Operator
Operator
Well, good day, ladies and gentlemen, and welcome to the Activision Blizzard's Q2 2015 Earnings Conference Call. Today's conference is being recorded. I will now turn today's call over to Ms. Amrita Ahuja. Please go ahead.
Block, Inc. (XYZ)
Q2 2015 Earnings Call· Tue, Aug 4, 2015
$69.53
—
Operator
Operator
Well, good day, ladies and gentlemen, and welcome to the Activision Blizzard's Q2 2015 Earnings Conference Call. Today's conference is being recorded. I will now turn today's call over to Ms. Amrita Ahuja. Please go ahead.
Amrita Ahuja
Management
Good afternoon. And thank you for joining us today for Activision Blizzard's Second Quarter 2015 Conference Call. Speaking on the call today will be Bobby Kotick, CEO of Activision Blizzard; Thomas Tippl, COO of Activision Blizzard; Dennis Durkin, CFO of Activision Blizzard; Eric Hirshberg, CEO of Activision Publishing; and Mike Morhaime, CEO of Blizzard Entertainment. I would like to remind everyone that during this call, we will be making statements that are not historical facts. These are forward-looking statements that are based on current expectations and assumptions that are subject to risks and uncertainties. A number of important factors could cause the company's actual future results and other future circumstances to differ materially from those expressed in any forward-looking statements, including the factors discussed in the Risk Factors sections of our SEC filings, including our 2014 annual report on Form 10-K, which is on file with the SEC, and those indicated on the slide that is showing. The forward-looking statements in this presentation are based on information available to the company as of the date of this presentation, and while we believe them to be true, they ultimately may prove to be incorrect. The company undertakes no obligation to release publicly any revisions to any forward-looking statements to reflect events or circumstances after today, August 4, 2015, or to reflect the occurrence of unanticipated events. I would like to note that certain numbers we will be presenting today will be made on a non-GAAP basis, excluding the impact of the change in deferred net revenues and related cost of sales with respect to certain of our online-enabled games; expenses related to stock-based compensation; the amortization of intangible assets; expenses including legal fees, costs, expenses and accruals related to the purchase transaction and related debt financing; and the associated tax benefits. Please refer to our earnings release, which is posted on www.activisionblizzard.com for a full GAAP to non-GAAP reconciliation and further explanation. There's also a PowerPoint overview, which you can access with the webcast and which will be posted to the website following the call. In addition, we will also be posting a financial overview highlighting both GAAP and non-GAAP results and a one page summary sheet. And now I'd like to introduce our CEO, Bobby Kotick.
Robert Kotick
Management
Thanks very much, Amrita, and thank you, all, for joining us this afternoon. Q2 was another strong quarter and we have a lot of momentum going into the back half of this year. Our teams around the world continue to deliver the very best interactive entertainment and our franchises continue to be among the strongest in all of entertainment. On today's call, Thomas will discuss the key drivers of our over performance, Dennis will review our financial results in detail, and then Mike and Eric will discuss the positive results in their respective operating units. Thomas?
Thomas Tippl
Management
Thanks, Bobby. Our strategic focus on expanding our franchise portfolio with captivating and original new intellectual property, innovating on new platforms and expanding into new geographies is reflected in our results. We outperformed our Q2 targets and last year's results on revenues, digital growth and earnings per share. These strong results and the excitement for upcoming launches have driven us to raise our full year outlook yet again. As we are successfully transitioning from a launch to a year-round engagement model, our audience base and the total amount of time people spend with our franchises continue to grow. In the second quarter, our monthly active users grew by 35% year-over-year. And in a world with so many entertainment choices, from television to movies to social media and beyond, we are grateful that people are choosing to spend more and more of their time with us. In the second quarter, the amount of time our communities spent playing Activision Blizzard games grew by 25% year-over-year. In fact, this past quarter, our player communities logged nearly 3.5 billion hours of gameplay with our key franchises Heroes of the Storm, Hearthstone, World of Warcraft, Diablo, StarCraft, Skylanders, Destiny and Call of Duty. And these numbers do not even include the rapidly increasing amount of time spectators spend watching content based on our games on channels like Twitch and YouTube. Our strategic investments in new franchises, platforms and geographies continue to pay off. And along with growing engagement and better monetization, sets the stage for more growth ahead. We are well underway to expanding our franchise portfolio from 5 to over 10, with 4 new intellectual properties already launched and performing well. In addition, the beloved Guitar Hero franchise will return this fall with product innovation that we couldn't be more excited about. And Overwatch is on the horizon, with the beta this fall. With an increasing focus on mobile and tablet, Hearthstone's release on iOS and Android smartphones in April multiplayer base has been a key driver for outperformance in Q2 and should benefit us for the foreseeable future. Guitar Hero Live's phone release will also include mobile and tablet at launch. And we are redoubling our efforts to provide a great mobile experience for our Skylanders franchise in addition to making the full game available on tablets. Finally, we're positioned for growth in new geographies and, in particular, in large and fast-growing China. We now have 6 franchises in market in China, up from 2 at the start of last year, and we're already seeing strong results, with our teams and partners in China delivering record revenues and MAUs in Q2. Before I hand it over to Dennis, I want to thank our talented teams who continue to execute very well. Our employees are extraordinarily committed and they create the most engaging entertainment experiences for our players. And it shows in our results, which Dennis is now going to take you through in detail.
Dennis Durkin
Management
Thanks, Thomas. Good afternoon, everyone. Today, I will review our better than expected Q2 financial results, our outlook for Q3 and our increased outlook for 2015. Unless otherwise indicated, I will be referencing non-GAAP measures, so please refer to our earnings release for full non-GAAP to GAAP reconciliations. For the quarter, on a GAAP basis, we generated revenues of $1.04 billion, up 8% year-over-year; an operating margin of 32%; and GAAP EPS of $0.29, up $0.08 versus our May guidance. For the quarter, on a non-GAAP basis, we generated revenues of $759 million; an operating margin of 23%, up more than 550 basis points year-over-year; and EPS of $0.13. We outperformed last year's revenue and EPS by $101 million and $0.07, respectively. At constant FX for Q2, we outperformed last year's revenue by $188 million or 29%, operating income by $116 million or 103% and EPS by $0.13. In addition, we outperformed our May guidance by $109 million on revenue and $0.06 on EPS. Revenue and EPS outperformance was primarily due to strong growth in recurring revenue from digital content across our broad franchise portfolio. Importantly, total digital revenues grew 27% year-over-year to a Q2 record of $611 million. The main franchise drivers of the quarter's performance were: Hearthstone, with the launch of their newest adventure, Blackrock Mountain, as well as the release of Hearthstone onto new Android and iOS smartphones; Destiny, with the launch of their second expansion, House of Wolves; Call of Duty, with sales of Season Pass, DLC and microtransactions like Supply Drops for Advanced Warfare; Blizzard's Diablo III, which launched and outperformed in China, helping drive record revenues in the -- in China for the company this quarter; and finally, Blizzard launched Heroes of the Storm globally on June 2. Note that this quarter was an…
Eric Hirshberg
Management
Thanks, Dennis. Activision Publishing significantly outperformed last year's result and delivered meaningfully higher digital revenues and operating income for the quarter and the first half of the year. Our Q2 and year-to-date revenues were each up 35% at a constant FX rate. We also continue to have 2 of the top 5 console franchises year-to-date in Skylanders and Call of Duty, and 3 of the top 5 next-gen games life-to-date, including the #1 slot. This revenue performance is due to our proven ability to create great games that turn into beloved long-term franchises. In recent years, we have methodically and effectively expanded our portfolio to now include 3 innovative and industry-leading franchises, each of which gamers enjoy playing year-round. As a result, our monthly active users are up by more than 25% in Q2 year-over-year and each of these franchises contributed significantly to our over performance year-to-date. Let me share some specifics by franchise, starting with Call of Duty. In Q2, revenue was up by a double-digit percentage year-over-year due to strong sell-through on Advanced Warfare, strong momentum in digital monetization as well as strong sell-through on catalog titles. I want to highlight Advanced Warfare's strong season of digital content in particular. Season Pass, DLC, microtransactions and average revenue per user have all grown year-over-year. As we said on our last call, we introduced a new digital consumable mechanic called Supply Drops to which players have responded very positively. We maintained our already high engagement levels, while monetization of that engagement significantly grew. We believe this approach will allow our average revenue per user to continue to grow in future years, driving higher margins as more revenue is delivered digitally. Which brings me to Call of Duty: Black Ops III, the November release from our award-winning studio, Treyarch. In June,…
Michael Morhaime
Management
Thank you, Eric. Blizzard had another strong quarter in Q2, with multiple releases and more activity on more platforms than in any previous quarter. This new content lead to incredible engagement across our player base. Monthly active users, the number of players who log in to a game each month in the quarter from across the entire portfolio, is a good indicator of the health of a Blizzard community. In Q2, the average MAU across Blizzard games was up more than 50% year-over-year, achieving its highest level ever. Moreover, Battle.net ended the quarter at an all-time high for active accounts, again up double-digits percentage-wise year-over-year. These important metrics reflect the strength of our portfolio, with many more people around the world playing more Blizzard games than ever before. On the World of Warcraft front, in late June, we launched one of our biggest, non-expansion content updates ever, Patch 6.2, Fury of Hellfire. It added a new zone for players to explore, a new raid and much more. This helped stabilize the subscriber base in the last part of the quarter. We're currently at work on a much-anticipated update for the game that will bring flying to Draenor, add a new player versus player matchmaking feature and more. In addition, we're going to have exciting news at Gamescom this week. We'll be announcing the next expansion for World of Warcraft. We have been listening closely to our players about their experience with Warlords of Draenor, and we think they'll be really excited when they hear our plans. You can tune in to the announcement through the Battle.net desktop app or the World of Warcraft website. Hearthstone had a very good quarter, with multiple releases in quick succession. We launched the Blackrock Mountain adventure at the beginning of the quarter, followed by…
Amrita Ahuja
Management
Thanks, Mike. Operator, we'll now take a few questions.
Operator
Operator
[Operator Instructions] And we'll hear first from Drew Crum with Stifel.
Andrew Crum
Analyst
Okay. So on Hearthstone, can you guys discuss the revenue mix you're seeing for the game and what you've observed in terms of monetization on smartphones, and whether or not that's led to any cannibalization against PC revenue?
Michael Morhaime
Management
So we don't provide per platform breakouts, but the launch on phones and the new content that we've recently released combined have led to a step change in Hearthstone's results. We're very pleased to see substantial growth across the board. We saw almost double the amount of active players and time spent year-over-year and an increase of more than 50% quarter-over-quarter. Revenue on the new platforms appears to be incremental to PC.
Operator
Operator
And we'll now hear from Chris Merwin, Barclays.
Christopher Merwin
Analyst
So I just had a question about eSports. I know this has been an area of focus for you most recently with some of the new free-to-play titles like Heroes of the Storm, which, Mike, I think you mentioned in your prepared remarks. So could you please just talk about how eSports have helped in terms of driving player engagement and maybe what types of opportunities you see there over time?
Robert Kotick
Management
Yes, that's a great question. We've said over the last few years that we see competitive gaming as great -- greatest opportunity for the company and, obviously, a great way to celebrate our players. The franchises like Hearthstone and Heroes of the Storm and Call of Duty and then future franchises like Overwatch are going to be among the most important of all eSports franchises. From our perspective, if you look at just spectating hours on our franchises over the last 12 months, spectator hours have jumped to roughly 1.5 billion hours. And we expect that we're really in the first inning of eSports opportunities. So this is an area of great focus and attention and investment across the company. And we expect that we'll continue to lead in eSports as we have since the beginning of eSports initiatives.
Operator
Operator
And our next question will come from Mike Olson with Piper Jaffray.
Michael Olson
Analyst
All right. So Activision pioneered the toys-to-life genre, but since then the space has become a bit more crowded with competitors, particularly with bigger brand IP, Disney, Star Wars, Marvel, et cetera, now LEGOs. Just curious about how you're thinking about Skylanders and how it could compete over the next couple years and beyond to maintain the lead?
Eric Hirshberg
Management
Sure. I understand the question. It's inarguable that the category has become much more crowded since we invented it a few years ago. But to be fair, we've been being asked some form of this question, how can you hold on to your lead versus competitors that have much better established characters from other mediums since the -- before the launch of the first Disney game. We're now several games past that and we've managed to retain our sizeable lead at every step of the way. We've already shown, I think, that established characters from other mediums are not the shortcut to leading this category. We believe we will continue to lead the category because we make the best games in the category, we've consistently delivered the best innovations in the category, and our characters are built for interactive entertainment and our creators have no constraints surrounding what those characters can and can't do in a video game, and we believe that's a key competitive advantage as well. On the category itself, we think that the toys-to-life genre will continue to grow and, more broadly, that the idea of physical toys that have digital lives is definitely here to stay. Also thus far, we've only brought one form of toys-to-life with action figures. As I mentioned with SuperChargers, we're bringing vehicles to life as well and vehicle toys are an even bigger category than action figures are, so we're actually expanding the pie and the audience further. So we think the category is going to continue to grow. And we're confident that we, uniquely, have the right strategy and capabilities to continue to lead it.
Operator
Operator
Moving on to Justin Post with Merrill Lynch.
Justin Post
Analyst
I'd like to talk a little about World of Warcraft. Can you talk more about the kind of subscribers by geography? What's going on in the Western markets? Any metrics you can share on players or player hours with that? And I guess, you're going to have a expansion pack, but what's your kind of outlook for that franchise? Can you get expansion packs to kind of not ebb and flow or kind of sustain the subscriber levels at -- going forward?
Michael Morhaime
Management
So we don't disclose that level of detail on subscriber engagement. But, I mean, as with all of our franchises, we think great content is what draws players in, keeps them engaged and brings them back. That's why we have been continuing to invest in growing the World of Warcraft development team. We have now more developers working on World of Warcraft than ever before, and that's so we can continue to release high quality content for our community and, hopefully, increase the pace at which we're releasing that. The upcoming expansion announcement, I think is a great example, which we're planning to announce later this week at Gamescom. Looking back at Warlords of Draenor, we were able to bring back more players than any previous expansion, taking the game back over 10 million subscribers, so we definitely believe that there's potential to reengage lapsed layers with good new content. We also think that the Warcraft movie is a key inflection point. It's coming out next June. It's a chance to expose the Warcraft franchise's rich lore to new audiences and, hopefully, increase interest in World of Warcraft overall.
Operator
Operator
Cowen and Company's Doug Creutz has the next question.
Douglas Creutz
Analyst
I was wondering if you could talk a little bit about what you're seeing in terms of preorder interest for Call of Duty?
Eric Hirshberg
Management
Sure. First, I want to reiterate what we've said a couple times now in the past, which is that as the world moves more to digital, obviously, preorders become really just one of the many metrics that we look at to determine momentum. So with that as a backdrop, I'll tell you that year-to-date, we're, in fact, significantly up on preorders with Black Ops III. And we expect Call of Duty to lead the industry in preorders again. But more important to us than that is the wide range of other metrics that we use to look at. And from trailer views, to positive sentiment, to social media engagements, to unaided title awareness, to purchase intent, these metrics are all also up year-on-year as well. Also, as I said, we now have over 11 million monthly active users playing Black Ops II, which is unprecedented 3 years past the release date as one of our titles. And it shows, I think, a lot of momentum, a lot of hunger for -- as we head into the launch of Black Ops III. So we're optimistic.
Operator
Operator
And we'll now hear from Brian Pitz with Jefferies.
Brian Pitz
Analyst
For Guitar Hero Live, in terms of sales expectations, is there any perspective you could provide for how we should think about this title? And looking at it from a profitability standpoint, how would you expect the game to compare to the overall corporate margin profile?
Eric Hirshberg
Management
Sure, Brian. As I think you know, we don't provide a specific forecast franchise by franchise, but I'll still try to answer the spirit of your question. We know we have a great game that has meaningful innovations, and everyone who has put their hands on it, including both critics and fans, loves it. Guitar Hero Live makes you feel more like a rock star than ever before, which is a big marketable innovation. But equally important is Guitar Hero TV, which gives us a real long-term engagement strategy on this franchise for the first time. We've learned a lot of lessons here from games like Call of Duty and Destiny, which are that fans appreciate a constant stream of new content, the ability to compete with their friends online and for the game to constantly reward them for their engagement. So we've designed GHTV with all that in mind. So it's really about more than just how many units we sell, it's all about us driving that long-term engagement and you know how powerful that can be for our business when we achieve that. And also, we're expanding the addressable audience by making the game available on mobile. And we've made a significant investment in both the product development to make sure we have a great game and we're making a significant investment in the marketing to make sure that we have a great launch. So those should be 2 good indicators for you. We believe that this can be a significant contributor to our business in the coming years.
Operator
Operator
We're moving on to Eric Handler with MKM Partners.
Eric Handler
Analyst
So I recognize while still early in the launch, I was hoping you could discuss where you are with the players and, more specifically, the paying players for Heroes of the Storm? Also are there any regions of the world where player engagement is more significant than others? And maybe you could draw any similarities, if possible, to what you saw in the early days of the release of Hearthstone?
Michael Morhaime
Management
Okay. It's tough to draw any meaningful comparison to Hearthstone just because the pricing model and gameplay are so different. I think I would say that looking at the game's reception and performance globally, we're very happy with the reaction and reception around the world. We did just launch the game in June, so you're right, it is still very early. I think if you look at other games in the genre, they all had more gradual growth of their player base, so that is what we would expect to see with Heroes of the Storm. We think that in this genre, eSports is a big driver. And we've already started with our major eSports initiatives underway with our Road to BlizzCon, and so we would expect that eSports will continue to be a driver for us in terms of engagement and growth of the game. So right out the gate, we're very pleased with the positive reception from players and press. We're going to continue evolving the game, adding content on a frequent cadence. And we think we're well on the way towards Heroes becoming another key pillar in the portfolio.
Operator
Operator
And ladies and gentlemen, we have time for one additional question from Colin Sebastian with Robert Baird.
Colin Sebastian
Analyst
Eric, on Destiny, you mentioned engagement being very high with the game and preorders for the expansion seem to be quite strong as well. Can you help us by putting into perspective how large this expansion could be relative to a typical game's expansion pack, and if you could compare the amount of content that comes with The Taken King versus other packs?
Eric Hirshberg
Management
Sure, Colin. It's hard to compare to other games' expansion packs because Destiny is such an unusual game. But the short answer is, compared to our own past expansion packs, it's significantly bigger than the other expansion packs we've had, but still smaller than an entirely new game. We're calling it a mega-expansion for a reason. But that's just The Taken King. And I want to emphasize that equally significant to our plans for Q4 are -- is the Legendary Edition, which includes the original game, both the expansion packs thus far and The Taken King, and it's just $60. So this probably represents the most gameplay you can get for $60 anywhere in the industry this holiday. And we're doing that very deliberately because -- both because we want to bring in new fans and it's a great value for them, but it's also the right thing to do for the community because it's a shared world game and we want to keep the largest number of players possible playing together with the same content. So both strategies are equally important to our launch this Q4.
Colin Sebastian
Analyst
Okay. And then, maybe just a quick follow-up. Obviously, a nice bead on the digital revenue side. Can you talk a little bit more about trends in the digital side of the business? And how we should expect that to track over the remainder of the year?
Michael Morhaime
Management
Sure, thanks, Colin. Yes, obviously, digital was a great -- we had great momentum on digital in the first half of the year. And we expect -- obviously, we look forward for the first time that more than 50% of the company sales will come through digital channels this year, which is an important milestone. And obviously, with a great digital growth of 27% in Q2, we're well on our way to achieving that. There's a couple of buckets in terms of that, that are really important. The first is, obviously, full game downloads, where on the Blizzard side of the business, we already see most of the majority of that volume being digital. Now we're starting to see on the console side more of our AAA share moving digitally. We've seen high teens in the past, and that can sometimes spike in weeks depending upon how deep a title is in its catalog lifespan. So that's growing very, very nicely and we expect that to continue to grow this holiday. But another important area for us, in that you really see reflected in our results so far this year is digital add-on content sales. So think of that as content and services that we sell to our players once they're already playing one of our games. And these are things like advanced Supply Drops or map packs in Call of Duty, or card packs in -- or Arena Tokens in Hearthstone, or paid character boosts in World of Warcraft's -- in World of Warcraft. And our teams are getting more and more creative about finding ways to use these tools to drive further engagement. And this is actually the largest and fastest-growing segment of our digital business, which had sales in this area growing at over 56% year-over-year or 73% at constant currency, so very, very strong momentum there. And we think that these add-on content sales are super important because they provide not only opportunities for ARPU expansion and nice margins, but can expand and deepen gameplay and engagement with our player base. So overall, strong trends and momentum for this in -- heading into the back half of the year.
Operator
Operator
Turn it back to the speakers for closing or additional remarks.
Amrita Ahuja
Management
Thank you very much, everyone, for joining the call.
Michael Morhaime
Management
Thank you.
Operator
Operator
And again, ladies and gentlemen, that does conclude our conference for today. We thank you, all, for your participation.