Revenue Generation - PLAYSTUDIOS generated revenue primarily from in-game virtual currency sales, with a significant portion of revenue concentrated in North America[286][287]. - The company has expanded in-game advertising as a revenue source, particularly through its Tetris®-branded mobile game and Brainium games[288]. - Net revenue increased by $2.9 million, or 1.0%, to $290.3 million for the year ended December 31, 2022, compared to $287.4 million in 2021, primarily driven by increases in advertising and other revenue[306]. - Virtual currency revenue decreased by $18.47 million, or 6.6%, to $261.62 million in 2022, primarily due to a decline in Daily Payer Users (DPU)[306]. - Advertising revenue surged by $14.88 million, or 213.6%, to $21.84 million in 2022, driven by an increase in impression count and engagement opportunities[308]. User Engagement and Metrics - Daily Active Users (DAU) and Monthly Active Users (MAU) are key performance indicators, with DAU defined as individuals playing a game on a particular day[295][298]. - Average Daily Active Users (DAU) rose by 673, or 54.1%, to 1,917 in 2022 from 1,244 in 2021, while Average Monthly Active Users (MAU) increased by 3,821, or 92.9%, to 7,932[306]. - Daily Paying Users (DPU) measures the number of individuals making purchases in a game daily, with Average DPU calculated for performance tracking[299]. - Average Daily Revenue Per DAU (ARPDAU) is used to assess overall monetization, calculated as game and advertising revenue divided by Average DAU[301]. - The Average Daily Payer Conversion rate decreased by 1.2 percentage points to 1.5% in 2022 from 2.7% in 2021[306]. Financial Performance - Adjusted EBITDA (AEBITDA) decreased by $1.3 million, or 3.3%, to $38.3 million in 2022, with an AEBITDA margin of 13.2% compared to 13.8% in 2021[304]. - Operating expenses increased by $27.98 million, or 9.6%, to $318.39 million in 2022, with significant increases in general and administrative expenses by 44.3%[309]. - General and administrative expenses rose by $12.37 million, or 44.3%, to $40.27 million in 2022, increasing as a percentage of net revenue from 9.7% in 2021 to 13.9%[313]. - The company reported a total other income, net of $4.463 million for the year ended December 31, 2022, a decrease of 66.9% from $13.469 million in 2021[317]. - The income tax benefit for 2022 was approximately $5.8 million, reflecting an effective income tax rate of 24.6%, compared to a benefit of $0.3 million and a negative effective rate of 2.5% in 2021[318]. Investments and Acquisitions - The company acquired Brainium, enhancing its portfolio of free-to-play casual games and improving user retention and engagement[283]. - The company used $102.3 million in investing activities in 2022, primarily due to $70.4 million related to acquisitions and $10.0 million for property and equipment purchases[327]. - The company plans to continue making significant investments to support business growth and may require additional funds for new game development and acquisitions[320]. Operational Challenges - The impact of COVID-19 has led to operational disruptions and potential changes in player purchasing behavior due to economic conditions[289][290]. - Restructuring expenses increased by $9.94 million, or 322.5%, to $13.02 million in 2022, reflecting non-cash impairment charges related to the suspension of Kingdom Boss development[316]. Cash and Liquidity - As of December 31, 2022, the company had cash and cash equivalents of $134.0 million, sufficient to fund operations and capital expenditures for at least the next twelve months[320]. - The company reported a slight decrease in net cash provided by operating activities, totaling $33.4 million in 2022 compared to $33.9 million in 2021[326]. - Financing activities resulted in a net cash outflow of $9.6 million in 2022, compared to an inflow of $186.9 million in 2021, largely due to share repurchases and minimum guarantee obligations[328]. Tax and Compliance - The company accounts for uncertain tax positions in accordance with ASC 740, recognizing only those tax positions that are more likely than not to be sustained upon examination[350]. - The company had gross unrecognized tax benefits of $0.5 million as of December 31, 2022, with an additional $0.1 million for interest and penalties classified as long-term liabilities[330]. Revenue Recognition - The Company recognizes revenue from in-game purchases of virtual currency over an estimated average consumption period of approximately one day, with a timing difference between purchase and consumption ranging from one to seven days[343]. - The Company has determined that players who purchase virtual currency generally do not buy additional currency if their existing balances have not been substantially consumed[343]. - The Company has contractual relationships with various advertising service providers, recognizing revenue from advertisements at the point in time when they are displayed or completed[346]. - The transaction price for advertising revenue is determined by the number of advertising units delivered, with payment terms ranging from 45 to 60 days after the end of the month[347]. - The Company has concluded that virtual currency represents consumable goods, and revenue is recognized as the virtual currency is consumed[343]. - The Company continues to gather detailed player behavior data to assess its revenue recognition policy and make necessary adjustments based on changes in player behavior patterns[344]. Foreign Currency Exposure - The Company does not hedge its foreign currency exposure but may consider doing so in the future, as fluctuations in exchange rates could materially impact results[356]. - A hypothetical 5% strengthening or weakening of the U.S. Dollar would have an immaterial impact on the Company's foreign currency gain or loss for a twelve-month period[358]. Contractual Obligations - The company had total contractual obligations of $20.442 million as of December 31, 2022, with $6.585 million due within one year[329]. - The company entered into a credit agreement providing a revolving credit facility of $75 million, which was increased to $81 million in August 2022[321][323].
PlayStudios(MYPS) - 2022 Q4 - Annual Report