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skillz(SKLZ) - 2020 Q4 - Earnings Call Transcript

Financial Data and Key Metrics Changes - Revenue for Q4 2020 was $67.7 million, representing a 95% increase year-over-year, while total revenue for 2020 reached $230.1 million, up 92% from the previous year [40][41] - The company achieved a gross margin of 95% for the quarter, with adjusted EBITDA for Q4 at a negative $23.8 million, compared to a negative $7.8 million in the prior year [41][42] - Adjusted EBITDA before user acquisition increased by 98% year-over-year, maintaining 25% as a percentage of revenue [43] Business Line Data and Key Metrics Changes - The platform powered over 2 billion tournaments in 2020, generating $1.6 billion in gross marketplace volume [14] - Monthly active users (MAU) reached 2.6 million, a 63% increase from 2019, with 13% of users engaging in prize competitions [15][16] Market Data and Key Metrics Changes - The mobile gaming market is projected to grow to $161 billion by 2025, driven by the proliferation of mobile devices [14] - The U.S. mobile gaming market has approximately 210 million gamers growing at 6% per year, while India's market is expected to grow at 26% per year with 137 million gamers [32] Company Strategy and Development Direction - The company aims to expand its platform capabilities by investing in synchronous gameplay and scalable technology infrastructure [17][19] - Strategic partnerships, such as the multiyear agreement with the NFL, are expected to enhance distribution and brand integration [29][33] - The company plans to focus on international expansion, starting with India, to tap into a larger market [31] Management's Comments on Operating Environment and Future Outlook - Management expressed confidence in the growth trajectory, emphasizing the importance of investing in user acquisition and engagement to capture market share [63][67] - The company does not foresee significant negative impacts from IDFA changes, viewing it as an opportunity to enhance monetization [72] Other Important Information - The company ended the year with $262.7 million in cash and no debt, with plans to exercise a redemption right on public warrants to generate an additional $198.4 million [50][51] - The company is focused on building a long-term independent business with a vision for eSports for everyone [35] Q&A Session Summary Question: Game concentration and revenue concentration - Management acknowledged revenue concentration around a few games but noted that this is typical in media businesses, with shifts in popularity over time [58] Question: Update on Android growth and implications of Google Play changes - Management indicated that the changes in Google Play terms are indicative of a positive trend for emerging content categories, with Android revenue growing at twice the rate of iOS [62] Question: Sales and marketing spend dynamics - Management clarified that the focus is on growing paying users rather than total users, with a significant increase in paying users year-over-year [68] Question: Channels for customer acquisition cost (CAC) and IDFA impact - Management does not expect material negative impacts from IDFA changes, viewing it as potentially beneficial for their business model [72] Question: Ability to scale players and match skill sets - Management emphasized that the platform is designed to ensure fair and efficient matching as the user base scales, supported by significant investments in data science [76]