20 |
0.20 |
0.20 |
||
Current Liabilities |
|
|
(1.80) |
(5.26) |
(9.30) |
(8.60) |
(9.00) |
Creditors |
(1.78) |
(5.25) |
(9.10) |
(8.60) |
(9.00) |
||
Short term borrowings |
(0.02) |
(0.01) |
(0.20) |
0.00 |
0.00 |
||
Long Term Liabilities |
|
|
(0.02) |
(2.43) |
(5.10) |
(3.70) |
(2.30) |
Long term borrowings |
(0.02) |
0.00 |
0.00 |
0.00 |
0.00 |
||
Other long term liabilities |
0.00 |
(2.43) |
(5.10) |
(3.70) |
(2.30) |
||
Net Assets |
|
|
10.74 |
15.61 |
20.00 |
23.80 |
34.50 |
CASH FLOW |
|||||||
Operating Cash Flow |
|
|
(3.90) |
(8.02) |
(7.20) |
4.30 |
12.10 |
Net Interest |
0.00 |
(0.04) |
(0.10) |
0.00 |
0.00 |
||
Tax |
0.00 |
0.05 |
0.00 |
0.00 |
(0.50) |
||
Capex |
(0.44) |
(0.69) |
(0.50) |
(1.00) |
(2.00) |
||
Acquisitions/disposals |
3.42 |
(4.12) |
(7.30) |
(2.10) |
(2.00) |
||
Financing |
5.91 |
11.81 |
11.90 |
0.00 |
0.00 |
||
Dividends |
0.00 |
0.00 |
0.00 |
0.00 |
0.00 |
||
Net Cash Flow |
4.99 |
(1.01) |
(3.20) |
1.20 |
7.60 |
||
Opening net debt/(cash) |
|
|
0.00 |
(5.02) |
(3.98) |
(0.70) |
(1.90) |
HP finance leases initiated |
0.00 |
0.00 |
0.00 |
0.00 |
0.00 |
||
Other |
0.03 |
(0.03) |
(0.08) |
0.01 |
(0.00) |
||
Closing net debt/(cash) |
|
|
(5.02) |
(3.98) |
(0.70) |
(1.90) |
(9.50) |
Source: Gaming Realms accounts, Edison Investment Research. Note: *Includes AlchemyBet and BeJig for two months. **15-month period.
|
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