Registration Statement Pursuant to Section 12(b) or (g) of the Securities Exchange Act of 1934 |
Annual Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 |
Transition Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 |
Shell Company Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 |
Large accelerated filer | ☐ | Accelerated filer | ☐ | ☒ | ||||||
Emerging growth company |
International Financial Reporting Standards as Issued | Other ☐ | |||||||
by the International Accounting Standards Board | ☐ |
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• | the impact of the COVID-19 pandemic and any resulting social, political, economic and financial complications; |
• | our ability to attract and retain players; |
• | our expectations regarding the growth rates of our active users, payer conversion rate and revenue per daily active user; |
• | our reliance on third-party platforms; |
• | our ability to continue to launch and enhance games that attract and retain a significant number of paying players; |
• | our reliance on a small percentage of our players for nearly all of our revenue; |
• | our ability to adapt to, and offer games that keep pace with, changing technology and evolving industry standards; |
• | competition; |
• | our ability to use the intellectual property rights of our controlling shareholder, DoubleU Games, and other third parties, including the third-party intellectual property rights licensed to us by International Game Technology PLC (“IGT”); |
• | protection of our proprietary information and intellectual property, inability to license third-party intellectual property and the intellectual property rights of others; |
• | security and integrity of our games and systems; |
• | security breaches, cyber-attacks or other privacy or data security incidents, challenges or disruptions; |
• | reliance on or failures in information technology and other systems; |
• | the impact of legal and regulatory restrictions on our business, including significant opposition in some jurisdictions to interactive social gaming, including social casino gaming, and how such opposition could lead these jurisdictions to adopt legislation or impose a regulatory framework to govern interactive social gaming or social casino gaming specifically, and how this could result in a |
prohibition on interactive social gaming or social casino gaming altogether, restrict our ability to advertise our games, or substantially increase our costs to comply with these regulations; |
• | laws and government regulations, both foreign and domestic, and to data privacy and security, including with respect to the collection, storage, use, transmission, sharing and protection of personal information and other consumer data, and those laws and regulations that affect companies conducting business on the internet, including ours; |
• | the continuing evolution of the scope of data privacy and security regulations, and our belief that the adoption of increasingly restrictive regulations in this area is likely within the U.S. and other jurisdictions; |
• | our ability to complete acquisitions and integrate businesses successfully; |
• | our ability to pursue and execute new business initiatives; and |
• | U.S. and international economic and industry conditions. |
ITEM 1. |
IDENTITY OF DIRECTORS, SENIOR MANAGEMENT AND ADVISERS |
ITEM 2. |
OFFER STATISTICS AND EXPECTED TIMETABLE |
ITEM 3. |
KEY INFORMATION |
A. |
[RESERVED] |
B. |
Capitalization and Indebtedness |
C. |
Reasons for the Offer and Use of Proceeds |
D. |
Risk Factors |
• | Our profitability may be affected by the rate and manner at which we successfully manage our current and future growth. |
• | We rely on a small percentage of our players for all of our revenue. |
• | To date, we have been reliant upon our DoubleDown Casino game for substantially all of our revenue. |
• | We rely substantially on third-party platforms to make our games available to players and to collect revenue. |
• | Legal proceedings may have a material adverse impact on our business. |
• | Social opposition to interactive gaming could limit our growth and impact the future of our business. |
• | We rely on the ability to use the intellectual property of third parties, particularly IGT and DUG, for a substantial portion or our content and other features incorporated into our games. |
• | Our business depends on our ability to protect proprietary information and our owned and licensed intellectual property. |
• | The intellectual property rights of others may prevent us from developing new games and/or entering new markets, or may expose us to costly litigation. |
• | Our success depends upon our ability to adapt to and offer games that keep pace with changing technology and evolving industry standards. |
• | Data privacy and security laws and regulations could increase the cost of our operations and subject us to possible sanctions or penalties. |
• | We operate in a highly competitive industry, and our success depends on our ability to effectively compete. |
• | Our success depends on the security and integrity of the games we offer, and cyber-attacks, security breaches, or other disruptions could compromise our information or the information of our players and expose us to liability, which would cause our business and reputation to suffer. |
• | analyze player demographics and effectively respond to changing player interests and preferences and the competitive landscape; |
• | enhance existing games with refreshed content and develop new games that, in each case, are interesting and compelling and that incentivize players to purchase virtual chips on a regular basis; |
• | effectively develop new social and geographic markets for our games; |
• | minimize delays and cost overruns on development and launch of refreshed content for existing games and of new games; and |
• | expand our proprietary portfolio of games through organic growth and licensed third-party content. |
• | the platform providers discontinue or limit our access to their platforms; |
• | governments or private parties, such as internet providers, impose bandwidth restrictions, increase charges, or restrict or prohibit access to those platforms; |
• | the platforms modify their current discovery mechanisms, communication channels available to developers, respective terms of service, or other policies, including fees; |
• | the platforms adopt changes or updates to their technology that impede integration with other software systems, such as Adobe Flash or others, or otherwise require us to modify our technology or update our games in order to ensure players can continue to access our games and content with ease; |
• | the platforms impose restrictions or make it more difficult for players to buy our virtual chips; or |
• | the platforms develop their own competitive offerings. |
• | be expensive and time-consuming to defend or require us to pay significant amounts in damages; |
• | result in invalidation of our proprietary rights or render our proprietary rights unenforceable; |
• | cause us to cease making, licensing, or using games that incorporate the intellectual property; |
• | require us to redesign, reengineer, or rebrand our games or limit our ability to bring new games to the market in the future; |
• | require us to enter into costly or burdensome royalty, licensing, or settlement agreements in order to obtain the right to use a product or process; |
• | impact the commercial viability of the games that are the subject of the claim during the pendency of such claim; or |
• | require us to stop offering the infringing games. |
• | holiday and vacation seasons; |
• | climate and weather conditions that could cause players to pursue other activities; |
• | economic and political conditions; and |
• | the timing of the release of new games or refreshed content, including those of our competitors. |
• | a majority of its board of directors consist of independent directors; |
• | its director nominations be made, or recommended to the full board of directors, by its independent directors or by a nominations committee that is comprised entirely of independent directors and that it adopt a written charter or board resolution addressing the nominations process; and |
• | it has a compensation committee that is composed entirely of independent directors with a written charter addressing the committee’s purpose and responsibilities. |
ITEM 4. |
INFORMATION ON THE COMPANY |
A. |
History and Development of the Company |
B. |
Business Overview |
• | Proven creative and technological competencies of DDI in-game economy. |
• | Proven authentic land-based content from IGT top-performing titles to incorporate into our games. Content from IGT features iconic slot titles and authentic casino gameplay mechanics that appeal to a large audience of loyal players, with a particular focus on those who enjoy land-based slot machines. Current and future land-based slot titles from IGT provide a large and growing pipeline of slot content. |
• | Exclusive original social casino content and proven execution capabilities from DUG |
• | Growth of mobile platforms and entertainment increasingly consumed through mobile (non-voice) in 2021; time spent on consuming content via mobile devices was expected to surpass time spent watching TV for the first time in 2019. We believe this trend presents an opportunity for greater engagement with players on mobile devices. |
• | Role of app stores as distribution and payment gateways |
• | Success of the free-to-play Free-to-play web-based games by eliminating upfront barriers and facilitating purchases throughout the player lifecycle. Free-to-play in-game purchase options, players can spend according to their entertainment value derived from the game which allows developers to maximize revenue from their existing player base. |
• | Scale is increasingly important top-ranked games drive greater organic growth, which promotes higher social engagement and sharing. This translates to a potential larger player base which provides more data from which more effective user acquisition and engagement strategies can be formulated. |
• | Content is a key differentiator |
• | Increasing longevity of games |
develop a new game and acquire players. Facilitated by a shift in monetization strategy towards more in-game purchases, greater ability to update games post-launch via app store platforms, and the incorporation of social aspects into the games, players stay engaged longer, which in turn drives higher and more stable monetization. As the lifecycles of games continue to increase, we believe that strong, data-driven live operations capabilities are crucial to optimize games to drive long-term and sustainable value. |
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Start screen |
Lobby | |
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Slot game start screen |
Hall of Fame History showing player ranking |
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Start screen |
Lobby |
Slot game start screen |
Time-based bonuses |
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Start screen |
Lobby |
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Slot game start screen |
Daily Bonus |
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Start screen |
Lobby |
Character placement screen |
PvE game play screen |
• | quality of player experience, |
• | breadth and depth of gameplay, |
• | innovative game mechanics, |
• | ability to create or license compelling content, |
• | ability to invest in leading technology, |
• | game awareness and reputation, and |
• | access to distribution channels. |
• | provides California consumers with new rights—specifically the right to notice, access, deletion, and to opt-out of sales of their personal information, |
• | will affect several marketing activities due to the CCPA’s broad definitions of personal information and sale, and |
• | provides for private actions and permits for class action which could result in businesses being subject to substantial statutory fines in cases involving thousands of impacted consumers where the business is found to have failed to implement and maintain reasonable and appropriate security procedures. |
C. |
Organizational Structure |
Legal Entity Name |
Jurisdiction |
Percentage Interest Held | ||
DoubleUDiamond, LLC |
Delaware | 100% | ||
DoubleDown Interactive, LLC |
Washington | 100% | ||
Double8 Games Co., Ltd. |
Republic of Korea | 100% |
D. |
Property, Plants and Equipment |
ITEM 4A. |
UNRESOLVED STAFF COMMENTS |
ITEM 5. |
OPERATING AND FINANCIAL REVIEW AND PROSPECTS |
Year ended December 31, |
2018 |
2019 |
2020 |
|||||||||
DoubleDown Casino payback period (days) |
123 | 138 | 162 | |||||||||
New players contributing in payback period (%) |
2.9 | 2.3 | 2.8 |
Three months ended |
||||||||||||||||||||||||||||||||||||||||||||||||
December 31, 2021 |
September 30, 2021 |
June 30, 2021 |
March 31, 2021 |
December 31, 2020 |
September 30, 2020 |
June 30, 2020 |
March 31, 2020 |
December 31, 2019 |
September 30, 2019 |
June 30, 2019 |
March 31, 2019 |
|||||||||||||||||||||||||||||||||||||
Average MAU (000s) |
2,433 | 2,447 | 2,544 | 2,647 | 2,704 | 2,894 | 3,083 | 3,004 | 2,791 | 2,844 | 2,779 | 2,873 | ||||||||||||||||||||||||||||||||||||
Average DAU (000s) |
1,022 | 1,033 | 1,057 | 1,082 | 1,131 | 1,169 | 1,239 | 1,195 | 1,168 | 1,154 | 1,169 | 1,221 | ||||||||||||||||||||||||||||||||||||
Payer Conversion Rate (%) |
5.5 | % | 5.7 | % | 5.8 | % | 5.7 | % | 5.5 | % | 5.4 | % | 5.4 | % | 5.0 | % | 5.0 | % | 5.0 | % | 5.3 | % | 5.3 | % | ||||||||||||||||||||||||
ARPDAU ($) |
$ | 0.97 | $ | 0.96 | $ | 0.99 | $ | 0.99 | $ | 0.87 | $ | 0.86 | $ | 0.89 | $ | 0.70 | $ | 0.64 | $ | 0.64 | $ | 0.64 | $ | 0.62 | ||||||||||||||||||||||||
Adjusted EBITDA ($ in millions) (1) |
$ | 25.8 | $ | 30.2 | $ | 31.1 | $ | 33.1 | $ | 29.7 | $ | 28.9 | $ | 36.3 | $ | 25.4 | $ | 27.0 | $ | 24.8 | $ | 25.1 | $ | 24.8 | ||||||||||||||||||||||||
Adjusted EBITDA margin (%) (1) |
29.9 | % | 34.7 | % | 33.4 | % | 34.2 | % | 32.6 | % | 31.4 | % | 36.6 | % | 33.4 | % | 39.0 | % | 36.5 | % | 36.9 | % | 36.3 |
(1) | For a reconciliation of net income to Adjusted EBITDA, see “—Reconciliation of non-GAAP measures” below. |
A. |
Operating Results |
Year ended December 31, |
Change |
|||||||||||||||||||||||||||
($ in millions) |
2021 |
2020 |
2019 |
2021 vs. 2020 |
2020 vs. 2019 |
|||||||||||||||||||||||
Revenue |
$ | 363.2 | $ | 358.3 | $ | 273.6 | $ | 4.9 | 1.4 | % | $ | 84.7 | 31.0 | % | ||||||||||||||
Operating expenses |
$ | 264.5 | $ | 269.6 | $ | 205.3 | $ | (5.1 | ) | (1.9 | )% | $ | 64.3 | 31.3 | % | |||||||||||||
Operating income |
$ | 98.7 | $ | 88.7 | $ | 68.3 | $ | 10.0 | 11.3 | % | $ | 20.4 | 29.9 | % | ||||||||||||||
Net income |
$ | 78.1 | $ | 53.6 | $ | 36.3 | $ | 24.5 | 45.7 | % | $ | 17.3 | 47.7 | % | ||||||||||||||
Adjusted EBITDA (1) |
$ | 120.1 | $ | 120.3 | $ | 101.7 | $ | (0.2 | ) | (0.2 | )% | $ | 18.6 | 18.3 | % | |||||||||||||
Operating margin |
27.2 | % | 24.8 | % | 25.0 | % | 2.4 | pp | nm | (0.2 | )pp | nm | ||||||||||||||||
Adjusted EBITDA margin (1) |
33.1 | % | 33.6 | % | 37.2 | % | (0.5 | )pp | nm | (3.6 | )pp | nm |
(1) | For reconciliation of net income to Adjusted EBITDA, see “—Reconciliation of non-GAAP measures” below. |
Reconciliation of non-GAAP measures(in millions, except percentages) |
Year ended December 31, |
|||||||||||
2021 |
2020 |
2019 |
||||||||||
Net income |
$ | 78.1 | $ | 53.6 | $ | 36.3 | ||||||
Income tax expense |
22.5 | 21.6 | 13.5 | |||||||||
Income before tax |
100.6 | 75.2 | 49.8 | |||||||||
Adjustments for: |
||||||||||||
Depreciation and amortization |
17.9 | 31.6 | 33.4 | |||||||||
Loss Contingency |
3.5 | — | — | |||||||||
Interest expense |
2.0 | 10.8 | 26.6 | |||||||||
Foreign currency transaction/remeasurement (gain) loss |
(3.0 | ) | (2.1 | ) | (7.3 | ) | ||||||
Other income (expense), net |
(0.9 | ) | 4.8 | (0.8 | ) | |||||||
Adjusted EBITDA |
$ | 120.1 | $ | 120.3 | $ | 101.7 | ||||||
Adjusted EBITDA margin |
33.1 | % | 33.6 | % | 37.2 | % |
Year ended December 31, |
Change |
|||||||||||||||
($ in millions) |
2021 |
2020 |
2021 vs 2020 |
|||||||||||||
Revenue |
||||||||||||||||
Mobile |
$ | 264.9 | $ | 257.4 | $ | 7.5 | 2.9 | % | ||||||||
Web |
98.3 | 100.9 | $ | (2.6 | ) | (2.6 | )% | |||||||||
Total revenue |
$ | 363.2 | $ | 358.3 | $ | 4.9 | 1.4 | % |
Year ended December 31, |
Change |
|||||||||||||||
($ in millions) |
2021 |
2020 |
2021 vs 2020 |
|||||||||||||
Revenue |
||||||||||||||||
US (1) |
$ | 317.6 | $ | 309.2 | $ | 8.4 | 2.7 | % | ||||||||
International |
45.6 | 49.1 | $ | (3.5 | ) | (7.1 | )% | |||||||||
|
|
|
|
|
|
|
|
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Total revenue |
$ | 363.2 | $ | 358.3 | $ | 4.9 | 1.4 | % |
(1) | Revenue by geography is an estimate based on available information. When location data cannot be validated, the location is assumed to be in the United States. |
Year ended December 31, |
Change |
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(in millions, except ARPDAU and percentage) |
2021 |
2020 |
2021 vs 2020 |
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Key performance indicator |
||||||||||||||||
Mobile penetration |
72.9 | % | 71.8 | % | 1.1 | pp | 1.5 | % | ||||||||
Average MAU |
2.4 | 2.9 | (0.5 | ) | (17.2 | )% | ||||||||||
Average DAU |
1.0 | 1.2 | (0.2 | ) | (16.7 | )% | ||||||||||
ARPDAU |
$ | 0.97 | $ | 0.83 | $ | 0.14 | 16.9 | % |
Year ended December 31, |
Change |
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2021 |
2020 |
2021vs 2020 |
||||||||||||||
Average MPUs (in thousands) (1) |
139 | 156 | (17 | ) | (10.9 | )% | ||||||||||
Average monthly revenue per payer (2) |
$ | 218 | $ | 191 | $ | 27 | 14.1 | % | ||||||||
Payer conversion rate |
5.7 | % | 5.4 | % | 0.3 | pp | 5.2 | % |
(1) | We define Average MPUs as the average number of players who made a purchase at least once in a month during the applicable time period. However, as with our calculation of average MAU, an individual who plays two different games or from two different devices may, in certain circumstances be counted as multiple MPUs. We use third-party data and registration for our loyalty program to assist us in the limiting occurrences of multiple-counting. |
(2) | Average monthly revenue per payer is calculated by dividing the average monthly revenue for the period by the Average MPUs in that period. |
Year ended December 31, |
Change |
Percentage of revenue |
||||||||||||||||||||||||||
($ in millions) |
2021 |
2020 |
2021 vs. 2020 |
2021 |
2020 |
2021 vs. 2020 change |
||||||||||||||||||||||
Cost of revenue (1) |
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Platform |
$ | 108.0 | $ | 107.0 | $ | 1.0 | 0.9 | % | 29.7 | % | 29.9 | % | (0.2 | )pp | ||||||||||||||
Data center |
2.4 | 1.9 | 0.5 | 26.3 | % | 0.7 | % | 0.5 | % | 0.2 | pp | |||||||||||||||||
Royalty |
15.5 | 16.4 | (0.9 | ) | (5.5 | )% | 4.3 | % | 4.6 | % | (0.3 | )pp | ||||||||||||||||
Customer service |
0.7 | 1.0 | (0.3 | ) | (30.0 | )% | 0.2 | % | 0.2 | % | nm | |||||||||||||||||
Total cost of revenue |
$ | 126.6 | $ | 126.3 | $ | 0.3 | 0.2 | % | 34.9 | % | 35.2 | % | (0.3 | )pp |
(1) |
Excluding depreciation and amortization. |
Year ended December 31, |
Change |
Percentage of revenue |
||||||||||||||||||||||||||
($ in millions) |
2021 |
2020 |
2021 vs. 2020 |
2021 |
2020 |
2021 vs. 2020 change |
||||||||||||||||||||||
Sales and marketing (1) |
$ | 78.8 | $ | 71.2 | $ | 7.6 | 10.7 | % | 21.7 | % | 19.9 | % | 1.8 | pp |
(1) | Excluding depreciation and amortization. |
Year ended December 31, |
Change |
Percentage of revenue |
||||||||||||||||||||||||||
($ in millions) |
2021 |
2020 |
2021 vs. 2020 |
2021 |
2020 |
2021 vs. 2020 change |
||||||||||||||||||||||
Research and development (1) |
$ | 18.5 | $ | 18.8 | $ | (0.3 | ) | (1.6 | )% | 5.1 | % | 5.2 | % | (0.1 | )pp |
(1) | Excluding depreciation and amortization. |
Year ended December 31, |
Change |
Percentage of revenue |
||||||||||||||||||||||||||
($ in millions) |
2021 |
2020 |
2021 vs. 2020 |
2021 |
2020 |
2021 vs. 2020 change |
||||||||||||||||||||||
General and administrative (1) |
$ | 22.6 | $ | 21.7 | $ | 0.9 | 4.1 | % | 6.2 | % | 6.1 | % | 0.1 | pp |
(1) | Excluding depreciation and amortization. |
Year ended December 31, |
Change |
|||||||||||||||
($ in millions) |
2021 |
2020 |
2021 vs. 2020 |
|||||||||||||
Depreciation and amortization |
$ | 17.9 | $ | 31.6 | $ | (13.7 | ) | (43.4 | )% |
Year ended December 31, |
Change |
|||||||||||||||
($ in millions) |
2021 |
2020 |
2021 vs. 2020 |
|||||||||||||
Other income |
||||||||||||||||
Gain on foreign currency transaction |
$ | 1.1 | $ | 2.3 | $ | (1.2 | ) | (52.2 | )% | |||||||
Gain on foreign currency remeasurement of intercompany item |
1.9 | (0.2 | ) | 2.1 | (1050 | )% | ||||||||||
Interest income |
0.2 | 0.2 | — | (0.0 | )% | |||||||||||
Miscellaneous income |
0.7 | nm | 0.7 | (100.0 | )% | |||||||||||
|
|
|
|
|
|
|
|
|||||||||
Total other income |
$ | 3.9 | $ | 2.3 | $ | 1.6 | (69.6 | )% | ||||||||
Other expenses |
||||||||||||||||
Interest expense |
$ | 2.0 | $ | 10.8 | $ | (8.8 | ) | (81.5 | )% | |||||||
Miscellaneous expenses |
nm | 5.0 | (5.0 | ) | (100.0 | )% | ||||||||||
|
|
|
|
|
|
|
|
|||||||||
Total other expenses |
$ | 2.0 | $ | 15.8 | $ | (13.8 | ) | (87.4 | )% | |||||||
|
|
|
|
|
|
|
|
|||||||||
Total other income/(expense), net |
$ | 1.9 | $ | (13.5 | ) | $ | 15.4 | (114.1 | )% |
Year ended December 31, |
Change |
|||||||||||||||
($ in millions) |
2021 |
2020 |
2021 vs. 2020 |
|||||||||||||
Income tax expense |
$ | 22.5 | $ | 21.6 | $ | 0.9 | 4.2 | % |
Year ended December 31, |
Change |
|||||||||||||||
($ in millions) |
2020 |
2019 |
2020 vs 2019 |
|||||||||||||
Revenue |
||||||||||||||||
Mobile |
$ | 257.4 | $ | 184.7 | $ | 72.7 | 39.4 | % | ||||||||
Web |
100.9 | 88.9 | $ | 12.0 | 13.5 | % | ||||||||||
Total revenue |
$ | 358.3 | $ | 273.6 | $ | 84.7 | 31.0 | % |
Year ended December 31, |
Change |
|||||||||||||||
($ in millions) |
2020 |
2019 |
2020 vs 2019 |
|||||||||||||
Revenue |
||||||||||||||||
US (1) |
$ | 309.2 | $ | 237.7 | $ | 71.5 | 30.1 | % | ||||||||
International |
49.1 | 35.9 | $ | 13.2 | 36.8 | % | ||||||||||
|
|
|
|
|
|
|
|
|||||||||
Total revenue |
$ | 358.3 | $ | 273.6 | $ | 84.7 | 31.0 | % |
(1) | Revenue by geography is an estimate based on available information. When location data cannot be validated, the location is assumed to be in the United States. |
Year ended December 31, |
Change |
|||||||||||||||
(in millions, except ARPDAU and percentage) |
2020 |
2019 |
2020 vs 2019 |
|||||||||||||
Key performance indicator |
||||||||||||||||
Mobile penetration |
71.8 | % | 67.5 | % | 4.3pp | 6.4 | % | |||||||||
Average MAU |
2.9 | 2.8 | 0.1 | 3.6 | % | |||||||||||
Average DAU |
1.2 | 1.2 | 0 | 0.0 | % | |||||||||||
ARPDAU |
$ | 0.83 | $ | 0.64 | $ | 0.19 | 29.7 | % |
Year ended December 31, |
Change |
|||||||||||||||
2020 |
2019 |
2020 vs 2019 |
||||||||||||||
Average MPUs (in thousands) (1) |
156 | 146 | 10 | 6.8 | % | |||||||||||
Average monthly revenue per payer (2) |
$ | 191 | $ | 156 | $ | 35 | 22.5 | % | ||||||||
Payer conversion rate |
5.4 | % | 5.2 | % | 0.2 | pp | 3.8 | % |
(1) | We define Average MPUs as the average number of players who made a purchase at least once in a month during the applicable time period. However, as with our calculation of average MAU, an individual who plays two different games or from two different devices may, in certain circumstances be counted as multiple MPUs. We use third-party data and registration for our loyalty program to assist us in the limiting occurrences of multiple-counting. |
(2) | Average monthly revenue per payer is calculated by dividing the average monthly revenue for the period by the Average MPUs in that period. |
Year ended December 31, |
Change |
Percentage of revenue |
||||||||||||||||||||||||||
($ in millions) |
2020 |
2019 |
2020 vs. 2019 |
2020 |
2019 |
2020 vs. 2019 change |
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Cost of revenue (1) |
||||||||||||||||||||||||||||
Platform |
$ | 107.0 | $ | 81.3 | $ | 25.7 | 31.6 | % | 29.9 | % | 29.7 | % | 0.2 | pp | ||||||||||||||
Data center |
1.9 | 1.8 | 0.1 | 5.6 | % | 0.5 | % | 0.7 | % | (0.2 | )pp | |||||||||||||||||
Royalty |
16.4 | 15.5 | 0.9 | 5.8 | % | 4.6 | % | 5.7 | % | (1.1 | )pp | |||||||||||||||||
Customer service |
1.0 | 1.0 | 0 | 0.0 | % | 0.2 | % | 0.4 | % | (0.2 | )pp | |||||||||||||||||
Total cost of revenue |
$ | 126.3 | $ | 99.6 | $ | 26.7 | 26.8 | % | 35.2 | % | 36.4 | % | (1.2 | )pp |
(1) | Excluding depreciation and amortization. |
Year ended December 31, |
Change |
Percentage of revenue |
||||||||||||||||||||||||||
($ in millions) |
2020 |
2019 |
2020 vs. 2019 |
2020 |
2019 |
2020 vs. 2019 change |
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Sales and marketing (1) |
$ | 71.2 | $ | 35.8 | $ | 35.4 | 98.9 | % | 19.9 | % | 13.1 | % | 6.8 | pp |
(1) | Excluding depreciation and amortization. |
Year ended December 31, |
Change |
Percentage of revenue |
||||||||||||||||||||||||||
($ in millions) |
2020 |
2019 |
2020 vs. 2019 |
2020 |
2019 |
2020 vs. 2019 change |
||||||||||||||||||||||
Research and development (1) |
$ | 18.8 | $ | 19.3 | $ | (0.5 | ) | (2.6 | )% | 5.2 | % | 7.0 | % | (1.8 | )pp |
(1) | Excluding depreciation and amortization. |
Year ended December 31, |
Change |
Percentage of revenue |
||||||||||||||||||||||||||
($ in millions) |
2020 |
2019 |
2020 vs. 2019 |
2020 |
2019 |
2020 vs. 2019 change |
||||||||||||||||||||||
General and administrative (1) |
$ | 21.7 | $ | 17.2 | $ | 4.5 | 26.2 | % | 6.1 | % | 6.3 | % | (0.2 | )pp |
(1) | Excluding depreciation and amortization. |