CLIQ Digital uses online advertising to sell subscription-based streaming services bundling movies and series, music, audiobooks, sports and games to consumers in over 30 countries, using content licensed from partners.
Demand for mobile entertainment has grown rapidly over the last decade, particularly in 2020 due to COVID-19 and related lockdowns. Smartphone penetration, which is now at 83% of the global population, has been key to driving demand. Mobile gaming is the largest segment and a focus area for CLIQ, and here the value of the global market is forecast to grow from US$1.5bn in FY21 to US$6.3bn by FY24 (Statista).
Ben Bos
Board member
Sebastian McCoskrie
Head of IR
Forecast net cash (€m)
2.5
Forecast gearing ratio (%)
N/A
% | 1M | 3M | 12M |
---|---|---|---|
Actual | 11.6 | 36.7 | 19.0 |
Relative | 6.4 | 20.8 | 18.1 |
52 week high/low | €32.9/€16.6 |
CLIQ Digital’s FY22 update showed strong year-on-year growth across all KPIs, as it continues to roll out its subscription-based bundled-content streaming services. The results were broadly in line with our expectations and CLIQ finished the year with a stronger-than-expected net cash position of €10m. Looking ahead, driven by continued investment into marketing and content, management expects FY23 revenue and EBITDA to exceed €345m and €50m, respectively, reflecting growth of at least 25% and 15%. We will update our numbers following the publication of the annual report, scheduled for 21 February.
Y/E Dec | Revenue (€m) | EBITDA (€m) | PBT (€m) | EPS (fd) (c) | P/E (x) | P/CF (x) |
---|---|---|---|---|---|---|
2020A | 107.0 | 15.9 | 14.4 | 116.00 | 25.3 | 12.1 |
2021A | 150.0 | 27.2 | 25.3 | 271.36 | 10.8 | 7.1 |
2022E | 275.0 | 43.5 | 40.9 | 416.67 | 7.1 | 4.5 |
2023E | 307.5 | 51.0 | 48.5 | 494.62 | 5.9 | 3.8 |
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