Filed On 12/19/06 5:19pm ET ˇ SEC File 333-139493 ˇ Accession Number 891618-6-520
As Of Filer Filing As/For/On Docs:Pgs Issuer Agent
12/19/06 Glu Mobile Inc S-1 22:637 Bowne of Palo Alto/FA
Document/Exhibit Description Pages Size
1: S-1 Registration Statement (General Form) HTML 2,239K
2: EX-4.02 Instrument Defining the Rights of Security Holders HTML 267K
3: EX-10.01 Material Contract HTML 59K
4: EX-10.05 Material Contract HTML 427K
5: EX-10.13 Material Contract HTML 191K
6: EX-10.14 Material Contract HTML 16K
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13: EX-10.21 Material Contract HTML 52K
14: EX-10.22 Material Contract HTML 58K
15: EX-10.23 Material Contract HTML 20K
16: EX-10.24 Material Contract HTML 13K
17: EX-21.01 Subsidiaries of the Registrant HTML 10K
18: EX-23.02 Consent of Experts or Counsel HTML 8K
19: EX-23.03 Consent of Experts or Counsel HTML 8K
20: EX-23.04 Consent of Experts or Counsel HTML 10K
21: EX-99.01 Miscellaneous Exhibit HTML 12K
22: EX-99.02 Miscellaneous Exhibit HTML 11K
This is an EDGAR HTML document rendered as filed. [ Alternative Formats ]
Registration No.
333-
UNITED STATES SECURITIES AND
EXCHANGE COMMISSION
Washington, D.C.
20549
Form S-1
REGISTRATION STATEMENT UNDER
THE SECURITIES ACT OF 1933
GLU MOBILE INC.
(Exact name of registrant as
specified in its charter)
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Delaware
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7371
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91-2143667
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(State or other jurisdiction
of
incorporation or organization)
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(Primary standard industrial
classification code number)
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(I.R.S. employer identification
no.)
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1800 Gateway Drive, Second Floor
(Address, including zip code,
and telephone number, including area code, of Registrant’s
principal executive offices)
L. Gregory Ballard
Chief Executive Officer and President
Glu Mobile Inc.
1800 Gateway Drive, Second Floor
(Name, address, including zip
code, and telephone number, including area code, of agent for
service)
Copies to:
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David A. Bell, Esq.
Laird H. Simons III, Esq.
Mark C. Stevens, Esq.
Fenwick & West LLP
Silicon Valley Center
801 California Street
Mountain View, CA 94041
(650) 988-8500
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Robert V.
Gunderson, Jr., Esq.
Craig M. Schmitz, Esq.
Brooks Stough, Esq.
Gunderson Dettmer Stough Villeneuve
Franklin & Hachigian, LLP
155 Constitution Drive
Menlo Park, CA 94025
(650) 321-2400
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Approximate date of commencement of proposed sale to the
public: As soon as practicable after the
effective date of this Registration Statement.
If any of the securities being registered on this Form are to be
offered on a delayed or continuous basis pursuant to
Rule 415 under the Securities Act of 1933, check the
following box. o
If this Form is filed to register additional securities for an
offering pursuant to Rule 462(b) under the Securities Act
of 1933, check the following box and list the Securities Act
registration statement number of the earlier effective
registration statement for the same
offering. o _
_
If this Form is a post-effective amendment filed pursuant to
Rule 462(c) under the Securities Act of 1933, check the
following box and list the Securities Act registration statement
number of the earlier effective registration statement for the
same
offering. o _
_
If this Form is a post-effective amendment filed pursuant to
Rule 462(d) under the Securities Act of 1933, check the
following box and list the Securities Act registration statement
number of the earlier effective registration statement for the
same
offering. o _
_
CALCULATION OF
REGISTRATION FEE
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Proposed
Maximum
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Amount of
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Title of Each
Class of Securities to be Registered
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Aggregate
Offering Price(1)
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Registration
Fee
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Common Stock, par value
$0.0001 per share
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$92,000,000
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$9,844
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Estimated solely for the purpose of calculating the amount of
the registration fee pursuant to Rule 457(o) under the
Securities Act of 1933.
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The Registrant hereby amends this Registration Statement on
such date or dates as may be necessary to delay its effective
date until the Registrant shall file a further amendment that
specifically states that this Registration Statement shall
thereafter become effective in accordance with Section 8(a)
of the Securities Act of 1933 or until the Registration
Statement shall become effective on such date as the Commission,
acting pursuant to said Section 8(a), may determine.
The
information in this preliminary prospectus is not complete and
may be changed. These securities may not be sold until the
registration statement filed with the Securities and Exchange
Commission is effective. This preliminary prospectus is not an
offer to sell nor does it seek an offer to buy these securities
in any jurisdiction where the offer or sale is not permitted.
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Shares
Glu Mobile Inc.
Common Stock
This is an initial public offering of shares of common stock of
Glu Mobile Inc. All of the shares of common stock are being sold
by Glu Mobile Inc.
Prior to this offering, there has been no public market for the
common stock. It is currently estimated that the initial public
offering price per share will be between
$ and
$ . Application has been made for
listing on The NASDAQ Global Market under the symbol
“GLUU.”
See “Risk Factors” on page 8 to read about
factors you should consider before buying shares of the common
stock.
Neither the Securities and Exchange Commission nor any other
regulatory body has approved or disapproved of these securities
or passed upon the accuracy or adequacy of this prospectus. Any
representation to the contrary is a criminal offense.
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Per
Share
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Total
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Initial public offering price
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$
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$
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Underwriting discount
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$
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$
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Proceeds, before expenses, to Glu
Mobile
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$
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$
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To the extent that the underwriters sell more
than shares
of common stock, the underwriters have the option to purchase up
to an
additional shares
from Glu Mobile at the initial public offering price less the
underwriting discount.
The underwriters expect to deliver the shares against payment in
New York, New York
on ,
2007.
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| Goldman,
Sachs & Co. |
Lehman
Brothers |
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| Banc
of America Securities LLC |
Needham &
Company, LLC |
Prospectus
dated ,
2007.
| stranded
award-winning games
world series of poker
super k.o. boxing
global broad distribution portfolio
diner dash
deer hunter 2
technology independent expertise
pgr mobile
centipede
get glu’d to mobile
glu.com
World Series of PokerR, WSOP and related designs are trademarks of Harrah#fs License Company,
LLC. Used PlayFirst logo are trademarks of PlayFirst, Inc. c 2005 PlayFirst, Inc. PGR and Project
Gotham Corporation. All rights reserved. The trademarks, copyrights and design rights in and
associated with AtariR CentipedeR c 2004 Atari, Inc. Super KO Boxing, Stranded and all related
characters and elements |
PROSPECTUS
SUMMARY
This summary highlights information contained elsewhere in
this prospectus. This summary does not contain all the
information you should consider before buying our common stock.
You should read the entire prospectus carefully, including the
section entitled “Risk Factors” and our consolidated
financial statements and related notes included elsewhere in
this prospectus, before making an investment in our common
stock. Unless otherwise indicated, the terms “Glu
Mobile,” “Glu,” “we,” “us”
and “our” refer to Glu Mobile Inc., a Delaware
corporation, together with its consolidated subsidiaries.
Glu Mobile
Inc.
Glu Mobile is a leading global publisher of mobile games. We
have developed and published a portfolio of more than 100 casual
and traditional games to appeal to a broad cross section of the
over one billion subscribers served by our more than 150
wireless carriers and other distributors. We create games and
related applications based on third-party licensed brands and
other intellectual property, as well as on our own original
brands and intellectual property. Our games based on licensed
intellectual property include Deer Hunter, Diner
Dash, Monopoly, Sonic the Hedgehog, World
Series of Poker and Zuma. Our original games based on
our own intellectual property include Alpha Wing,
Ancient Empires, Blackjack Hustler, Stranded and
Super K.O. Boxing. We were one of the top three mobile
game publishers in terms of mobile game market share in North
America during the third quarter of 2006 as measured by NPD
Group, Inc., a market research firm, in its September 2006
“Mobile Game Track Highlight Report,” and in terms of
unit sales volume in North America and Europe among titles
tracked by m:metrics, another market research firm.
Our business leverages the marketing resources and distribution
infrastructure of wireless carriers and the brands and other
intellectual property of third-party content owners, allowing us
to focus our efforts on developing and publishing high-quality
mobile games. For the first nine months of 2006, our largest
wireless carrier customers in each region by revenues were
Verizon Wireless, Sprint Nextel, Cingular Wireless and
T-Mobile USA
in North America; Vodafone, Hutchinson 3G, Orange and
Telefónica Móviles in Europe; TelCel and Vivo in Latin
America; and Vodafone, Hutchinson 3G Australia and Telecom New
Zealand in Asia Pacific. Branded content owners, such as Atari,
Celador (from which we license the rights to Who Wants To Be
A Millionaire? in some European and Asian countries), Fox,
PlayFirst, PopCap Games, Sega Europe and Turner Broadcasting,
provide us with well-known consumer brands and other
intellectual property on which we have based mobile games.
Industry
Overview
Juniper Research, a market research firm, in its June 2006
“Mobile Games: Subscription & Download,
2006-2011”
report, estimates that the worldwide market for mobile games
will grow from $3.1 billion in 2006 to $10.5 billion
in 2009, a compound annual growth rate of 50.2%. We believe that
the rapid growth of the mobile game market has been driven by
continued advances in wireless communications technology,
proliferation of multimedia-enabled mobile handsets, increasing
availability of high-quality mobile games and increasing
end-user awareness of, and demand for, mobile games.
The mobile game market differs substantially from the
traditional console game market. Mobile games typically have
significantly lower development and distribution costs and
longer life cycles than console games. Console game sales depend
upon the product cycles of the consoles themselves with large
generational shifts between versions of each of the major
console platforms every few years. In contrast, the mobile
platform is characterized by a gradual evolution of features and
capabilities in the many new handsets introduced each year by a
large number of manufacturers and carriers. Consumers typically
use their console games in the confines of their home, while
mobile games are available in all the settings where consumers
take their mobile phones. Furthermore, console games are usually
developed for a few console platforms at most, which means that
the development costs are mostly associated with the original
creation and development of the game. However, once developed,
mobile games, may need to be customized, or ported, to more than
1,000 different handset models, many
1
with different technological requirements. Therefore, the
ability to port mobile games quickly and cost effectively can be
a competitive differentiator among mobile game publishers and a
barrier to entry for other potential market entrants.
Our Competitive
Strengths
We believe we have a proven capability to develop high-quality
mobile games that engage end users. Our portfolio includes a
variety of genres and is designed to appeal to the diverse
interests of the broad wireless subscriber population. We
believe that we will continue to be attractive to wireless
carriers, content owners and end users because of the following
strengths:
Diverse Portfolio of Award-Winning High-Quality Mobile
Games. We have developed and published more
than 100 casual and traditional games across a number of genres,
including action, board game, card/casino, puzzle, sports,
strategy/role playing games, or RPG, and TV/movie. No single
game contributed more than 10% of our revenues in 2005 or in the
first nine months of 2006. Based on numerical ratings by
industry review
websites, IGN Entertainment, Modojo and WGWorld,
we ranked first in terms of average game quality for mobile
games released in the first nine months of 2006. We have
received numerous industry awards for our games, including IGN
Entertainment’s 2005 Editor’s Choice award for best
wireless puzzle game for
Zuma, The Academy of Interactive
Arts and Sciences’ 2006 Game of the Year award for
Ancient Empires II, and the 2005 award for Best
Mobile Sports Game from CNET’s Gamespot for
Deer
Hunter.
Global Scale in Distribution, Sales and
Marketing. We currently have agreements with
more than 150 wireless carriers and other distributors, which
together serve more than one billion subscribers worldwide. Our
games regularly receive premium placement on these
carriers’ game menus, or decks, accessed through mobile
handset screens. Given the small size of these screens, there
are significant advantages to being placed in the initial list
of games that an end user sees on the deck, sometimes referred
to as premium deck placement, rather than being placed lower on
the list where an end user may need to scroll or search to find
a game.
Strong Relationships with Branded Content
Owners. We have built relationships with a
number of key branded content owners. The content providers that
accounted for the largest percentage of our revenues for the
first nine months of 2006 were Atari, Celador (from which we
license the rights to Who Wants To Be A Millionaire? in
some European and Asian countries), Fox, PlayFirst, PopCap
Games, Sega Europe and Turner Broadcasting. In addition to these
relationships, we have recently licensed brands or other
intellectual property from Harrah’s, Hasbro, Microsoft and
Sony. We believe that branded content owners increasingly
understand the complexities of developing their own internal
mobile entertainment capabilities, and therefore increasingly
wish to work with publishers with a history of successfully
developing and publishing high-quality games, as well as with
the carrier relationships and marketing resources to publish
their games on a worldwide basis.
Proprietary Porting and Data Mining
Capabilities. We have developed proprietary
technologies and processes designed to increase the
profitability of our games. These technologies and processes
include a standardized development process designed to
facilitate efficient porting, a tool library covering each
handset model and ongoing work flow analysis tools. As of
September 30, 2006, we had the capability to port
approximately 40,000 SKUs per month, with each SKU characterized
by title per language per handset per carrier. Our data mining
capabilities provide us with the ability to analyze the revenue
potential of each game and to improve profitability through
ongoing decision support for additional porting, pricing and
marketing programs. Together, our porting and data mining
capabilities help us in our efforts to increase the initial
sales of each game and support continuing premium deck placement.
Experienced Management Team. In
addition to their experience in mobile games, our management
team has significant experience in the video game publishing,
wireless communications, technology and media industries. We
believe that this broad expertise allows us in a timely manner
to design, develop and deliver games and other mobile
entertainment applications that are designed to
2
address the demands of our market. We believe our management
team’s expertise and continuity is a significant
competitive advantage in the evolving mobile entertainment
publishing market.
Our
Strategy
Our goal is to be the leading global publisher of mobile games
and other mobile entertainment applications. To achieve this
goal, we plan to:
Continue to Create Award-Winning Games through Ongoing
Investment in Our Studio and Technical Development
Capabilities. Our creative and technical
teams are recognized in the industry for creating high-quality,
award-winning mobile games. Our technical teams leverage
proprietary technologies and standardized automated processes
that are designed to enable rapid, timely, high-quality and
cost-effective development and porting of mobile games. We
believe that this combination provides us with a competitive
advantage over other industry participants that have
traditionally outsourced porting and development or used more
manual processes.
Leverage and Grow Our Portfolio of
Titles. We have developed a diverse portfolio
of more than 100 games, including perennial titles that we
believe can produce revenues for significantly longer than the
typical 18 to 24 month revenue lifecycle for mobile games.
In addition, successful games give us the potential to develop
and publish a series of sequel titles, sometimes referred to as
franchise titles. For both perennial and sequel titles, we
leverage existing development, porting and marketing investments
and broad end-user awareness in order to increase the revenue
lifecycle of an existing game or increase the chance of success
for new games. Games for the mobile platform also provide
potential opportunities for us to publish or license our
intellectual property for use on other platforms such as online,
console or personal computer games. We plan to continue
developing perennial and franchise titles, and believe that our
proprietary technology and development process capabilities
provide us an advantage over our competitors in the coordinated
launches frequently required of multi-platform games.
Expand and Strengthen Our
Distribution. We believe that wireless
carriers are increasing their focus on the leading mobile game
publishers in order to improve the consistency and quality of
the games that they offer on their handsets. We intend to take
steps to increase our market share with our existing carriers
and distributors and add additional relationships, particularly
in new geographies. In addition, we have increased and expect to
continue to increase our non-carrier distribution capabilities
through alternative channels such as Internet portals and
“off-deck” aggregators.
Build Upon Our Position as a Leading Global Publisher to
Strengthen Licensing Relationships. We
believe that, as a leading independent publisher of mobile
games, we will continue to benefit from branded content
owners’ increasing recognition of the challenges associated
with mobile entertainment publishing. As a result of those
challenges, some branded content owners are reducing their own
internal mobile development efforts. We believe that branded
content owners are also becoming more reluctant to
contract with
smaller mobile game publishers that do not have a reputation for
quality development or that do not have the breadth of carrier
relationships and technological capabilities necessary to
publish a game on a worldwide basis. We intend to capitalize on
these trends and on our reputation with non-mobile content
owners as a leading mobile partner to strengthen our existing
licensing relationships and develop additional relationships.
Gain Scale through Select
Acquisitions. We have acquired and integrated
two mobile game companies — Macrospace and iFone. We
believe that there may be future opportunities to acquire
content developers and publishers in the mobile entertainment or
complementary industries and we intend, where appropriate, to
take advantage of these opportunities.
3
Risks Affecting
Us
Our business is subject to numerous risks, which are highlighted
in the section entitled “Risk Factors” immediately
following this prospectus summary. These risks represent
challenges to the successful implementation of our strategy and
to the growth and future profitability of our business. Some of
these risks are:
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we have incurred significant losses since inception, including a
net loss of $17.9 million in 2005 and a net loss of
$10.0 million in the first nine months of 2006, and as of
September 30, 2006, we had an accumulated deficit of
$43.7 million;
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we have only a limited history of generating revenues, and the
future revenue potential of our business in the emerging mobile
game market is uncertain;
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the market in which we operate is highly competitive, and many
of our established competitors have significantly greater
resources than we do;
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many of our mobile games are based on or incorporate
intellectual property that we license from third parties, and
most of our revenues are derived from these games; we may not be
able to renew these licenses or obtain additional
licenses; and
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we currently rely on wireless carriers, in particular, Verizon
Wireless, Sprint Nextel, Cingular Wireless and Vodafone, to
market and distribute our products and thus to generate our
revenues, and the loss of or a change in any of these carrier
relationships could materially harm our business, operating
results and financial condition.
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Corporate History
and Information
We were incorporated in Nevada in May 2001 as Cyent Studios,
Inc. and changed our name to Sorrent, Inc. later that year. In
November 2001, we incorporated a wholly owned subsidiary in
California, and, in December 2001, we merged the Nevada
corporation into this California subsidiary to
form Sorrent, Inc., a California corporation. In May 2005,
we changed our name to Glu Mobile Inc. Prior to completion of
this offering, we intend to reincorporate in Delaware. In
December 2004, we acquired Macrospace Limited, or Macrospace,
and in March 2006 we acquired iFone Holdings Limited, or iFone,
each a company registered in England and Wales.
Alpha Wing is our registered trademark in the United
States, and Glu, Glu Mobile, our corporate logo, our
‘g’ character logo, Ancient Empires, Blackjack
Hustler, Stranded and Super K.O. Boxing are our
trademarks. Other trademarks appearing in this prospectus are
the property of their respective holders.
4
The
Offering
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Common stock offered by us |
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shares |
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Common stock to be outstanding after this offering |
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shares |
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Use of proceeds |
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We intend to use approximately $12.1 million of the net
proceeds of this offering to repay in full the principal and
accrued interest on our outstanding loan from Pinnacle Ventures.
We expect to use the remaining net proceeds of this offering for
general corporate purposes, including working capital and
potential capital expenditures and acquisitions. See “Use
of Proceeds.” |
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Proposed NASDAQ Global Market symbol |
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GLUU |
The number of shares of common stock to be outstanding after
this offering is based on 63,169,489 shares of our common
stock outstanding as of
September 30, 2006, and excludes:
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8,158,311 shares issuable upon the exercise of stock
options outstanding as of September 30, 2006 with a
weighted average exercise price of $1.45 per share;
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855,925 shares issuable upon the exercise of stock options
granted after September 30, 2006 with a weighted average
exercise price of $3.51 per share;
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687,223 shares issuable upon the exercise of warrants
outstanding as of September 30, 2006 with a weighted
average exercise price of $1.74 per share; and
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shares
to be reserved for issuance under our 2006 Equity Incentive Plan
and our 2006 Employee Stock Purchase Plan, each of which will
become effective on the first day that our common stock is
publicly traded and contains provisions that will automatically
increase its share reserve each year, as more fully described in
“Management — Employee Benefit Plans.”
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Except as otherwise indicated, all information in this
prospectus assumes:
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the automatic conversion of all outstanding shares of our
convertible preferred stock into 47,040,945 shares of our
common stock upon the completion of this offering;
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our reincorporation in Delaware prior to completion of this
offering;
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the filing of our amended and restated certificate of
incorporation in Delaware immediately following the completion
of this offering; and
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no exercise by the underwriters of their option to purchase up
to an
additional shares
of our common stock in this offering.
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5
Summary
Consolidated Financial Data
The following tables present summary consolidated financial data
for our business. You should read this information together with
“Selected Consolidated Financial Data,”
“Management’s Discussion and Analysis of Financial
Condition and Results of Operations” and our consolidated
financial statements and related notes, each included elsewhere
in this prospectus.
We derived the statements of operations data for the years ended
December 31, 2003,
2004 and
2005 and the nine months ended
September 30, 2006 and the balance sheet data as of
September 30, 2006 from our audited consolidated financial
statements included elsewhere in this prospectus. We derived the
statements of operations data for the nine months ended
September 30, 2005 from our unaudited consolidated
financial statements included elsewhere in this prospectus. We
have prepared the unaudited consolidated financial statements on
the same basis as the audited consolidated financial statements
and have included, in our opinion, all adjustments, consisting
only of normal recurring adjustments, that we consider necessary
to state fairly the results of operations for the nine months
ended
September 30, 2005. Our historical results are not
necessarily indicative of the results we expect in the future,
and our results for the nine months ended
September 30,
2006 should not be considered indicative of results we expect
for the full fiscal year.
The pro forma per share data give effect to the conversion of
all our outstanding convertible preferred stock into common
stock upon the completion of this offering and adjustments to
eliminate accretion to preferred stock and the charges
associated with the cumulative effect change and subsequent
remeasurement to fair value of our preferred stock warrants. For
further information concerning the calculation of pro forma per
share information, please refer to note 2 of our notes to
consolidated financial statements.
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Nine Months
Ended
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Year Ended
December 31,
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September 30,
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2004
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2005
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2005
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2006
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(In thousands,
except per share amounts)
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Consolidated Statements of
Operations Data:
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Revenues
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$
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1,790
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$
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7,022
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$
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25,651
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$
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18,871
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$
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31,863
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Cost of revenues:
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Royalties
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258
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1,359
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7,256
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5,234
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9,750
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Impairment of prepaid royalties and
guarantees
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—
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231
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1,645
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525
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224
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Amortization of intangible assets
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—
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126
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2,823
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2,202
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1,224
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Impairment of intangible assets
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—
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—
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1,103
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—
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—
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Total cost of revenues
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258
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1,716
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12,827
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|
|
7,961
|
|
|
|
11,198
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Gross profit
|
|
|
1,532
|
|
|
|
5,306
|
|
|
|
12,824
|
|
|
|
10,910
|
|
|
|
20,665
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating expenses(1):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Research and development
|
|
|
3,352
|
|
|
|
6,474
|
|
|
|
14,557
|
|
|
|
10,775
|
|
|
|
11,346
|
|
|
Sales and marketing
|
|
|
697
|
|
|
|
3,692
|
|
|
|
8,515
|
|
|
|
6,359
|
|
|
|
8,317
|
|
|
General and administrative
|
|
|
1,342
|
|
|
|
3,468
|
|
|
|
8,434
|
|
|
|
5,640
|
|
|
|
7,684
|
|
|
Amortization of intangible assets
|
|
|
—
|
|
|
|
26
|
|
|
|
616
|
|
|
|
463
|
|
|
|
476
|
|
|
Restructuring charge
|
|
|
—
|
|
|
|
—
|
|
|
|
450
|
|
|
|
—
|
|
|
|
—
|
|
|
Acquired in-process research and
development
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
1,500
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total operating expenses
|
|
|
5,391
|
|
|
|
13,660
|
|
|
|
32,572
|
|
|
|
23,237
|
|
|
|
29,323
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Loss from operations
|
|
|
(3,859
|
)
|
|
|
(8,354
|
)
|
|
|
(19,748
|
)
|
|
|
(12,327
|
)
|
|
|
(8,658
|
)
|
|
Interest and other income
(expense), net
|
|
|
11
|
|
|
|
(69
|
)
|
|
|
541
|
|
|
|
351
|
|
|
|
(904
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Loss before income taxes and
cumulative effect of change in accounting principle
|
|
|
(3,848
|
)
|
|
|
(8,423
|
)
|
|
|
(19,207
|
)
|
|
|
(11,976
|
)
|
|
|
(9,562
|
)
|
|
Income tax benefit (provision)
|
|
|
—
|
|
|
|
101
|
|
|
|
1,621
|
|
|
|
943
|
|
|
|
(437
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Loss before cumulative effect of
change in accounting principle
|
|
|
(3,848
|
)
|
|
|
(8,322
|
)
|
|
|
(17,586
|
)
|
|
|
(11,033
|
)
|
|
|
(9,999
|
)
|
|
Cumulative effect of change in
accounting principle
|
|
|
—
|
|
|
|
—
|
|
|
|
(315
|
)
|
|
|
(315
|
)
|
|
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss
|
|
|
(3,848
|
)
|
|
|
(8,322
|
)
|
|
|
(17,901
|
)
|
|
|
(11,348
|
)
|
|
|
(9,999
|
)
|
|
Accretion to preferred stock
|
|
|
(533
|
)
|
|
|
(1,351
|
)
|
|
|
(63
|
)
|
|
|
(45
|
)
|
|
|
(56
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss attributable to common
stockholders
|
|
$
|
(4,381
|
)
|
|
$
|
(9,673
|
)
|
|
$
|
(17,964
|
)
|
|
$
|
(11,393
|
)
|
|
$
|
(10,055
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss per share attributable to
common stockholders —
basic and diluted
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Loss before cumulative effect of
change in accounting principle
|
|
$
|
(1.23
|
)
|
|
$
|
(1.85
|
)
|
|
$
|
(1.46
|
)
|
|
$
|
(0.94
|
)
|
|
$
|
(0.69
|
)
|
6
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Nine Months
Ended
|
|
|
|
|
Year Ended
December 31,
|
|
|
September 30,
|
|
|
|
|
|
|
|
2004
|
|
|
2005
|
|
|
2005
|
|
|
2006
|
|
|
|
|
(In thousands,
except per share amounts)
|
|
|
Cumulative effect of change in
accounting principle
|
|
|
—
|
|
|
|
—
|
|
|
|
(0.02
|
)
|
|
|
(0.02
|
)
|
|
|
—
|
|
|
Accretion to preferred stock
|
|
|
(0.16
|
)
|
|
|
(0.30
|
)
|
|
|
(0.01
|
)
|
|
|
(0.01
|
)
|
|
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss per share attributable to
common stockholders — basic and diluted
|
|
$
|
(1.39
|
)
|
|
$
|
(2.15
|
)
|
|
$
|
(1.49
|
)
|
|
$
|
(0.97
|
)
|
|
$
|
(0.69
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Weighted average common shares
outstanding
|
|
|
3,141
|
|
|
|
4,499
|
|
|
|
12,072
|
|
|
|
11,774
|
|
|
|
14,534
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pro forma net loss per
share — basic and diluted
|
|
|
|
|
|
|
|
|
|
$
|
(0.39
|
)
|
|
|
|
|
|
$
|
(0.15
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pro forma weighted average common
shares outstanding
|
|
|
|
|
|
|
|
|
|
|
45,091
|
|
|
|
|
|
|
|
58,266
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(1)
|
|
Includes stock-based compensation
expense as follows:
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Nine Months
Ended
|
|
|
|
|
Year Ended
December 31,
|
|
|
September 30,
|
|
|
|
|
|
|
|
2004
|
|
|
2005
|
|
|
2005
|
|
|
2006
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Research and development
|
|
$
|
—
|
|
|
$
|
28
|
|
|
$
|
158
|
|
|
$
|
154
|
|
|
$
|
100
|
|
|
Sales and marketing
|
|
|
—
|
|
|
|
59
|
|
|
|
132
|
|
|
|
107
|
|
|
|
131
|
|
|
General and administrative
|
|
|
32
|
|
|
|
454
|
|
|
|
987
|
|
|
|
733
|
|
|
|
735
|
|
|
|
|
| |
•
|
on an actual basis;
|
| |
| |
•
|
on a pro forma basis to reflect (i) the automatic
conversion of all outstanding shares of our preferred stock into
47,040,945 shares of our common stock and (ii) the
reclassification of our preferred stock warrant liability to
additional paid-in capital upon the conversion of warrants to
purchase shares of our convertible preferred stock into warrants
to purchase shares of our common stock upon the completion of
this offering; and
|
| |
| |
•
|
on a pro forma as adjusted basis to reflect (i) the sale by
us of the shares of common
stock offered by this prospectus at an assumed initial public
offering price of $ per
share, after deducting the estimated underwriting discounts and
commissions and estimated offering expenses, and (ii) the
use of approximately $12.1 million of the net proceeds of
this offering to repay in full the principal and accrued
interest on our loan from Pinnacle Ventures.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
September 30,
2006
|
|
|
|
|
|
|
|
|
|
|
Pro Forma
|
|
|
|
|
Actual
|
|
|
Pro
Forma
|
|
|
As
Adjusted(1)
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Consolidated Balance Sheet
Data:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Cash, cash equivalents and
short-term investments
|
|
$
|
14,384
|
|
|
$
|
14,384
|
|
|
$
|
|
|
|
Working capital
|
|
|
16,527
|
|
|
|
16,527
|
|
|
|
|
|
|
Total assets
|
|
|
76,419
|
|
|
|
76,419
|
|
|
|
|
|
|
Preferred stock warrant liability
|
|
|
2,034
|
|
|
|
—
|
|
|
|
—
|
|
|
Long-term debt, including current
portion
|
|
|
11,557
|
|
|
|
11,557
|
|
|
|
—
|
|
|
Redeemable preferred stock
|
|
|
76,344
|
|
|
|
—
|
|
|
|
—
|
|
|
Total stockholders’ equity
(deficit)
|
|
|
(24,763
|
)
|
|
|
53,615
|
|
|
|
|
|
|
|
|
|
(1)
|
|
Each $1.00 increase or decrease in
the assumed initial public offering price of
$ per share would increase or
decrease, respectively, our cash, cash equivalents and
short-term investments, working capital, total assets and total
stockholders’ equity (deficit) by approximately
$ million, assuming the
number of shares offered by us, as set forth on the cover page
of this prospectus, remains the same and after deducting the
estimated underwriting discounts and commissions.
|
7
RISK
FACTORS
Investing in our common stock involves a high degree of risk.
You should carefully consider the following risk factors and all
other information contained in this prospectus before purchasing
our common stock. If any of the following risks occurs, our
business, financial condition or results of operations could be
seriously harmed. In that case, the trading price of our common
stock could decline, and you might lose some or all of your
investment.
Risks Related to
Our Business
We have a history
of net losses, may incur substantial net losses in the future
and may not achieve profitability.
We have incurred significant losses since inception, including a
net loss of $8.3 million in 2004, a net loss of
$17.9 million in 2005 and a net loss of $10.0 million
in the first nine months of 2006. As of
September 30, 2006,
we had an accumulated deficit of $43.7 million. We expect
to continue to increase expenses as we implement initiatives
designed to continue to grow our business, including, among
other things, the development and marketing of new games, plans
for further international expansion, expansion of our
infrastructure, acquisition of content, and general and
administrative expenses associated with being a public company.
If our revenues do not increase to offset these expected
increases in operating expenses, we will continue to incur
significant losses and will not become profitable. Our revenue
growth in recent periods should not be considered indicative of
our future performance. In fact, in future periods, our revenues
could decline. Accordingly, we may not be able to achieve
profitability in the future.
We have a limited
operating history in an emerging market, which may make it
difficult to evaluate our business.
We were incorporated in May 2001 and began selling mobile games
in July 2002. Accordingly, we have only a limited history of
generating revenues, and the future revenue potential of our
business in this emerging market is uncertain. As a result of
our short operating history, we have limited financial data that
can be used to evaluate our business. Any evaluation of our
business and our prospects must be considered in light of our
limited operating history and the risks and uncertainties
encountered by companies in our stage of development. As an
early stage company in the emerging mobile entertainment
industry, we face increased risks, uncertainties, expenses and
difficulties. To address these risks and uncertainties, we must
do the following:
|
|
|
| |
•
|
maintain our current, and develop new, wireless carrier
relationships;
|
| |
| |
•
|
maintain and expand our current, and develop new, relationships
with third-party branded content owners;
|
| |
| |
•
|
retain or improve our current revenue-sharing arrangements with
carriers and third-party branded content owners;
|
| |
| |
•
|
maintain and enhance our own brands;
|
| |
| |
•
|
continue to develop new high-quality mobile games that achieve
significant market acceptance;
|
| |
| |
•
|
continue to port existing mobile games to new mobile handsets;
|
| |
| |
•
|
continue to develop and upgrade our technology;
|
| |
| |
•
|
continue to enhance our information processing systems;
|
| |
| |
•
|
increase the number of end users of our games;
|
| |
| |
•
|
maintain and grow our non-carrier, or “off-deck,”
distribution, including through our website and third-party
direct-to-consumer
distributors;
|
8
|
|
|
| |
•
|
expand our development capacity in countries with lower costs;
|
| |
| |
•
|
execute our business and marketing strategies successfully;
|
| |
| |
•
|
respond to competitive developments; and
|
| |
| |
•
|
attract, integrate, retain and motivate qualified personnel.
|
We may be unable to accomplish one or more of these objectives,
which could cause our business to suffer. In addition,
accomplishing many of these efforts might be very expensive,
which could adversely impact our operating results and financial
condition.
Our financial
results could vary significantly from quarter to quarter and are
difficult to predict.
Our revenues and operating results could vary significantly from
quarter to quarter because of a variety of factors, many of
which are outside of our control. As a result, comparing our
operating results on a
period-to-period
basis may not be meaningful. In addition, we may not be able to
predict our future revenues or results of operations. We base
our current and future expense levels on our internal operating
plans and sales forecasts, and our operating costs are to a
large extent fixed. As a result, we may not be able to reduce
our costs sufficiently to compensate for an unexpected shortfall
in revenues, and even a small shortfall in revenues could
disproportionately and adversely affect financial results for
that quarter. Individual games and carrier relationships
represent meaningful portions of our revenues and net loss in
any quarter. We may incur significant or unanticipated expenses
when licenses are renewed. In addition, any payments due to us
from carriers for revenues that are recognized on a cash basis
may be delayed because of changes or issues with those
carriers’ processes.
In addition to other risk factors discussed in this section,
factors that may contribute to the variability of our quarterly
results include:
|
|
|
| |
•
|
the number of new mobile games released by us and our
competitors;
|
| |
| |
•
|
the timing of release of new games by us and our competitors,
particularly those that may represent a significant portion of
revenues in a period;
|
| |
| |
•
|
the popularity of new games and games released in prior periods;
|
| |
| |
•
|
changes in prominence of deck placement for our leading games
and those of our competitors;
|
| |
| |
•
|
the expiration of existing content licenses for particular games;
|
| |
| |
•
|
the timing of charges related to impairments of goodwill,
intangible assets, prepaid royalties and guarantees;
|
| |
| |
•
|
changes in pricing policies by us, our competitors or our
carriers and other distributors;
|
| |
| |
•
|
changes in the mix of original and licensed games, which have
varying gross margins;
|
| |
| |
•
|
the timing of successful mobile handset launches;
|
| |
| |
•
|
the seasonality of our industry;
|
| |
| |
•
|
fluctuations in the size and rate of growth of overall consumer
demand for mobile games and related content;
|
| |
| |
•
|
strategic decisions by us or our competitors, such as
acquisitions, divestitures, spin-offs, joint ventures, strategic
investments or changes in business strategy;
|
| |
| |
•
|
our success in entering new geographic markets;
|
| |
| |
•
|
foreign exchange fluctuations;
|
9
|
|
|
| |
•
|
accounting rules governing recognition of revenue;
|
| |
| |
•
|
the timing of compensation expense associated with equity
compensation grants; and
|
| |
| |
•
|
decisions by us to incur additional expenses, such as increases
in marketing or research and development.
|
As a result of these and other factors, our operating results
may not meet the expectations of investors or public market
analysts who choose to follow
our company. Failure to meet
market expectations would likely result in decreases in the
trading price of our common stock.
The markets in
which we operate are highly competitive, and many of our
competitors have significantly greater resources than we
do.
The development, distribution and sale of mobile games is a
highly competitive business. For end users, we compete primarily
on the basis of brand, game quality and price. For wireless
carriers, we compete for deck placement based on these factors,
as well as historical performance and perception of sales
potential and relationships with licensors of brands and other
intellectual property. For content and brand licensors, we
compete based on royalty and other economic terms, perceptions
of development quality, porting abilities, speed of execution,
distribution breadth and relationships with carriers. We also
compete for experienced and talented employees.
Our primary competitors include Digital Chocolate, Electronic
Arts (EA Mobile), Gameloft, Hands-On Mobile, I-play, Namco and
THQ. In the future, likely competitors include major media
companies, traditional video game publishers, content
aggregators, mobile software providers and independent mobile
game publishers. Carriers may also decide to develop, internally
or through a managed third-party developer, and distribute their
own mobile games. If carriers enter the mobile game market as
publishers, they might refuse to distribute some or all of our
games or might deny us access to all or part of their networks.
Some of our competitors’ and our potential
competitors’ advantages over us, either globally or in
particular geographic markets, include the following:
|
|
|
| |
•
|
significantly greater revenues and financial resources;
|
| |
| |
•
|
stronger brand and consumer recognition;
|
| |
| |
•
|
the capacity to leverage their marketing expenditures across a
broader portfolio of mobile and non-mobile products;
|
| |
| |
•
|
pre-existing relationships with brand owners or carriers;
|
| |
| |
•
|
greater resources to make acquisitions;
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lower labor and development costs; and
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broader distribution.
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If we are unable to compete effectively or we are not as
successful as our competitors in our target markets, our sales
could decline, our margins could decline and we could lose
market share, any of which would materially harm our business,
operating results and financial condition.
Failure to renew
our existing brand and content licenses on favorable terms or at
all and to obtain additional licenses could harm our
business.
Revenues derived from mobile games and other applications based
on or incorporating brands or other intellectual property
licensed from third parties accounted for 77.1% and 85.0% of our
revenues in 2005 and the first nine months of 2006,
respectively. During the first nine months of 2006, revenues
derived from our four largest licensors, Atari, Celador, Fox and
PopCap Games, together accounted for approximately 62.3% of our
revenues. Even if mobile games based on licensed content
10
or brands remain popular, any of our licensors could decide not
to renew our existing license or not to license additional
intellectual property and instead license to our competitors or
develop and publish its own mobile games or other applications,
competing with us in the marketplace. Many of these licensors
already develop games for other platforms, and may have
significant experience and development resources available to
them should they decide to compete with us rather than license
to us.
We have both exclusive and non-exclusive licenses and both
licenses that are global and licenses that are limited to
specific geographies, often with other mobile game publishers
having rights to geographies not covered by our licenses. Our
licenses generally have terms that range from two to five years,
with the primary exceptions being our six-year licenses covering
World Series of Poker and Deer Hunter 2 and our
seven-year license covering Kasparov Chess. Licenses for
intellectual property that terminate prior to 2008 and during
2008 represented 55.0% and 18.3%, respectively, of our revenues
in the first nine months of 2006. Some of the licenses that we
have inherited through acquisitions provide that the licensor
owns the intellectual property that we develop in the mobile
version of the game and that, when our license expires, the
licensor can transfer that intellectual property to a new
licensee. Increased competition for licenses may lead to larger
guarantees, advances and royalties that we must pay to our
licensors, which could significantly increase our cost of
revenues and cash usage. We may be unable to renew these
licenses or to renew them on terms favorable to us, and we may
be unable to secure alternatives in a timely manner. Failure to
maintain or renew our existing licenses or to obtain additional
licenses would impair our ability to introduce new mobile games
or continue to offer our current games, which would materially
harm our business, operating results and financial condition.
Some of our existing licenses impose, and licenses that we
obtain in the future might impose, development, distribution and
marketing obligations on us. If we breach our obligations, our
licensors might have the right to terminate the license or
change an exclusive license to a non-exclusive license, which
would harm our business, operating results and financial
condition.
Even if we are successful in gaining new licenses or extending
existing licenses, we may fail to anticipate the entertainment
preferences of our end users when making choices about which
brands or other content to license. If the entertainment
preferences of end users shift to content or brands owned or
developed by companies with which we do not have relationships,
we may be unable to establish and maintain successful
relationships with these newly popular developers and owners,
which would materially harm our business, operating results and
financial condition. In addition, some rights are licensed from
licensors that have or may develop financial difficulties, and
may enter into bankruptcy protection under U.S. federal law
or in other countries. If any of our licensors files for
bankruptcy, our licenses might be impaired or voided, which
could materially harm our business, operating results and
financial condition.
We currently rely
on wireless carriers, in particular Verizon Wireless, Sprint
Nextel, Cingular Wireless and Vodafone, to market and distribute
our games and thus to generate our revenues. The loss of or a
change in any of these significant carrier relationships could
materially harm our business.
Our future success is highly dependent upon maintaining
successful relationships with the wireless carriers with which
we currently work and establishing new carrier relationships in
geographies where we have not yet established a significant
presence. A significant portion of our revenues is derived from
a very limited number of carriers. For the first nine months of
2006, we derived approximately 20.9% of our revenues from
subscribers of Verizon Wireless, 12.0% of our revenues from
subscribers of Sprint Nextel, 11.4% of our revenues from
subscribers of Cingular Wireless and 10.7% of our revenues from
subscribers of Vodafone. During 2005, we derived approximately
24.3%, 11.5%, 11.9% and 6.2%, respectively, of our revenues from
subscribers of these carriers. In 2005 and the first nine months
of 2006, subscribers from carriers representing the next ten
largest sources of our revenues represented 25.6% and 26.4% of
our revenues, respectively, although some of the
11
carriers represented in this group varied from period to period.
We expect that we will continue to generate a significant
portion of our revenues through distribution relationships with
a very limited number of carriers for the foreseeable future.
Our failure to maintain our relationships with these carriers
would materially harm our business, operating results and
financial condition.
Our carrier agreements do not establish us as the exclusive
provider of mobile games with the carriers and typically have a
term of one or two years with automatic renewal provisions upon
expiration of the initial term, absent a contrary notice from
either party. In addition, the carriers often can terminate
these agreements early and, in some instances, at any time
without cause, which could give them the ability to renegotiate
economic terms. The agreements generally do not obligate the
carriers to market or distribute any of our games. In many of
these agreements, we warrant that our games do not contain
libelous or obscene content, do not contain material defects or
viruses, and do not violate third-party intellectual property
rights and we indemnify the carrier for any breach of a third
party’s intellectual property. In addition, our agreements
with a substantial minority of our carriers, including Verizon
Wireless, allow the carrier to set the retail price at a level
different from the price implied by our negotiated revenue
split, without a corresponding change to our wholesale price to
the carrier. If one of these carriers raises the retail price of
one of our games, unit demand for that game might decline,
reducing our revenues, without necessarily reducing, and perhaps
increasing, the total revenues that the carrier receives from
sales of that game. Many other factors outside our control could
impair our ability to generate revenues through a given carrier,
including the following:
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the carrier’s preference for our competitors’ mobile
games rather than ours;
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the carrier’s decision not to include or highlight our
games on the deck of its mobile handsets;
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the carrier’s decision to discontinue the sale of our
mobile games or all mobile games like ours;
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the carrier’s decision to offer games to its subscribers
without charge or at reduced prices;
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the carrier’s decision to require market development funds
from publishers like us;
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the carrier’s decision to restrict or alter subscription or
other terms for downloading our games;
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a failure of the carrier’s merchandising, provisioning or
billing systems;
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the carrier’s decision to offer its own competing mobile
games; and
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consolidation among carriers.
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If any of our carriers decides not to market or distribute our
games or decides to terminate, not renew or modify the terms of
its agreement with us or if there is consolidation among
carriers generally, we may be unable to replace the affected
agreement with acceptable alternatives, causing us to lose
access to that carrier’s subscribers, which could
materially harm our business, operating results and financial
condition.
End user tastes
are continually changing and are often unpredictable; if we fail
to develop and publish new mobile games that achieve market
acceptance, our sales would suffer.
Our business depends on developing and publishing mobile games
that wireless carriers will place on their decks and end users
will buy. We must continue to invest significant resources in
licensing efforts, research and development, marketing and
regional expansion to enhance our offering of games and
introduce new games, and we must make decisions about these
matters well in advance of product release in order to implement
them in a timely manner. Our success depends, in part, on
unpredictable and volatile factors beyond our control, including
end-user preferences, competing games and the availability of
other entertainment activities. If our games and related
applications are not responsive to the requirements of our
carriers or the entertainment preferences of end users, or they
are not brought to market in a timely and effective manner, our
business, operating results and financial condition would be
harmed. Even if our games are successfully introduced and
12
initially adopted, a subsequent shift in our carriers or the
entertainment preferences of end users could cause a decline in
our games’ popularity that could materially reduce our
revenues and harm our business, operating results and financial
condition.
Inferior deck
placement would likely adversely impact our revenues, operating
results and financial condition.
Wireless carriers provide a limited selection of games that are
accessible to their subscribers through a deck on their mobile
handsets. The inherent limitation on the number of games
available on the deck is a function of the limited screen size
of handsets and carriers’ perceptions of the depth of menus
and numbers of choices end users will generally utilize.
Carriers typically provide one or more top level menus
highlighting games that are recent top sellers, that the carrier
believes will become top sellers or that the carrier otherwise
chooses to feature, in addition to a link to a menu of
additional games sorted by genre. We believe that deck placement
on the top level or featured menu or toward the top of
genre-specific or other menus, rather than lower down or in
sub-menus,
is likely to result in games achieving a greater degree of
commercial success. If carriers choose to give our games less
favorable deck placement, our games may be less successful than
we anticipate and our business, operating results and financial
condition may be materially harmed.
We depend on a
limited number of mobile games for a significant portion of our
revenues.
In our industry, new games are frequently introduced, but a
relatively small number of games account for a significant
portion of industry sales. Similarly, a significant portion of
our revenues comes from a limited number of mobile games,
although the games in that group have shifted over time. For
example, in 2005 and in the first nine months of 2006, we
generated approximately 52.8% and 57.0% of our revenues,
respectively, from our top ten games, but no individual game
represented more than 10% of our revenues in either period. We
expect to release a relatively small number of new games each
year for the foreseeable future. If these games are not
successful, our revenues could be limited and our business and
operating results would suffer in both the year of release and
thereafter.
In addition, the limited number of games that we release in a
year may contribute to fluctuations in our operating results.
Therefore, our reported results at quarter and year end may be
affected based on the release dates of our products, which could
result in volatility in the price of our common stock. If our
competitors develop more successful games, offer them at lower
prices based on payment models, such as
pay-for-play
or subscription-based models, perceived as offering a better
value proposition, or if we do not continue to develop
consistently high-quality and well-received games, our business,
operating results and financial condition would be harmed.
If we are
unsuccessful in establishing and increasing awareness of our
brand and recognition of our mobile games or if we incur
excessive expenses promoting and maintaining our brand or our
games, our business could be harmed.
We believe that establishing and maintaining our brand is
critical to retaining and expanding our existing relationships
with carriers and content licensors, as well as developing new
relationships. Promotion of the Glu brand will depend on our
success in providing high-quality mobile games. Similarly,
recognition of our games by end users will depend on our ability
to develop engaging games of high quality with attractive
titles. However, our success will also depend, in part, on the
services and efforts of third parties, over which we have little
or no control. For instance, if our wireless carriers fail to
provide high levels of service, our end users’ ability to
access our games may be interrupted, which may adversely affect
our brand. If end users, branded content owners and carriers do
not perceive our existing games as high-quality or if we
introduce new games that are not favorably received by our end
users and carriers, then we may be unsuccessful in building
brand recognition and brand loyalty in the marketplace. In
addition, globalizing and extending our brand and recognition of
our games will be costly and will involve extensive management
time to execute successfully. Further, the markets in which we
operate are highly competitive and some of our competitors, such
as
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Electronic Arts (EA Mobile), already have substantially
more brand name recognition and greater marketing resources than
we do. If we fail to increase brand awareness and consumer
recognition of our games, our potential revenues could be
limited, our costs could increase and our business, operating
results and financial condition could suffer.
Our business and
growth may suffer if we are unable to hire and retain key
personnel, who are in high demand.
We depend on the continued contributions of our senior
management and other key personnel, especially L. Gregory
Ballard and Albert A. “Rocky” Pimentel. The loss of
the services of any of our executive officers or other key
employees could harm our business. All of our
U.S. executive officers and key employees are at-will
employees, which means they may terminate their employment
relationship with us at any time. None of our
U.S. employees is bound by a contractual non-competition
agreement, which could make us vulnerable to recruitment efforts
by our competitors. Internationally, while some employees are
bound by non-competition agreements, we may experience
difficulty in enforcing these agreements with our employees and
contractors. We do not maintain a key-person life insurance
policy on any of our officers or other employees.
Our future success also depends on our ability to identify,
attract and retain highly skilled technical, managerial,
finance, marketing and creative personnel. We face intense
competition for qualified individuals from numerous technology,
marketing and mobile entertainment companies. In addition,
competition for qualified personnel is particularly intense in
the San Francisco Bay Area, where our headquarters are
located. Further, our principal overseas operations are based in
London and Hong Kong, cities that, similar to our headquarters
region, have high costs of living and consequently high
compensation standards. Qualified individuals are in high
demand, and we may incur significant costs to attract them. We
may be unable to attract and retain suitably qualified
individuals who are capable of meeting our growing creative,
operational and managerial requirements, or may be required to
pay increased compensation in order to do so, and if we are
unable to attract and retain the qualified personnel we need to
succeed, our business would suffer.
Volatility or lack of performance in our stock price may also
affect our ability to attract and retain our key employees. Many
of our senior management personnel and other key employees have
become, or will soon become, vested in a substantial amount of
stock or stock options. Employees may be more likely to leave us
if the shares they own or the shares underlying their options
have significantly appreciated in value relative to the original
purchase price of the shares or the exercise prices of the
option, or if the exercise prices of the options that they hold
are significantly above the market price of our common stock. If
we are unable to retain our employees, our business, operating
results and financial condition would be harmed.
Growth may place
significant demands on our management and our
infrastructure.
We have experienced, and may continue to experience, growth in
our business through internal growth and acquisitions. This
growth has placed, and may continue to place, significant
demands on our management and our operational and financial
infrastructure. In particular, continued growth could strain our
ability to:
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develop and improve our operational, financial and management
controls;
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enhance our reporting systems and procedures;
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recruit, train and retain highly skilled personnel;
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maintain our quality standards; and
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maintain branded content owner, wireless carrier and end-user
satisfaction.
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Managing our growth will require significant expenditures and
allocation of valuable management resources. If we fail to
achieve the necessary level of efficiency in our organization as
it grows, our business, operating results and financial
condition would be harmed.
The acquisition
of other companies, businesses or technologies could result in
operating difficulties, dilution and other harmful
consequences.
We have made recent acquisitions and, although we have no
present understandings, commitments or agreements to do so, we
may pursue further acquisitions, any of which could be material
to our business, operating results and financial condition.
Future acquisitions could divert management’s time and
focus from operating our business. In addition, integrating an
acquired company, business or technology is risky and may result
in unforeseen operating difficulties and expenditures. We may
also use a portion of the net proceeds of this offering for the
acquisition of, or investment in, companies, technologies,
products or assets that complement our business. Future
acquisitions or dispositions could result in potentially
dilutive issuances of our equity securities, including our
common stock, the incurrence of debt, contingent liabilities or
amortization expenses, or in-process research and development
costs, any of which could harm our financial condition and
operating results. Future acquisitions may also require us to
obtain additional financing, which may not be available on
favorable terms or at all.
International acquisitions involve risks related to integration
of operations across different cultures and languages, currency
risks and the particular economic, political and regulatory
risks associated with specific countries.
Some or all of these issues may result from our acquisitions of
Macrospace in December 2004 and iFone in March 2006, each of
which is based in the United Kingdom. If the anticipated
benefits of either of these or future acquisitions do not
materialize, we experience difficulties integrating iFone or
businesses acquired in the future, or other unanticipated
problems arise, our business, operating results and financial
condition may be harmed.
In addition, a significant portion of the purchase price of
companies we acquire may be allocated to acquired goodwill and
other intangible assets, which must be assessed for impairment
at least annually. In the future, if our acquisitions do not
yield expected returns, we may be required to take charges to
our earnings based on this impairment assessment process, which
could harm our operating results.
We face added
business, political, regulatory, operational, financial and
economic risks as a result of our international operations and
distribution, any of which could increase our costs and hinder
our growth.
International sales represented approximately 41.8% and 44.6% of
our revenues for 2005 and the first nine months of 2006,
respectively. In addition, as part of our international efforts,
we acquired U.K.-based Macrospace in December 2004, opened our
Hong Kong office in July 2005, expanded our presence in the
European market with our acquisition of iFone in March 2006 and
opened additional offices in Brazil, France and Germany in the
second half of 2006. We expect to open additional international
offices, and we expect international sales to continue to be an
important component of our revenues. Risks affecting our
international operations include:
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challenges caused by distance, language and cultural differences;
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multiple and conflicting laws and regulations, including
complications due to unexpected changes in these laws and
regulations;
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the burdens of complying with a wide variety of foreign laws and
regulations;
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higher costs associated with doing business internationally;
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difficulties in staffing and managing international operations;
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greater fluctuations in sales to end users and through carriers
in developing countries, including longer payment cycles and
greater difficulty collecting accounts receivable;
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protectionist laws and business practices that favor local
businesses in some countries;
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foreign tax consequences;
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foreign exchange controls that might prevent us from
repatriating income earned in countries outside the United
States;
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price controls;
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the servicing of regions by many different carriers;
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imposition of public sector controls;
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political, economic and social instability;
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restrictions on the export or import of technology;
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trade and tariff restrictions;
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variations in tariffs, quotas, taxes and other market
barriers; and
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difficulties in enforcing intellectual property rights in
countries other than the United States.
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In addition, developing user interfaces that are compatible with
other languages or cultures can be expensive. As a result, our
ongoing international expansion efforts may be more costly than
we expect. Further, expansion into developing countries subjects
us to the effects of regional instability, civil unrest and
hostilities, and could adversely affect us by disrupting
communications and making travel more difficult.
These risks could harm our international expansion efforts,
which, in turn, could materially and adversely affect our
business, operating results and financial condition.
If we fail to
deliver our games at the same time as new mobile handset models
are commercially introduced, our sales may suffer.
Our business is dependent, in part, on the commercial
introduction of new handset models with enhanced features,
including larger, higher resolution color screens, improved
audio quality, and greater processing power, memory, battery
life and storage. We do not control the timing of these handset
launches. Some new handsets are sold by carriers with one or
more games or other applications pre-loaded, and many end users
who download our games do so after they purchase their new
handsets to experience the new features of those handsets. Some
handset manufacturers give us access to their handsets prior to
commercial release. If one or more major handset manufacturers
were to cease to provide us access to new handset models prior
to commercial release, we might be unable to introduce
compatible versions of our games for those handsets in
coordination with their commercial release, and we might not be
able to make compatible versions for a substantial period
following their commercial release. If, because of game launch
delays, we miss the opportunity to sell games when new handsets
are shipped or our end users upgrade to a new handset, or if we
miss the key holiday selling period, either because the
introduction of a new handset is delayed or we do not deploy our
games in time for the holiday selling season, our business,
operating results and financial condition would likely suffer.
Wireless carriers
generally control the price charged for our mobile games and the
billing and collection for sales of our mobile games and could
make decisions detrimental to us.
Wireless carriers generally control the price charged for our
mobile games either by approving or establishing the price of
the games charged to their subscribers. Some of our carrier
agreements also restrict our ability to change prices. In cases
where carrier approval is required, approvals may not be
16
granted in a timely manner or at all. A failure or delay in
obtaining these approvals, the prices established by the
carriers for our games, or changes in these prices could
adversely affect market acceptance of those games. Similarly,
for the significant minority of our carriers, including Verizon
Wireless, when we make changes to a pricing plan (the wholesale
price and the corresponding suggested retail price based on our
negotiated revenue-sharing arrangement), adjustments to the
actual retail price charged to end users may not be made in a
timely manner or at all (even though our wholesale price was
reduced). A failure or delay by these carriers in adjusting the
retail price for our games, could adversely affect sales volume
and our revenues for those games.
Carriers and other distributors also control billings and
collections for our games, either directly or through
third-party service providers. If our carriers or their
third-party service providers cause material inaccuracies when
providing billing and collection services to us, our revenues
may be less than anticipated or may be subject to refund at the
discretion of the carrier. This could harm our business,
operating results and financial condition.
We may be unable
to develop and introduce in a timely way new mobile games, and
our games may have defects, which could harm our
brand.
The planned timing and introduction of new original mobile games
and games based on licensed intellectual property are subject to
risks and uncertainties. Unexpected technical, operational,
deployment, distribution or other problems could delay or
prevent the introduction of new games, which could result in a
loss of, or delay in, revenues or damage to our reputation and
brand. If any of our games is introduced with defects, errors or
failures, we could experience decreased sales, loss of end
users, damage to our carrier relationships and damage to our
reputation and brand. Our attractiveness to branded content
licensors might also be reduced. In addition, new games may not
achieve sufficient market acceptance to offset the costs of
development, particularly when the introduction of a game is
substantially later than a planned
“day-and-date”
launch, which could materially harm our business, operating
results and financial condition.
If we fail to
maintain and enhance our capabilities for porting games to a
broad array of mobile handsets, our attractiveness to wireless
carriers and branded content owners will be impaired, and our
sales could suffer.
Once developed, a mobile game may be required to be ported to,
or converted into separate versions for, more than 1,000
different handset models, many with different technological
requirements. These include handsets with various combinations
of underlying technologies, user interfaces, keypad layouts,
screen resolutions, sound capabilities and other
carrier-specific customizations. If we fail to maintain or
enhance our porting capabilities, our sales could suffer,
branded content owners might choose not to grant us licenses and
carriers might choose to give our games less desirable deck
placement or not to give our games placement on their decks at
all.
Changes to our game design and development processes to address
new features or functions of handsets or networks might cause
inefficiencies in our porting process or might result in more
labor intensive porting processes. In addition, we anticipate
that in the future we will be required to port existing and new
games to a broader array of handsets. If we utilize more labor
intensive porting processes, our margins could be significantly
reduced and it might take us longer to port games to an
equivalent number of handsets. This, in turn, could harm our
business, operating results and financial condition.
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If our
independent, third-party developers cease development of new
games for us and we are unable to find comparable replacements,
our competitive position may be adversely impacted.
We rely on independent third-party developers to develop some of
our games, which subjects us to the following risks:
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key developers who worked for us in the past may choose to work
for or be acquired by our competitors;
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developers currently under contract may try to renegotiate our
agreements with them on terms less favorable to us; and
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our developers may be unable or unwilling to allocate sufficient
resources to complete our games in a timely or satisfactory
manner or at all.
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If our developers terminate their relationships with us or
negotiate agreements with terms less favorable to us, we may
have to reduce the number of games that we intend to introduce,
delay the introduction of some game or increase our internal
development staff, which would be a time-consuming and
potentially costly process, and, as a result, our business,
operating results and financial condition could be harmed.
If one or more of
our games were found to contain hidden, objectionable content,
our business could suffer.
Historically, many video games have been designed to include
hidden content and gameplay features that are accessible through
the use of in-game cheat codes or other technological means that
are intended to enhance the gameplay experience. For example,
Super K.O. Boxing includes additional characters and game
modes that are available with a code (usually provided to a
player after accomplishing a certain level of achievement in the
game). Such features have been common in console and computer
games. However, in several recent cases, hidden content or
features have been found to be included in other
publishers’ products by an employee who was not authorized
to do so or by an outside developer without the knowledge of the
publisher. From time to time, some of this hidden content and
these hidden features have contained profanity, graphic violence
and sexually explicit or otherwise objectionable material. Our
design and porting process and the constraints on the file size
of our games reduce the possibility of hidden, objectionable
content from appearing in the games we publish. Nonetheless,
these processes and constraints may not prevent this content
from being included in our games. If a game we published were
found to contain hidden, objectionable content, the wireless
carriers and other distributors of our games could refuse to
sell it, consumers could refuse to buy it or demand a refund of
their money, and, if based on licensed content, the licensor
could demand that we incur significant expense to remove the
objectionable content from the game and all ported versions of
the game. This could have a materially negative impact on our
business, operating results and financial condition. In
addition, our reputation could be harmed, which could impact
sales of other games we sell and our attractiveness to content
licensors and carriers or other distributors of our games. If
any of these consequences were to occur, our business, operating
results and financial condition could be significantly harmed.
If we fail to
maintain an effective system of internal controls, we might not
be able to report our financial results accurately or prevent
fraud; in that case, our stockholders could lose confidence in
our financial reporting, which would harm our business and could
negatively impact the price of our stock.
Effective internal controls are necessary for us to provide
reliable financial reports and prevent fraud. In addition,
Section 404 of the Sarbanes-Oxley Act of 2002 will require
us to evaluate and report on our internal control over financial
reporting and have our independent registered public accounting
firm attest to our evaluation beginning with our Annual Report
on
Form 10-K
for the year ending
December 31, 2008. We are in the
process of preparing and implementing an internal plan of
18
action for compliance with Section 404 and strengthening
and testing our system of internal controls to provide the basis
for our report. The process of implementing our internal
controls and complying with Section 404 will be expensive
and time consuming, and will require significant attention of
management. We cannot be certain that these measures will ensure
that we implement and maintain adequate controls over our
financial processes and reporting in the future. Even if we
conclude, and our independent registered public accounting firm
concurs, that our internal control over financial reporting
provides reasonable assurance regarding the reliability of
financial reporting and the preparation of financial statements
for external purposes in accordance with generally accepted
accounting principles, because of its inherent limitations,
internal control over financial reporting may not prevent or
detect fraud or misstatements. Failure to implement required new
or improved controls, or difficulties encountered in their
implementation, could harm our operating results or cause us to
fail to meet our reporting obligations. If we or our independent
registered public accounting firm discover a material weakness,
the disclosure of that fact, even if quickly remedied, could
reduce the market’s confidence in our financial statements
and harm our stock price. In addition, a delay in compliance
with Section 404 could subject us to a variety of
administrative sanctions, including ineligibility for short form
resale registration, SEC action, the suspension or delisting of
our common stock from The NASDAQ Global Market and the inability
of registered broker-dealers to make a market in our common
stock, which would further reduce our stock price and could harm
our business.
If we do not
adequately protect our intellectual property rights, our
competitive position may be adversely affected.
Our intellectual property is an essential element of our
business. We rely on a combination of copyright, trademark,
trade secret and other intellectual property laws and
restrictions on disclosure to protect our intellectual property
rights. To date, we have not sought patent protection.
Consequently, we will not be able to protect our technologies
from independent invention by third parties. Despite our efforts
to protect our intellectual property rights, unauthorized
parties may attempt to copy or otherwise to obtain and use our
technology and games. Monitoring unauthorized use of our games
is difficult and costly, and we cannot be certain that the steps
we have taken will prevent piracy and other unauthorized
distribution and use of our technology and games, particularly
internationally where the laws may not protect our intellectual
property rights as fully as in the United States. In the future,
we may have to resort to litigation to enforce our intellectual
property rights, which could result in substantial costs and
diversion of our management and resources.
In addition, although we require our third-party developers to
sign agreements not to disclose or improperly use our trade
secrets and acknowledging that all inventions, trade secrets,
works of authorship, developments and other processes generated
by them on our behalf are our property and to assign to us any
ownership they may have in those works, it may still be possible
for third parties to obtain and improperly use our intellectual
properties without our consent. This could harm our business,
operating results and financial condition.
Third parties may
sue us for intellectual property infringement, which, if
successful, may disrupt our business and could require us to pay
significant damage awards.
Third parties may sue us for intellectual property infringement
or initiate proceedings to invalidate our intellectual property,
either of which, if successful, could disrupt the conduct of our
business, cause us to pay significant damage awards or require
us to pay licensing fees. In the event of a successful claim
against us, we might be enjoined from using our or our licensed
intellectual property, we might incur significant licensing fees
and we might be forced to develop alternative technologies. Our
failure or inability to develop non-infringing technology or
games or to license the infringed or similar technology or games
on a timely basis could force us to withdraw games from the
market or prevent us from introducing new games. In addition,
even if we are able to license the infringed or similar
technology or games, license fees could be substantial and the
terms of these licenses could be burdensome, which might
adversely affect our operating results. We might also incur
substantial
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expenses in defending against third-party infringement claims,
regardless of their merit. Successful infringement or licensing
claims against us might result in substantial monetary
liabilities and might materially disrupt the conduct of our
business.
Indemnity
provisions in various agreements potentially expose us to
substantial liability for intellectual property infringement,
damages caused by malicious software and other losses.
In the ordinary course of our business, most of our agreements
with carriers and other distributors include indemnification
provisions. In these provisions, we agree to indemnify them for
losses suffered or incurred in connection with our games,
including as a result of intellectual property infringement and
damages caused by viruses, worms and other malicious software.
The term of these indemnity provisions is generally perpetual
after execution of the corresponding license agreement, and the
maximum potential amount of future payments we could be required
to make under these indemnification provisions is generally
unlimited. Large future indemnity payments could harm our
business, operating results and financial condition.
As a result of
our business being concentrated with a limited number of
wireless carriers, we face a concentration of credit
risk.
As of
December 31, 2005, our outstanding accounts
receivable balances with Verizon Wireless, Sprint Nextel,
Cingular Wireless and Vodafone were $1.7 million, $672,000,
$581,000 and $277,000, respectively. Similarly, as of
September 30, 2006, our outstanding accounts receivable
balances with those carriers were $2.5 million,
$1.2 million, $809,000 and $1.3 million,
respectively. Since a significant portion of our outstanding
accounts receivable are with Verizon Wireless, Sprint Nextel,
Cingular Wireless and Vodafone, we have a concentration of
credit risk. If any of these carriers is unable to fulfill its
payment obligations to us under our carrier agreements with
them, our revenues could decline significantly and our financial
condition might be harmed.
We may need to
raise additional capital to grow our business, and we may not be
able to raise capital on terms acceptable to us or at
all.
The operation of our business and our efforts to grow our
business further will require significant cash outlays and
commitments. If our cash, cash equivalents and short-term
investments balances and any cash generated from operations and
from this offering are not sufficient to meet our cash
requirements, we will need to seek additional capital,
potentially through debt or equity financings, to fund our
growth. We may not be able to raise needed cash on terms
acceptable to us or at all. Financings, if available, may be on
terms that are dilutive or potentially dilutive to our
stockholders, and the prices at which new investors would be
willing to purchase our securities may be lower than the initial
public offering price. The holders of new securities may also
receive rights, preferences or privileges that are senior to
those of existing holders of our common stock. If new sources of
financing are required but are insufficient or unavailable, we
would be required to modify our growth and operating plans to
the extent of available funding, which would harm our ability to
grow our business.
We face risks
associated with currency exchange rate fluctuations.
Although we currently transact a majority of our business in
U.S. Dollars, we also transact substantial portions of our
business in pounds sterling and Euros as well as other
currencies. Conducting business in currencies other than
U.S. Dollars subjects us to fluctuations in currency
exchange rates that could have a negative impact on our reported
operating results. Fluctuations in the value of the
U.S. Dollar relative to other currencies impact our
revenues, cost of revenues and operating margins and result in
foreign currency translation gains and losses. To date, we have
not engaged in exchange rate hedging activities. Even were we to
implement hedging strategies to mitigate this risk, these
strategies might not eliminate our exposure to foreign exchange
rate fluctuations and would involve costs and risks of their
own, such as ongoing management time and expertise, external
costs to implement the strategies and potential accounting
implications.
20
Our operations in
countries with a history of corruption and transactions with
foreign governments, including government owned or controlled
wireless carriers, increase the risks associated with our
international activities.
As we operate and sell internationally, we are subject to the
U.S. Foreign Corrupt Practices Act, or the FCPA, and other
laws that prohibit improper payments or offers of payments to
foreign governments and their officials and political parties by
U.S. and other business entities for the purpose of obtaining or
retaining business. We have operations, deal with carriers and
make sales in countries known to experience corruption, and
further international expansion may involve more of these
countries. Our activities in these countries create the risk of
unauthorized payments or offers of payments by one of our
employees, consultants, sales agents or distributors that could
be in violation of various laws including the FCPA, even though
these parties are not always subject to our control. We have
attempted to implement safeguards to discourage these practices
by our employees, consultants, sales agents and distributors.
However, our existing safeguards and any future improvements may
prove to be less than effective, and our employees, consultants,
sales agents or distributors may engage in conduct for which we
might be held responsible. Violations of the FCPA may result in
severe criminal or civil sanctions, and we may be subject to
other liabilities, which could negatively affect our business,
operating results and financial condition.
Changes to
financial accounting standards and new exchange rules could make
it more expensive to issue stock options to employees, which
would increase compensation costs and might cause us to change
our business practices.
We prepare our financial statements to conform with accounting
principles generally accepted in the United States. These
accounting principles are subject to interpretation by the
Financial Accounting Standards Board, or FASB, the Securities
and Exchange Commission, or SEC, and various other bodies. A
change in those principles could have a significant effect on
our reported results and might affect our reporting of
transactions completed before a change is announced. For
example, we have used stock options as a fundamental component
of our employee compensation packages. We believe that stock
options directly motivate our employees to maximize long-term
stockholder value and, through the use of vesting, encourage
employees to remain in our employ. Several regulatory agencies
and entities have made regulatory changes that could make it
more difficult or expensive for us to grant stock options to
employees. For example, the FASB released Statement of Financial
Accounting Standards, or SFAS, No. 123R, Share-Based
Payment, that required us to record a charge to earnings for
employee stock option grants beginning in 2006. In addition,
regulations implemented by the NASDAQ Stock Market generally
require stockholder approval for all stock option plans, which
could make it more difficult for us to grant stock options to
employees. We may, as a result of these changes, incur increased
compensation costs, change our equity compensation strategy or
find it difficult to attract, retain and motivate employees, any
of which could materially and adversely affect our business,
operating results and financial condition.
Risks Relating to
Our Industry
Wireless
communications technology is changing rapidly, and we may not be
successful in working with these new technologies.
Wireless network and mobile handset technologies are undergoing
rapid innovation. New handsets with more advanced processors and
supporting advanced programming languages continue to be
introduced. In addition, networks that enable enhanced features,
such as multiplayer technology, are being developed and
deployed. We have no control over the demand for, or success of,
these products or technologies. The development of new,
technologically advanced games to match the advancements in
handset technology is a complex process requiring significant
research and development expense, as well as the accurate
anticipation of technological and market trends. If we fail to
anticipate and adapt to these and other technological changes,
the available channels for our games may be limited and our
market share and our operating results may suffer. Our future
success will
21
depend on our ability to adapt to rapidly changing technologies,
develop mobile games to accommodate evolving industry standards
and improve the performance and reliability of our games. In
addition, the widespread adoption of networking or
telecommunications technologies or other technological changes
could require substantial expenditures to modify or adapt our
games.
Technology changes in our industry require us to anticipate,
sometimes years in advance, which technologies we must implement
and take advantage of in order to make our games and other
mobile entertainment products competitive in the market.
Therefore, we usually start our product development with a range
of technical development goals that we hope to be able to
achieve. We may not be able to achieve these goals, or our
competition may be able to achieve them more quickly and
effectively than we can. In either case, our products may be
technologically inferior to those of our competitors, less
appealing to end users or both. If we cannot achieve our
technology goals within the original development schedule of our
products, then we may delay their release until these technology
goals can be achieved, which may delay or reduce our revenues,
increase our development expenses and harm our reputation.
Alternatively, we may increase the resources employed in
research and development in an attempt either to preserve our
product launch schedule or to keep up with our competition,
which would increase our development expenses. In either case,
our business, operating results and financial condition could be
materially harmed.
The complexity
and incompatibilities among mobile handsets may require us to
use additional resources for the development of our
games.
To reach large numbers of wireless subscribers, mobile
entertainment publishers like us must support numerous mobile
handsets and technologies. However, keeping pace with the rapid
innovation of handset technologies together with the continuous
introduction of new, and often incompatible, handset models by
wireless carriers requires us to make significant investments in
research and development, including personnel, technologies and
equipment. In the future, we may be required to make substantial
investments in our development if the number of different types
of handset models continues to proliferate. In addition, as more
advanced handsets are introduced enabling more complex, feature
rich games, we anticipate that our per-game development costs
will increase, which could increase the risks associated with
the failure of any one game and could materially harm our
operating results and financial condition.
If wireless
subscribers do not continue to use their mobile handsets to
access games and other applications, our business may be
adversely affected.
We operate in a developing industry. Our success depends on
growth in the number of wireless subscribers who use their
mobile handsets to access data services and, in particular,
entertainment applications of the type we develop and
distribute. New or different mobile entertainment applications,
such as streaming video or music applications, developed by our
current or future competitors may be preferred by subscribers to
our games. In addition, other mobile platforms such as the iPod
and dedicated portable gaming platforms such as the PlayStation
Portable and the Nintendo DS may become widespread, and end
users may choose to switch to these platforms. If the market for
our games does not continue to grow or we are unable to acquire
new end users, our business growth and future revenues could be
adversely affected. If end users switch their entertainment
spending away from the games and related applications that we
publish, or switch to portable gaming platforms or distribution
where we do not have comparative strengths, our business,
operating results and financial condition may suffer.
Our industry is
subject to risks generally associated with the entertainment
industry, any of which could significantly harm our operating
results.
Our business is subject to risks that are generally associated
with the entertainment industry, many of which are beyond our
control. These risks could negatively impact our operating
results and include: the popularity, price and timing of release
of games and mobile handsets on which they are
22
played; economic conditions that adversely affect discretionary
consumer spending; changes in consumer demographics; the
availability and popularity of other forms of entertainment; and
critical reviews and public tastes and preferences, which may
change rapidly and cannot necessarily be predicted.
A shift of
technology platform by wireless carriers and mobile handset
manufacturers could harm our business.
End users of games must have a mobile handset with multimedia
capabilities enabled by technologies capable of running
third-party games and related applications such as ours. Our
development resources are concentrated in the BREW and Java
platforms, and we have experience developing games for the
i-mode,
Mophun, Symbian and Windows Mobile Platforms. If one or more of
these technologies fall out of favor with handset manufacturers
and wireless carriers and there is a rapid shift to a technology
platform such as Adobe Flash Lite or a new technology where we
do not have development experience or resources, the development
period for our games may be lengthened, increasing our costs,
and the resulting games may be of lower quality, and may be
published later than anticipated. In such an event, our
reputation, business, operating results and financial condition
might suffer.
System or network
failures could reduce our sales, increase costs or result in a
loss of end users of our games.
Mobile game publishers rely on wireless carriers’ networks
to deliver games to end users and on their or other third
parties’ billing systems to track and account for the
downloading of their games. In certain circumstances, mobile
game publishers may also rely on their own servers to deliver
games on demand to end users through their carriers’
networks. In addition, certain subscription-based games such as
World Series of Poker and entertainment products such as
FOX Sports Mobile require access over the mobile Internet
to our servers in order to enable features such as multiplayer
modes, high score posting or access to information updates. Any
failure of, or technical problem with, carriers’, third
parties’ or our billing systems, delivery systems,
information systems or communications networks could result in
the inability of end users to download our games, prevent the
completion of billing for a game, or interfere with access to
some aspects of our games or other products. If any of these
systems fails or if there is an interruption in the supply of
power, an earthquake, fire, flood or other natural disaster, or
an act of war or terrorism, end users might be unable to access
our games. For example, from time to time, our carriers have
experienced failures with their billing and delivery systems and
communication networks, including gateway failures that reduced
the provisioning capacity of their branded
e-commerce
system. Any failure of, or technical problem with, the
carriers’, other third parties’ or our systems could
cause us to lose end users or revenues or incur substantial
repair costs and distract management from operating our
business. This, in turn, could harm our business, operating
results and financial condition.
The market for
mobile games is seasonal, and our results may vary significantly
from period to period.
Many new mobile handset models are released in the fourth
calendar quarter to coincide with the holiday shopping season.
Because many end users download our games soon after they
purchase new handsets, we may experience seasonal sales
increases based on the holiday selling period. However, due to
the time between handset purchases and game purchases, most of
this holiday impact occurs for us in our first quarter. In
addition, we seek to release many of our games in conjunction
with specific events, such as the release of a related movie. If
we miss these key selling periods for any reason, our sales will
suffer disproportionately. Likewise, if a key event to which our
game release schedule is tied were to be delayed or cancelled,
our sales would also suffer disproportionately. Further, for a
variety of reasons, including roaming charges for data downloads
that may make purchase of our games prohibitively expensive for
many end users while they are traveling,
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we may experience seasonal sales decreases during the summer,
particularly in Europe. If the level of travel increases or
expands to other periods, our operating results and financial
condition may be harmed. Our ability to meet game development
schedules is affected by a number of factors, including the
creative processes involved, the coordination of large and
sometimes geographically dispersed development teams required by
the increasing complexity of our games, and the need to
fine-tune our games prior to their release. Any failure to meet
anticipated development or release schedules would likely result
in a delay of revenues or possibly a significant shortfall in
our revenues and cause our operating results to be materially
different than anticipated.
Our business
depends on the growth and maintenance of wireless communications
infrastructure.
Our success will depend on the continued growth and maintenance
of wireless communications infrastructure in the United States
and internationally. This includes deployment and maintenance of
reliable next-generation digital networks with the speed, data
capacity and security necessary to provide reliable wireless
communications services. Wireless communications infrastructure
may be unable to support the demands placed on it if the number
of subscribers continues to increase, or if existing or future
subscribers increase their bandwidth requirements. Wireless
communications have experienced a variety of outages and other
delays as a result of infrastructure and equipment failures, and
could face outages and delays in the future. These outages and
delays could reduce the level of wireless communications usage
as well as our ability to distribute our games successfully. In
addition, changes by a wireless carrier to network
infrastructure may interfere with downloads of our games and may
cause end users to lose functionality in our games that they
have already downloaded. This could harm our business, operating
results and financial condition.
Future mobile
handsets may significantly reduce or eliminate wireless
carriers’ control over delivery of our games and force us
to rely further on alternative sales channels, which, if not
successful, could require us to increase our sales and marketing
expenses significantly.
Substantially all our games are currently sold through
carriers’ branded
e-commerce
services. We have invested significant resources developing this
sales channel. However, a growing number of handset models
currently available allow wireless subscribers to browse the
Internet and, in some cases, download applications from sources
other than a carrier’s branded
e-commerce
service. In addition, the development of other application
delivery mechanisms such as premium-SMS may enable subscribers
to download applications without having to access a
carrier’s branded
e-commerce
service. Increased use by subscribers of open operating system
handsets or premium-SMS delivery systems will enable them to
bypass carriers’ branded
e-commerce
services and could reduce the market power of carriers. This
could force us to rely further on alternative sales channels
where we may not be successful selling our games, and could
require us to increase our sales and marketing expenses
significantly. As with our carriers, we believe that inferior
placement of our games and other mobile entertainment products
in the menus of off-deck distributors will result in lower
revenues than might otherwise be anticipated from these
alternative sales channels. We may be unable to develop and
promote our direct
website distribution sufficiently to overcome
the limitations and disadvantages of off-deck distribution
channels. This could harm our business, operating results and
financial condition.
Actual or
perceived security vulnerabilities in mobile handsets or
wireless networks could adversely affect our revenues.
Maintaining the security of mobile handsets and wireless
networks is critical for our business. There are individuals and
groups who develop and deploy viruses, worms and other illicit
code or malicious software programs that may attack wireless
networks and handsets. Security experts have identified computer
“worm” programs, such as “Cabir” and
“Commwarrior.A,” and viruses, such as
“Lasco.A,” that target handsets running on the Symbian
operating system. Although these worms have
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not been widely released and do not present an immediate risk to
our business, we believe future threats could lead some end
users to seek to return our games, reduce or delay future
purchases of our games or reduce or delay the use of their
handsets. Wireless carriers and handset manufacturers may also
increase their expenditures on protecting their wireless
networks and mobile phone products from attack, which could
delay adoption of new handset models. Any of these activities
could adversely affect our revenues and this could harm our
business, operating results and financial condition.
If a substantial
number of the end users that purchase our games by subscription
change mobile handsets or if wireless carriers switch to
subscription plans that require active monthly renewal by
subscribers, our sales could suffer.
Subscriptions represent a significant portion of our revenues.
As handset development continues, over time an increasing
percentage of end users who already own one or more of our
subscription games will likely upgrade from their existing
handsets. With some wireless carriers, it is not currently
feasible for these end users to transfer their existing
subscriptions from one handset to another. In addition, carriers
may switch their subscription billing systems to require end
users to actively renew, or opt-in, each month, rather than
current systems that passively renew requiring end users to take
some action to opt-out of their subscriptions. In either case,
unless we are able to re-sell subscriptions to these end users
or replace these end users with other end users, our sales would
suffer and this could harm our business, operating results and
financial condition.
Changes in
government regulation of the media and wireless communications
industries may adversely affect our business.
It is possible that a number of laws and regulations may be
adopted in the United States and elsewhere that could restrict
the media and wireless communications industries, including laws
and regulations regarding customer privacy, taxation, content
suitability, copyright, distribution and antitrust. Furthermore,
the growth and development of the market for electronic commerce
may prompt calls for more stringent consumer protection laws
that may impose additional burdens on companies such as ours
conducting business through wireless carriers. We anticipate
that regulation of our industry will increase and we will be
required to devote legal and other resources to address this
regulation. Changes in current laws or regulations or the
imposition of new laws and regulations in the United States or
elsewhere regarding the media and wireless communications
industries may lessen the growth of wireless communications
services and may materially reduce our ability to increase or
maintain sales of our games.
A number of studies have examined the health effects of mobile
phone use, and the results of some of the studies have been
interpreted as evidence that mobile phone use causes adverse
health effects. The establishment of a link between the use of
mobile phone services and health problems, or any media reports
suggesting such a link, could increase government regulation of,
and reduce demand for, mobile phones and, accordingly, the
demand for our games and related applications and this could
harm our business, operating results and financial condition.
Risks Related to
Ownership of Our Common Stock
There has been no
prior market for our common stock, our stock price may be
volatile or may decline regardless of our operating performance,
and you may not be able to resell your shares at or above the
initial public offering price.
There has been no public market for our common stock prior to
this offering. The initial public offering price for our common
stock will be determined through negotiations between the
underwriters and us. This initial public offering price may vary
from the market price of our common stock following this
offering. If you purchase shares of our common stock in this
offering, you may not be able to resell those shares at or above
the initial public offering price. An active or liquid market in
our
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common stock may not develop upon completion of this offering
or, if it does develop, it may not be sustainable. The market
price of our common stock may fluctuate significantly in
response to numerous factors, many of which are beyond our
control, including:
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changes in operating performance and stock market valuations of
other technology companies generally, or those in our industry
in particular;
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actual or anticipated fluctuations in our operating results;
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the financial projections we may provide to the public, any
changes in these projections or our failure to meet these
projections;
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changes in financial estimates by any securities analysts who
follow our company, our failure to meet these estimates or
failure of those analysts to initiate or maintain coverage of
our stock;
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ratings downgrades by any securities analysts who follow our
company;
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announcements by us or our competitors of significant technical
innovations, acquisitions, strategic partnerships, joint
ventures or capital commitments;
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the public’s response to our press releases or other public
announcements, including our filings with the SEC;
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market conditions or trends in our industry or the economy as a
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the loss of key personnel;
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lawsuits threatened or filed against us;
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future sales of our common stock by our executive officers,
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other events or factors, including those resulting from war,
incidents of terrorism or responses to these events.
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In addition, the stock markets, and in particular The NASDAQ
Global Market on which our common stock will be listed, have
experienced extreme price and volume fluctuations that have
affected and continue to affect the market prices of equity
securities of many technology companies. Stock prices of many
technology companies have fluctuated in a manner unrelated or
disproportionate to the operating performance of those
companies. In the past, stockholders have instituted securities
class action litigation following periods of market volatility.
If we were to become involved in securities litigation, it could
have substantial costs and divert resources and the attention of
management from our business and adversely affect our business,
operating results and financial condition.
Maintaining and
improving our financial controls and the requirements of being a
public company may strain our resources, divert
management’s attention and affect our ability to attract
and retain qualified members for our board of
directors.
As a public company, we will be subject to the reporting
requirements of the Securities Exchange Act of 1934, or the
Exchange Act, the Sarbanes-Oxley Act of 2002, or the
Sarbanes-Oxley Act, and the rules and regulations of the NASDAQ
Stock Market. The requirements of these rules and regulations
will increase our legal, accounting and financial compliance
costs, will make some activities more difficult, time-consuming
and costly and may also place undue strain on our personnel,
systems and resources.
The Sarbanes-Oxley Act requires, among other things, that we
maintain effective disclosure controls and procedures and
internal control over financial reporting. This can be difficult
to do. For example, we depend on the reports of wireless
carriers for information regarding the amount of sales
26
of our games and related applications and to determine the
amount of royalties we owe branded content licensors and the
amount of our revenues. These reports may not be timely, and in
the past they have contained, and in the future they may
contain, errors.
In order to maintain and improve the effectiveness of our
disclosure controls and procedures and internal control over
financial reporting, we will need to expend significant
resources and provide significant management oversight. We have
a substantial effort ahead of us to implement appropriate
processes, document the system of internal control over relevant
processes, assess their design, remediate any deficiencies
identified and test their operation. As a result,
management’s attention may be diverted from other business
concerns, which could harm our business, operating results and
financial condition. These efforts will also involve substantial
accounting-related costs. In addition, if we are unable to
continue to meet these requirements, we may not be able to
remain listed on The NASDAQ Global Market.
The Sarbanes-Oxley Act and the rules and regulations of the
NASDAQ Stock Market will make it more difficult and more
expensive for us to maintain directors’ and officers’
liability insurance, and we may be required to accept reduced
coverage or incur substantially higher costs to maintain
coverage. If we are unable to maintain adequate directors’
and officers’ insurance, our ability to recruit and retain
qualified directors, especially those directors who may be
considered independent for purposes of the NASDAQ Stock Market
rules, and officers will be significantly curtailed.
Purchasers in
this offering will suffer immediate substantial
dilution.
If you purchase shares of our common stock in this offering, the
book value of your shares will immediately be less than the
price you paid. This effect is known as dilution. If previously
granted options or warrants are exercised, additional dilution
will occur. As of
September 30, 2006, options to purchase
8,158,311 shares of our common stock at a weighted average
exercise price of approximately $1.45 per share were
outstanding. Subsequent to
September 30, 2006, we granted
additional options to purchase an aggregate of
855,925 shares of our common stock at a weighted average
exercise price of $3.51 per share. In addition, as of the
date of this prospectus, warrants to purchase an aggregate of
687,223 shares of our common stock at a weighted average
exercise price of $1.74 were outstanding. Exercise of these
options and warrants will result in additional dilution to
purchasers of our common stock in this offering.
A significant
portion of our total outstanding shares may be sold into the
market in the near future. If there are substantial sales of
shares of our common stock, the price of our common stock could
decline.
The price of our common stock could decline if there are
substantial sales of our common stock or if there is a large
number of shares of our common stock available for sale. After
this offering, we will have
outstanding
shares of our common stock based on the number of shares
outstanding as of
September 30, 2006. This includes the
shares that we are selling in this offering, which may be resold
in the public market immediately. The remaining
63,169,489 shares, or % of our
outstanding shares after this offering, are currently restricted
as a result of market standoff
and/or
lock-up
agreements but will be able to be sold in the near future as set
forth below.
| |
|
|
Number of Shares
and
|
|
Date Available
for Sale
|
|
% of Total
Outstanding
|
|
into Public
Market
|
|
|
|
61,532,158 shares, or
%
|
|
180 days after the date of
this prospectus, sales of 48,582,262 of which will be subject to
volume and other limitations.
|
|
1,637,331 shares, or
%
|
|
More than 180 days after the
date of this prospectus, as restricted stock vests and shares
are released from escrow
|
27
After this offering, the holders of an aggregate of
47,571,918 shares of our common stock or subject to
warrants outstanding as of
September 30, 2006 will have
rights, subject to some conditions, to require us to file
registration statements covering their shares or to include
their shares in registration statements that we may file for
ourselves or our stockholders. We also intend to register all
shares of our common stock that we have issued and may issue
under our employee equity incentive plans. Once we register
these shares, they will be able to be sold freely in the public
market upon issuance, subject to existing market standoff
and/or
lock-up
agreements.
The market price of the shares of our common stock could decline
as a result of sales of a substantial number of our shares in
the public market or the perception in the market that the
holders of a large number of shares intend to sell their shares.
Our directors,
executive officers and principal stockholders will continue to
have substantial control over us after this offering and could
delay or prevent a change in corporate control.
After this offering, our directors, executive officers and
holders of more than 5% of our common stock, together with their
affiliates, will beneficially own, in the aggregate,
approximately % of our outstanding
common stock. As a result, these stockholders, acting together,
would have the ability to significantly influence the outcome of
matters submitted to our stockholders for approval, including
the election of directors and any merger, consolidation or sale
of all or substantially all of our assets. In addition, these
stockholders, acting together, would have the ability to
significantly influence the management and affairs of our
company. Accordingly, this concentration of ownership might harm
the market price of our common stock by:
|
|
|
| |
•
|
delaying, deferring or preventing a change in our control;
|
| |
| |
•
|
impeding a merger, consolidation, takeover or other business
combination involving us; or
|
| |
| |
•
|
discouraging a potential acquirer from making a tender offer or
otherwise attempting to obtain control of us.
|
We have broad
discretion in the use of the net proceeds from this offering and
may not use them effectively.
We cannot specify with any certainty the particular uses of the
net proceeds that we will receive from this offering other than
the use of $12.1 million to repay in full the principal and
accrued interest on our outstanding loan from Pinnacle Ventures.
Our management will have broad discretion in the application of
the net proceeds, including working capital, possible
acquisitions and other general corporate purposes. Our
stockholders may not agree with the manner in which our
management chooses to allocate and spend the net proceeds. The
failure by our management to apply these funds effectively could
harm our business and financial condition. Pending their use, we
may invest the net proceeds from this offering in a manner that
does not produce income or that loses value.
If securities or
industry analysts do not publish research or publish inaccurate
or unfavorable research about our business, our stock price and
trading volume could decline.
The trading market for our common stock will depend in part on
the research and reports that securities or industry analysts
publish about us or our business. We do not currently have and
may never obtain research coverage by securities and industry
analysts. If no securities or industry analysts commence
coverage of
our company, the trading price for our stock would
be negatively impacted. In the event we obtain securities or
industry analyst coverage, if one or more of the analysts who
cover us downgrade our stock or publish inaccurate or
unfavorable research about our business, our stock price would
likely decline. If one or more of these analysts cease coverage
of
our company or fail to publish reports on us regularly,
demand for our stock could decrease, which might cause our stock
price and trading volume to decline.
28
Some provisions
in our restated certificate of incorporation, restated bylaws,
Delaware law and the terms of some of our licensing and
distribution agreements may deter third parties from acquiring
us.
The terms of a number of our agreements with branded content
owners and wireless carriers effectively provide that, if we
undergo a change of control, the applicable content owner or
carrier will be entitled to terminate the relevant agreement. In
addition, we anticipate that our restated certificate of
incorporation and restated
bylaws that will become effective
immediately following the completion of this offering will
contain provisions that may make the acquisition of
our company
more difficult without the approval of our board of directors,
including the following:
|
|
|
| |
•
|
our board of directors is classified into three classes of
directors with staggered three-year terms;
|
| |
| |
•
|
only our lead independent director, our chief executive officer,
our president or a majority of our board of directors is
authorized to call a special meeting of stockholders;
|
| |
| |
•
|
our stockholders may take action only at a meeting of
stockholders and not by written consent;
|
| |
| |
•
|
vacancies on our board of directors may be filled only by our
board of directors and not by stockholders;
|
| |
| |
•
|
our restated certificate of incorporation authorizes
undesignated preferred stock, the terms of which may be
established and shares of which may be issued without
stockholder approval; and
|
| |
| |
•
|
advance notice procedures apply for stockholders to nominate
candidates for election as directors or to bring matters before
an annual meeting of stockholders.
|
These provisions and other provisions in our charter documents
could discourage, delay or prevent a transaction involving a
change in our control. Any delay or prevention of a change of
control transaction could cause stockholders to lose a
substantial premium over the then-current market price of their
shares. These provisions could also discourage proxy contests
and could make it more difficult for you and other stockholders
to elect directors of your choosing or to cause us to take other
corporate actions you desire.
In addition, we are subject to Section 203 of the Delaware
General Corporation Law, which, subject to some exceptions,
prohibits “business combinations” between a Delaware
corporation and an “interested stockholder,” which is
generally defined as a stockholder who becomes a beneficial
owner of 15% or more of a Delaware corporation’s voting
stock, for a three-year period following the date that the
stockholder became an interested stockholder. Section 203
could have the effect of delaying, deferring or preventing a
change in control that our stockholders might consider to be in
their best interests.
29
SPECIAL
NOTE REGARDING FORWARD-LOOKING STATEMENTS
In addition to historical information, this prospectus contains
forward-looking statements. We may, in some cases, use words,
such as “project,” “believe,”
“anticipate,” “plan,” “expect,”
“estimate,” “intend,” “continue,”
“should,” “would,” “could,”
“potentially,” “will” or “may,” or
other similar words and expressions that convey uncertainty
about future events or outcomes to identify these
forward-looking statements. Forward-looking statements in this
prospectus include statements about:
|
|
|
| |
•
|
our expectations regarding our revenues, expenses and operations
and our ability to achieve and then sustain profitability;
|
| |
| |
•
|
our anticipated cash needs and our estimates regarding our
capital requirements;
|
| |
| |
•
|
our ability to expand our base of end users and relationships
with wireless carriers and branded content owners;
|
| |
| |
•
|
our ability to expand our product offerings and our ability to
develop games for other platforms;
|
| |
| |
•
|
our anticipated growth strategies and sources of new revenues;
|
| |
| |
•
|
anticipated trends and challenges in our business and the
markets in which we operate;
|
| |
| |
•
|
our ability to retain and hire necessary employees and staff our
operations appropriately;
|
| |
| |
•
|
the impact of seasonality on our business;
|
| |
| |
•
|
the amount of external development resources that we intend to
use;
|
| |
| |
•
|
our expectations regarding the royalty rates for intellectual
property that we license and publishing of original games;
|
| |
| |
•
|
our ability to estimate accurately for purposes of preparing our
consolidated financial statements;
|
| |
| |
•
|
our ability to find future acquisition opportunities on
favorable terms or at all;
|
| |
| |
•
|
our intention to license additional brands and other
intellectual property;
|
| |
| |
•
|
our planned capital expenditures;
|
| |
| |
•
|
our international expansion plans and our anticipated
international revenue growth;
|
| |
| |
•
|
our ability to stay abreast of modified or new laws applying to
our business; and
|
| |
| |
•
|
our spending of the net proceeds from this offering.
|
The outcome of the events described in these forward-looking
statements is subject to known and unknown risks, uncertainties
and other factors that could cause actual results to differ
materially from the results anticipated by these forward-looking
statements. These risks, uncertainties and factors include those
we discuss in this prospectus under the caption “Risk
Factors.” You should read these risk factors and the other
cautionary statements made in this prospectus as being
applicable to all related forward-looking statements wherever
they appear in this prospectus.
The forward-looking statements made in this prospectus relate
only to events as of the date on which the statements are made.
We undertake no obligation to update publicly any
forward-looking statements, whether as a result of new
information, future events or otherwise, except as required by
law.
This prospectus also contains statistical data that we obtained
from industry publications and reports. These industry
publications generally indicate that they have obtained their
information from sources believed to be reliable, but do not
guarantee the accuracy and completeness of their information.
Although we have not independently verified the data contained
in these industry publications and reports, based on our
industry experience we believe that the publications are
reliable and the conclusions contained in the publications and
reports are reasonable.
30
USE OF
PROCEEDS
We estimate that we will receive net proceeds from the sale of
the shares
of common stock that we are selling in this offering of
approximately $ million,
based on an assumed initial public offering price of
$ per share, after deducting the
estimated underwriting discounts and commissions and estimated
offering expenses. Each $1.00 increase or decrease in the
assumed initial public offering price would increase or
decrease, as applicable, the net proceeds to us by approximately
$ million, assuming the
number of shares offered by us, as set forth on the cover page
of this prospectus, remains the same and after deducting the
estimated underwriting discounts and commissions. If the
underwriters’ option to purchase additional shares in this
offering is exercised in full, we estimate that our net proceeds
will be approximately
$ million.
The principal purposes of this offering are to obtain additional
capital, to create a public market for our common stock and to
facilitate our future access to the public equity markets. We
intend to use approximately $12.1 million of the net
proceeds of this offering to repay in full the principal and
accrued interest on our outstanding loan from Pinnacle Ventures,
based on amounts accrued as of
December 19, 2006. The loan
has an interest rate of 11% and has a maturity date of June
2009. We used the net proceeds of this loan for working capital
and general corporate purposes. We expect to use the remaining
net proceeds of this offering for general corporate purposes,
including working capital and potential capital expenditures. We
do not have more specific plans for the net proceeds from this
offering. We may also use a portion of the net proceeds for the
acquisition of, or investment in, companies, technologies,
products or assets that complement our business. However, we
have no present understandings, commitments or agreements to
enter into any acquisitions or make any investments.
We have not yet determined our anticipated expenditures and
therefore cannot estimate the amounts to be used for each of the
purposes discussed above. The amounts and timing of any
expenditures will vary depending on the amount of cash generated
by our operations, competitive and technological developments
and the rate of growth, if any, of our business. Accordingly,
our management will have significant flexibility in applying the
net proceeds from this offering, and investors will be relying
on the judgment of our management regarding the application of
these net proceeds. Pending the uses described above, we intend
to invest the net proceeds from this offering in short-term,
interest-bearing, investment-grade securities. The goal with
respect to the investment of these net proceeds will be capital
preservation and liquidity so that these funds are readily
available to fund our operations.
DIVIDEND
POLICY
We have never declared or paid any cash dividends on our capital
stock, and we do not currently intend to pay any cash dividends
on our common stock for the foreseeable future. We expect to
retain future earnings, if any, to fund the development and
growth of our business. Any future determination to pay
dividends on our common stock will be at the discretion of our
board of directors and will depend upon, among other factors,
our financial condition, operating results, current and
anticipated cash needs, plans for expansion and other factors
that our board of directors may deem relevant. Our existing loan
agreement with Pinnacle Ventures prohibits payment of dividends
prior to the effective date of the registration statement
covering this offering.
31
CAPITALIZATION
|
|
|
| |
•
|
on an actual basis;
|
| |
| |
•
|
on a pro forma basis to reflect (i) the automatic
conversion of all outstanding shares of our preferred stock into
47,040,945 shares of our common stock, as if this had
occurred as of September 30, 2006, and (ii) the
reclassification of our preferred stock warrant liability to
additional paid-in capital upon the conversion of warrants to
purchase shares of our convertible preferred stock into warrants
to purchase shares of our common stock upon the completion of
this offering; and
|
| |
| |
•
|
on a pro forma as adjusted basis to reflect, in addition,
(i) the sale by us of
the shares
of common stock offered by us in this offering at an assumed
initial public offering price of
$ per share, after deducting
the estimated underwriting discounts and commissions and
estimated offering expenses, (ii) the amendment and
restatement of our certificate of incorporation immediately
following the completion of this offering and (iii) the use
of approximately $12.1 million of the net proceeds of this
offering to repay in full the principal and accrued interest on
our loan from Pinnacle Ventures.
|
You should read this table together with our consolidated
financial statements and related notes and
“Management’s Discussion and Analysis of Financial
Condition and Results of Operations” included elsewhere in
this prospectus.
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
September 30,
2006
|
|
|
|
|
|
|
|
|
|
|
Pro Forma
|
|
|
|
|
Actual
|
|
|
Pro
Forma
|
|
|
As
Adjusted(1)
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Current portion of long-term debt
|
|
$
|
3,226
|
|
|
$
|
3,226
|
|
|
$
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Long-term debt, less current portion
|
|
$
|
8,331
|
|
|
$
|
8,331
|
|
|
$
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Preferred stock warrant liability
|
|
|
2,034
|
|
|
|
—
|
|
|
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Mandatorily redeemable convertible
preferred stock (Series A –
D-1),
$0.0001 par value per share; 37,639,842 shares
authorized, 36,773,066 shares issued and outstanding,
actual; no shares authorized, issued or outstanding, pro forma
or pro forma as adjusted
|
|
|
57,246
|
|
|
|
—
|
|
|
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Special junior redeemable preferred
stock, $0.0001 par value; 13,454,516 shares authorized,
10,267,879 shares issued and outstanding, actual; no
shares authorized, issued or outstanding, pro forma or pro forma
as adjusted
|
|
|
19,098
|
|
|
|
—
|
|
|
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Stockholders’ equity (deficit):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Preferred stock, $0.0001 par
value per share; no shares authorized, issued or outstanding,
actual or pro forma; 5,000,000 shares authorized, no shares
issued or outstanding, pro forma as adjusted
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
Common stock, $0.0001 par
value per share; 100,000,000 shares authorized,
16,128,544 shares issued and outstanding, actual;
100,000,000 shares authorized, 63,169,489 shares
issued and outstanding, pro forma; 250,000,000 shares
authorized, shares
issued and outstanding, pro forma as adjusted
|
|
|
2
|
|
|
|
6
|
|
|
|
|
|
|
Additional paid-in capital
|
|
|
19,234
|
|
|
|
97,608
|
|
|
|
|
|
|
Deferred stock-based compensation
|
|
|
(562
|
)
|
|
|
(562
|
)
|
|
|
(562
|
)
|
|
Accumulated other comprehensive loss
|
|
|
229
|
|
|
|
229
|
|
|
|
229
|
|
|
Accumulated deficit
|
|
|
(43,666
|
)
|
|
|
(43,666
|
)
|
|
|
(43,666
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total stockholders’ equity
(deficit)
|
|
|
(24,763
|
)
|
|
|
53,615
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total capitalization
|
|
$
|
61,946
|
|
|
$
|
61,946
|
|
|
$
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(1) |
|
Each $1.00 increase or decrease in the assumed initial public
offering price of $ per share
would increase or decrease, respectively, the amount of
additional paid-in capital, total stockholders’ equity
(deficit) and total capitalization by approximately
$ million, assuming the
number of |
32
|
|
|
|
|
|
shares offered by us, as set forth on the cover page of this
prospectus, remains the same and after deducting the estimated
underwriting discounts and commissions. |
In the table above, the number of shares outstanding as of
September 30, 2006 does not include:
|
|
|
| |
•
|
8,158,311 shares issuable upon the exercise of stock
options outstanding as of September 30, 2006 with a
weighted average exercise price of approximately $1.45 per
share;
|
| |
| |
•
|
687,223 shares issuable upon the exercise of warrants
outstanding as of September 30, 2006 with a weighted
average exercise price of approximately $1.74 per
share; and
|
| |
| |
•
|
shares
to be reserved for issuance under our 2006 Equity Incentive Plan
and our 2006 Employee Stock Purchase Plan, each of which will
become effective on the first day that our common stock is
publicly traded and contains provisions that automatically
increase its share reserve each year, as more fully described in
“Management — Employee Benefit Plans.”
|
33
DILUTION
If you invest in our common stock in this offering, your
interest will be diluted to the extent of the difference between
the initial public offering price of our common stock and the
pro forma net tangible book value of our common stock after this
offering. As of
September 30, 2006, our pro forma net
tangible book value was approximately $10.7 million, or
$0.17 per share, based upon 63,169,489 shares outstanding
as of this date. Pro forma net tangible book value per share
represents the amount of our total tangible assets less our
total liabilities, divided by the number of outstanding shares
of our common stock, after giving effect to the automatic
conversion of all outstanding shares of our preferred stock into
shares of our common stock and the reclassification of our
preferred stock warrant liability to additional paid-in capital
upon the conversion of warrants to purchase shares of our
convertible preferred stock into warrants to purchase shares of
our common stock upon the completion of this offering.
After giving effect to the sale by us of
the shares
of common stock offered by us in this offering at an assumed
initial public offering price of
$ per share, after deducting
the estimated underwriting discounts and commissions and the
estimated offering expenses, our pro forma as adjusted net
tangible book value as of
September 30, 2006 would have
been approximately $ million,
or $ per share. This
represents an immediate increase in pro forma net tangible book
value of $ per share to
existing stockholders and an immediate dilution of
$ per share to new investors
purchasing shares at the initial public offering price. The
following table illustrates this per share dilution:
| |
|
|
|
|
|
|
|
|
|
Assumed initial public offering
price per share
|
|
|
|
|
|
$
|
|
|
|
|
|
$
|
0.17
|
|
|
|
|
|
|
Increase in pro forma net tangible
book value per share attributable to new investors
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pro forma as adjusted net tangible
book value per share after this offering
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Dilution in pro forma net tangible
book value per share to new investors
|
|
|
|
|
|
$
|
|
|
|
|
|
|
|
|
|
|
|
|
A $1.00 increase or decrease in the assumed initial public
offering price of $ would increase
or decrease our pro forma as adjusted net tangible book value
per share after this offering by
$ per share and the dilution
in pro forma as adjusted net tangible book value to new
investors by $ per share,
assuming the number of shares offered by us, as set forth on the
cover page of this prospectus, remains the same and after
deducting the estimated underwriting discounts and commissions.
If the underwriters exercise in full their option to purchase
additional shares of our common stock in this offering, the pro
forma net tangible book value per share after giving effect to
this offering would be $ per
share, and the dilution in pro forma net tangible book value per
share to investors in this offering would be
$ per share.
The following table summarizes on the pro forma as adjusted
basis described above, the difference between our existing
stockholders and the purchasers of shares of our common stock in
this offering with respect to the number of shares of common
stock purchased from us, the total consideration paid to us and
the average price paid per share paid to us, based on an assumed
initial public offering price of
$ per share, before deducting
the estimated underwriting discounts and commissions:
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Shares
Purchased
|
|
|
Total
Consideration
|
|
|
Average Price
|
|
|
|
|
Number
|
|
|
Percent
|
|
|
Amount
|
|
|
Percent
|
|
|
Per
Share
|
|
|
|
|
Existing stockholders
|
|
|
63,169,489
|
|
|
|
|
%
|
|
$
|
92,658,374
|
|
|
|
|
%
|
|
$
|
1.47
|
|
|
New investors
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
|
|
|
|
100.0
|
%
|
|
|
|
|
|
|
100.0
|
%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
34
A $1.00 increase or decrease in the assumed initial public
offering price of $ per share
would increase or decrease, respectively, total consideration
paid by new investors and total consideration paid by all
stockholders by approximately
$ million, assuming that the
number of shares offered by us, as set forth on the cover page
of this prospectus, remains the same.
The above discussion and tables assume no exercise of our stock
options or warrants outstanding as of
September 30, 2006,
consisting of 8,158,311 shares of our common stock issuable
upon the exercise of stock options with a weighted average
exercise price of approximately $1.45 per share and
687,223 shares of our common stock issuable upon the
exercise of warrants with a weighted average exercise price of
approximately $1.74 per share. If all of these options and
warrants were exercised, then:
|
|
|
| |
•
|
there will be an additional
$ per share of dilution to
new investors;
|
| |
| |
•
|
our existing stockholders, including the holders of these
options and warrants, would own % and our new
investors would own % of the total number of shares
of our common stock outstanding upon the completion of this
offering; and
|
| |
| |
•
|
our existing stockholders, including the holders of these
options and warrants, would have paid % of total
consideration, at an average price per share of
$ , and our new investors would
have paid % of total consideration.
|
35
SELECTED
CONSOLIDATED FINANCIAL DATA
You should read the selected consolidated financial data below
in conjunction with “Management’s Discussion and
Analysis of Financial Condition and Results of Operations”
and the consolidated financial statements, related notes and
other financial information included elsewhere in this
prospectus. The selected consolidated financial data in this
section are not intended to replace the financial statements and
are qualified in their entirety by the financial statements and
related notes included elsewhere in this prospectus.
The following table presents selected historical financial data.
We derived the statements of operations data for the years ended
December 31, 2003,
2004 and
2005 and the nine months ended
September 30, 2006 and the balance sheet data as of
December 31, 2004 and
2005 and
September 30, 2006 from
our audited consolidated financial statements included elsewhere
in this prospectus. We derived the statements of operations data
for the period from
May 16, 2001 (inception) through
December 31, 2001 and the year ended
December 31, 2002
and the balance sheet data as of
December 31, 2001,
2002
and
2003 from our audited consolidated financial statements that
do not appear in this prospectus. We derived the statement of
operations data for the nine months ended
September 30,
2005 from our unaudited consolidated financial statements
included elsewhere in this prospectus. We have prepared the
unaudited consolidated financial statements on the same basis as
the audited consolidated financial statements and have included,
in our opinion, all adjustments, consisting only of normal
recurring adjustments, that we consider necessary to state
fairly the results of operations for the nine months ended
September 30, 2005. Our historical results are not
necessarily indicative of the results we expect in the future,
and our results for the nine months ended
September 30,
2006 should not be considered indicative of results we expect
for the full fiscal year.
The pro forma per share data give effect to the conversion of
all our outstanding convertible preferred stock into common
stock upon the completion of this offering and adjustments to
eliminate accretion to preferred stock and the charges
associated with the cumulative effect change and subsequent
remeasurement to fair value of our preferred stock warrants. For
further information concerning the calculation of pro forma per
share information, please refer to note 2 of our notes to
consolidated financial statements.
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
May 16,
2001
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(Inception)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Through
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Nine Months
|
|
|
|
|
December 31,
|
|
|
Year Ended
December 31,
|
|
|
Ended
September 30,
|
|
|
|
|
|
|
|
2002
|
|
|
2003
|
|
|
2004
|
|
|
2005
|
|
|
2005
|
|
|
2006
|
|
|
|
|
(In thousands,
except per share amounts)
|
|
|
|
|
Consolidated Statements of
Operations Data:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Revenues
|
|
$
|
—
|
|
|
$
|
22
|
|
|
$
|
1,790
|
|
|
$
|
7,022
|
|
|
$
|
25,651
|
|
|
$
|
18,871
|
|
|
$
|
31,863
|
|
|
Cost of revenues:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Royalties
|
|
|
—
|
|
|
|
2
|
|
|
|
258
|
|
|
|
1,359
|
|
|
|
7,256
|
|
|
|
5,234
|
|
|
|
9,750
|
|
|
Impairment of prepaid royalties and
guarantees
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
231
|
|
|
|
1,645
|
|
|
|
525
|
|
|
|
224
|
|
|
Amortization of intangible assets
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
126
|
|
|
|
2,823
|
|
|
|
2,202
|
|
|
|
1,224
|
|
|
Impairment of intangible assets
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
1,103
|
|
|
|
—
|
|
|
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total cost of revenues
|
|
|
—
|
|
|
|
—
|
|
|
|
258
|
|
|
|
1,716
|
|
|
|
12,827
|
|
|
|
7,961
|
|
|
|
11,198
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Gross profit
|
|
|
—
|
|
|
|
20
|
|
|
|
1,532
|
|
|
|
5,306
|
|
|
|
12,824
|
|
|
|
10,910
|
|
|
|
20,665
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating expenses(1):
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Research and development
|
|
|
190
|
|
|
|
1,623
|
|
|
|
3,352
|
|
|
|
6,474
|
|
|
|
14,557
|
|
|
|
10,775
|
|
|
|
11,346
|
|
|
Sales and marketing
|
|
|
35
|
|
|
|
392
|
|
|
|
697
|
|
|
|
3,692
|
|
|
|
8,515
|
|
|
|
6,359
|
|
|
|
8,317
|
|
|
General and administrative
|
|
|
229
|
|
|
|
1,015
|
|
|
|
1,342
|
|
|
|
3,468
|
|
|
|
8,434
|
|
|
|
5,640
|
|
|
|
7,684
|
|
|
Amortization of intangible assets
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
26
|
|
|
|
616
|
|
|
|
463
|
|
|
|
476
|
|
|
Restructuring charge
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
450
|
|
|
|
—
|
|
|
|
—
|
|
|
Acquired in-process research and
development
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
1,500
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Total operating expenses
|
|
|
454
|
|
|
|
3,030
|
|
|
|
5,391
|
|
|
|
13,660
|
|
|
|
32,572
|
|
|
|
23,237
|
|
|
|
29,323
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Loss from operations
|
|
|
(454
|
)
|
|
|
(3,010
|
)
|
|
|
(3,859
|
)
|
|
|
(8,354
|
)
|
|
|
(19,748
|
)
|
|
|
(12,327
|
)
|
|
|
(8,658
|
)
|
|
Interest and other income
(expense), net
|
|
|
(4
|
)
|
|
|
39
|
|
|
|
11
|
|
|
|
(69
|
)
|
|
|
541
|
|
|
|
351
|
|
|
|
(904
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Loss before income taxes and
cumulative effect of change in accounting principle
|
|
|
(458
|
)
|
|
|
(2,971
|
)
|
|
|
(3,848
|
)
|
|
|
(8,423
|
)
|
|
|
(19,207
|
)
|
|
|
(11,976
|
)
|
|
|
(9,562
|
)
|
|
Income tax benefit (provision)
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
101
|
|
|
|
1,621
|
|
|
|
943
|
|
|
|
(437
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Loss before cumulative effect of
change in accounting principle
|
|
|
(458
|
)
|
|
|
—
|
|
|
|
(3,848
|
)
|
|
|
(8,322
|
)
|
|
|
(17,586
|
)
|
|
|
(11,033
|
)
|
|
|
(9,999
|
)
|
|
Cumulative effect of change in
accounting principle
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
(315
|
)
|
|
|
(315
|
)
|
|
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss
|
|
|
(458
|
)
|
|
|
(2,971
|
)
|
|
|
(3,848
|
)
|
|
|
(8,322
|
)
|
|
|
(17,901
|
)
|
|
|
(11,348
|
)
|
|
|
(9,999
|
)
|
|
Accretion to preferred stock
|
|
|
—
|
|
|
|
—
|
|
|
|
(533
|
)
|
|
|
(1,351
|
)
|
|
|
(63
|
)
|
|
|
(45
|
)
|
|
|
(56
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss attributable to common
stockholders
|
|
$
|
(458
|
)
|
|
$
|
(2,971
|
)
|
|
$
|
(4,381
|
)
|
|
$
|
(9,673
|
)
|
|
$
|
(17,964
|
)
|
|
$
|
(11,393
|
)
|
|
$
|
(10,055
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss per share attributable to
common stockholders — basic and diluted
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Loss before cumulative effect of
change in accounting principle
|
|
$
|
(5.21
|
)
|
|
$
|
(1.36
|
)
|
|
$
|
(1.23
|
)
|
|
$
|
(1.85
|
)
|
|
$
|
(1.46
|
)
|
|
$
|
(0.94
|
)
|
|
$
|
(0.69
|
)
|
|
Cumulative effect of change in
accounting principle
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
(0.02
|
)
|
|
|
(0.02
|
)
|
|
|
—
|
|
|
Accretion to preferred stock
|
|
|
—
|
|
|
|
—
|
|
|
|
(0.16
|
)
|
|
|
(0.30
|
)
|
|
|
(0.01
|
)
|
|
|
(0.01
|
)
|
|
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Net loss per share attributable to
common stockholders — basic and diluted
|
|
$
|
(5.21
|
)
|
|
$
|
(1.36
|
)
|
|
$
|
(1.39
|
)
|
|
$
|
(2.15
|
)
|
|
$
|
(1.49
|
)
|
|
$
|
(0.97
|
)
|
|
$
|
(0.69
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Weighted average common shares
outstanding
|
|
|
88
|
|
|
|
2,188
|
|
|
|
3,141
|
|
|
|
4,499
|
|
|
|
12,072
|
|
|
|
11,774
|
|
|
|
14,534
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pro forma net loss per
share — basic and diluted
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
$
|
(0.39
|
)
|
|
|
|
|
|
$
|
(0.15
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pro forma weighted average common
shares outstanding
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
45,091
|
|
|
|
|
|
|
|
58,266
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
36
|
|
|
|
(1)
|
|
Includes stock-based compensation
expense as follows:
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
May 16,
2001
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
(Inception)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Nine Months
|
|
|
|
|
Through
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Ended
|
|
|
|
|
December 31,
|
|
|
Year Ended
December 31,
|
|
|
September 30,
|
|
|
|
|
|
|
|
2002
|
|
|
2003
|
|
|
2004
|
|
|
2005
|
|
|
2005
|
|
|
2006
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Research and development
|
|
$
|
—
|
|
|
$
|
—
|
|
|
$
|
—
|
|
|
$
|
28
|
|
|
$
|
158
|
|
|
$
|
154
|
|
|
$
|
100
|
|
|
Sales and marketing
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
59
|
|
|
|
132
|
|
|
|
107
|
|
|
|
131
|
|
|
General and administrative
|
|
|
—
|
|
|
|
—
|
|
|
|
32
|
|
|
|
454
|
|
|
|
987
|
|
|
|
733
|
|
|
|
735
|
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
December 31,
|
|
|
September 30,
|
|
|
|
|
|
|
|
2002
|
|
|
2003
|
|
|
2004
|
|
|
2005
|
|
|
2006
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Consolidated Balance Sheet
Data:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Cash, cash equivalents and
short-term investments
|
|
$
|
3,866
|
|
|
$
|
813
|
|
|
$
|
1,888
|
|
|
$
|
8,393
|
|
|
$
|
21,616
|
|
|
$
|
14,384
|
|
|
Working capital
|
|
|
3,748
|
|
|
|
705
|
|
|
|
2,252
|
|
|
|
9,540
|
|
|
|
21,640
|
|
|
|
16,527
|
|
|
Total assets
|
|
|
3,883
|
|
|
|
1,023
|
|
|
|
3,188
|
|
|
|
37,608
|
|
|
|
49,498
|
|
|
|
76,419
|
|
|
Preferred stock warrant liability
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
374
|
|
|
|
2,034
|
|
|
Long-term debt, including current
portion
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
—
|
|
|
|
102
|
|
|
|
11,557
|
|
|
Redeemable preferred stock
|
|
|
4,208
|
|
|
|
4,208
|
|
|
|
10,259
|
|
|
|
31,495
|
|
|
|
57,190
|
|
|
|
76,344
|
|
|
Total stockholders’ deficit
|
|
|
(443
|
)
|
|
|
(3,384
|
)
|
|
|
(7,836
|
)
|
|
|
(1,418
|
)
|
|
|
(17,393
|
)
|
|
|
(24,763
|
)
|
37
MANAGEMENT’S
DISCUSSION AND ANALYSIS
OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS
You should read the following discussion and analysis in
conjunction with our consolidated financial statements and
related notes included elsewhere in this prospectus. This
discussion contains forward-looking statements that involve
risks, uncertainties and assumptions. Our actual results may
differ materially from those anticipated in these
forward-looking statements as a result of a variety of factors,
including those set forth under “Risk Factors” and
elsewhere in this prospectus.
Overview
Glu Mobile is a leading global publisher of mobile games. We
have developed and published a portfolio of more than 100 casual
and traditional games to appeal to a broad cross section of the
over one billion subscribers served by our more than 150
wireless carriers and other distributors. We create games and
related applications based on third-party licensed brands and
other intellectual property, as well as on our own original
brands and intellectual property. Our games based on licensed
intellectual property include Deer Hunter, Diner
Dash, Monopoly, Sonic the Hedgehog, World
Series of Poker and Zuma. Our original games based on
our own intellectual property include Alpha Wing,
Ancient Empires, Blackjack Hustler, Stranded
and Super K.O. Boxing.
We seek to attract end users by developing engaging content that
is designed specifically to take advantage of the portability
and networked nature of mobile handsets. We leverage the
marketing resources and distribution infrastructure of wireless
carriers and the brands and other intellectual property of
third-party content owners, which allows us to focus our efforts
on developing and publishing high-quality mobile games.
We believe the increase in quality and greater availability of
mobile games are increasing end-user awareness of and demand for
mobile games. At the same time, carriers and branded content
owners are focusing on a small group of publishers that have the
ability to produce high-quality mobile games consistently and
port them rapidly and cost effectively to a wide variety of
handsets. Additionally, branded content owners are seeking
publishers that have the ability to distribute games globally
through relationships with most or all of the major carriers. We
believe we have created the requisite development and porting
technology and have achieved the requisite scale to be in this
group. We also believe that leveraging our carrier and content
owner relationships will allow us to grow our revenues without
corresponding percentage growth in our infrastructure and
operating costs.
Our revenue growth rate will depend significantly on continued
growth in the mobile game market and our ability to continue to
attract new end users in that market. Our ability to attain
profitability will be affected by the extent to which we must
incur additional expenses to expand our sales, marketing,
development, and general and administrative capabilities to grow
our business. The largest component of our expenses is personnel
costs. Personnel costs consist of salaries, benefits and
incentive compensation, including bonuses and stock-based
compensation, for our employees. Our operating expenses will
continue to grow in absolute dollars, assuming our revenues
continue to grow. As a percentage of revenues, we expect these
expenses to decrease.
We were incorporated in May 2001 and introduced our first mobile
games to the market in July 2002. In December 2004 and in March
2006, we acquired Macrospace and iFone, respectively, each a
mobile game developer and publisher based in the United Kingdom.
In the third quarter of 2005, we opened a Hong Kong office; in
the third quarter of 2006, we opened an office in France; and,
in the fourth quarter of 2006, we opened additional offices in
Brazil and Germany.
Revenues
We generate the vast majority of our revenues from wireless
carriers that market and distribute our games. These carriers
generally charge a one-time purchase fee or a monthly
subscription fee on their subscribers’ phone bills when the
subscribers download our games to their mobile phones. The
38
carriers perform the billing and collection functions and
generally remit to us a contractual fee or a contractual
percentage of their collected fee for each game. We recognize as
revenues the percentage of the fees due to us from the carrier
(see “— Critical Accounting Policies and
Estimates — Revenue Recognition” below). End
users may also initiate the purchase of our games through
various Internet portal sites or through other delivery
mechanisms, with carriers generally continuing to be responsible
for billing, collecting and remitting to us a portion of their
fees. To date, eliminating the impact of our acquisitions, our
domestic revenues have grown more rapidly than our international
revenues, and this trend may continue.
Cost of
Revenues
Our cost of revenues consists primarily of royalties that we pay
to content owners from which we license brands and other
intellectual property and, to a limited extent, to certain
external developers. Our cost of revenues also includes noncash
expenses — amortization of certain acquired intangible
assets, and any impairment of those intangible assets, and any
impairment of prepaid royalties and guarantees. We record
advance royalty payments made to content licensors as prepaid
royalties on our balance sheet when payment is made to the
licensor. We recognize royalties in cost of revenues based upon
the revenues derived from the relevant game multiplied by the
applicable royalty rate. If our licensors earn royalties in
excess of their advance royalties, we also recognize these
excess royalties as cost of revenues in the period they are
earned by the licensor. If applicable, we will record an
impairment of prepaid royalties or accrue for future guaranteed
royalties that are in excess of anticipated demand or net
realizable value. At each balance sheet date, we perform a
detailed review of prepaid royalties and guarantees that
considers multiple factors, including demand forecast, game life
cycle status, game development plans and current and anticipated
sales levels.
We pay some of our external developers, especially in Europe,
royalties in addition to payments for game development costs. We
recognize these royalties as cost of revenues in the period the
developer earns the royalties based on the revenues from the
relevant game multiplied by the applicable royalty rate. We
expense the costs for development of our games prior to
technological feasibility as we incur them throughout the
development process, and we include these costs in research and
development expenses (see
“— Critical Accounting
Policies and Estimates — Software Development
Costs”). To date, royalties paid to developers have not
been significant, but we expect them to increase in aggregate
amount based on our existing
contracts with developers.
Absent further impairments of existing intangible assets, we
expect amortization of intangible assets included in cost of
revenues to be $552,000 in the fourth quarter of 2006,
$2.1 million in 2007, $883,000 in 2008, $526,000 in 2009,
$354,000 in 2010 and $84,000 in 2011. These amounts would likely
increase if we make future acquisitions.
Gross
Margin
Our gross margin is determined principally by the mix of games
that we license. Our games based on licensed intellectual
property require us to pay royalties to the licensor and the
royalty rates in our licenses vary significantly; our original
Glu-branded games, which are based on our own intellectual
property, require no royalty payments to licensors. There are
multiple internal and external factors that affect the mix of
revenues from licensed games and Glu-branded games, including
the overall number of licensed games and Glu-branded games
available for sale during a particular period, the extent of our
and our carriers’ marketing efforts for each game, and the
deck placement of each game on our carriers’ mobile
handsets. We believe the success of any individual game during a
particular period is affected by its quality and third-party
ratings, its marketing and media exposure, its consumer
recognizability, its overall acceptance by end users and the
availability of competitive games. If our product mix shifts
more to licensed games or games with higher royalty rates, our
gross margin would decline. Our gross margin is also adversely
affected by ongoing amortization of acquired intangible assets,
such as licensed content, games, trademarks and carrier
contracts, that are directly related to revenue generating
activities and by periodic charges for impairment of these
assets and of
39
prepaid royalties and guarantees. These charges can cause gross
margin variations, particularly from quarter to quarter.
Operating
Expenses
Our operating expenses primarily include research and
development expenses, sales and marketing expenses and general
and administrative expenses.
Research and Development. Our research and
development expenses consist primarily of salaries and benefits
of employees working on creating, developing, porting, quality
assurance, carrier certification and deployment of our games, on
technologies related to interoperating with our various wireless
carriers and on our internal platforms, payments to third
parties for developing and porting of our games, and allocated
facilities costs.
We devote substantial resources to the development, porting and
quality assurance of our games and expect this to continue in
the future. We believe that developing games internally through
our own development studios allows us to increase operating
margins, leverage the technology we have developed and better
control game delivery. During 2006, as a result of our
acquisition of iFone, we substantially increased our use of
external development resources, but we currently do not expect
further significant increases in expenses for external
development. Our games generally require six months to one year
to produce, based on the complexity and feature set of the game
developed, the number of carrier wireless platforms and mobile
handsets covered, and the experience of the internal or external
developer. We expect our research and development expenses will
increase in absolute terms as we continue to create new games
and technologies, but that these expenses will continue to
decline as a percentage of revenues.
Sales and Marketing. Our sales and marketing
expenses relate primarily to salaries, benefits and incentive
compensation for sales and marketing personnel, expenses for
advertising, trade shows, public relations and other promotional
and marketing activities, expenses for general business
development activities, travel and entertainment expenses and
allocated facilities costs. We expect sales and marketing
expenses to increase in absolute terms with the growth of our
business and as we further promote our games and the Glu brand.
Although we expect our variable marketing expenses to increase
at least as rapidly as our revenues, we expect that our sales
and marketing headcount will not increase as rapidly as revenues
and that therefore sales and marketing expenses will continue to
decrease as a percentage of revenues.
General and Administrative. Our general and
administrative expenses relate primarily to salaries and
benefits for general and administrative personnel, consulting
fees, legal, accounting and other professional fees, information
technology costs and allocated facilities costs. We expect that
general and administrative expenses will increase in absolute
terms as we hire additional personnel and incur costs related to
the anticipated growth of our business and our operation as a
public company. We also expect that these expenses will increase
because of the additional costs to comply with the
Sarbanes-Oxley Act and related regulation, our efforts to expand
our international operations and, in the near term, additional
accounting costs related to the public offering of our common
stock. However, we expect these expenses to continue to decrease
as a percentage of revenues.
Based on our current revenue and expense projections, we expect
that our various operating expense categories will decline as a
percentage of revenues. We could fail to increase our revenues
as anticipated, and we could decide to increase expenses in one
or more categories to respond to competitive pressures or for
other reasons. In these cases and others, it is possible that
one or more of our operating expense categories would not
decline as a percentage of revenues.
Amortization of Intangible Assets. We record
amortization of acquired intangible assets that are directly
related to revenue generating activities as part of our cost of
revenues and amortization of the remaining acquired intangible
assets, such as noncompetition agreements, as part of our
operating expenses. We record intangible assets on our balance
sheet based upon their fair value at the time
40
they are acquired. We determine the fair value of the intangible
assets using a discounted cash flows approach. We amortize the
amortizable intangible assets using the straight-line method
over their estimated useful lives of two to six years. Absent
impairments of existing intangible assets, we expect
amortization of existing intangible assets to be $140,000 in the
fourth quarter of 2006, $266,000 in 2007, $267,000 in 2008,
$267,000 in 2009 and $256,000 in 2010. These amounts would
likely increase if we make future acquisitions.
Restructuring Charge. In 2005, we undertook
restructuring activities to reduce our ongoing operating
expenses. This restructuring principally consisted of costs
associated with employee termination benefits. We recorded these
costs as an operating expense when we communicated the benefit
arrangement to the employee and no significant future services
were required of the employee in order to earn the termination
benefits other than a minimum retention period.
Acquired In-Process Research and
Development. We classify all development projects
acquired in business combinations as acquired in-process
research and development, or IPR&D, if the feasibility of
the acquired technology has not been established and no future
alternative uses exist. We expense the fair value of IPR&D
at the time it is acquired. We determine the fair value of the
IPR&D using a discounted cash flows approach. In estimating
the appropriate discount rate, we consider, among other things,
the risks to developing technology given changes in trends and
technology in our industry.
Interest and
Other Income, Net
Interest and other income, net, includes interest income,
interest expense, accretion of the fair value of warrants issued
to Pinnacle Ventures in conjunction with its loan to us, changes
in our preferred stock warrant liability and foreign currency
gains and losses. Following the completion of this offering when
our outstanding warrants to purchase redeemable convertible
preferred stock convert into warrants to purchase common stock,
we will no longer be required to record changes in our preferred
stock warrant liability under FSP
150-5 or
accretion in the fair value of the Pinnacle Ventures warrants.
Following this offering, we will have additional cash, cash
equivalents and short-term investments of approximately
$
resulting from the net proceeds of this offering. This will
likely cause a substantial increase in our interest income.
Accounting for
Income Taxes
We are subject to tax in the United States as well as other tax
jurisdictions or countries in which we conduct business.
Earnings from our
non-U.S.
activities are subject to local country income tax and may be
subject to current United States income tax depending on whether
these earnings are subject to U.S. income tax based upon
U.S. anti-deferral rules, such as Subpart F of the
Internal Revenue Code of 1986. In addition, some revenues
generated outside of the United States and the United Kingdom
may be subject to withholding taxes. In some cases, these
withholding taxes may be deductible on a current basis or may be
available as a credit to offset future income taxes depending on
a variety of factors.
We record a valuation allowance to reduce any deferred tax asset
to the amount that is more likely than not to be realized. We
consider historical levels of income, expectations and risks
associated with estimates of future taxable income and ongoing
prudent and feasible tax planning strategies in assessing the
need for a valuation allowance. If we were to determine that we
would be able to realize deferred tax assets in the future in
excess of the net recorded amount, we would record an adjustment
to the deferred tax asset valuation allowance. Such an
adjustment would increase our income in the period the
determination is made. Historically, we have incurred operating
losses and have generated significant net operating loss
carryforwards.
As of
December 31, 2005, the federal research and
development credit expired. Therefore, the 2006 tax calculations
only reflect the California research and development credit.
There is pending
41
legislation to reinstate the federal credit retroactively to
January 1, 2006. If the legislation is enacted, we will
recognize an additional credit in the fourth quarter of 2006.
Beginning on
January 1, 2007, we will be accounting for
uncertainty in income taxes in accordance with FASB
Interpretation No. 48,
Accounting for Uncertainty in
Income Taxes. As of
September 30, 2006, we have not
determined what the cumulative impact of adopting this change in
accounting method will be.
Cumulative
Effect of Change in Accounting Principle
On
June 29, 2005, the FASB issued Staff Position
No. 150-5,
Issuer’s Accounting under FASB Statement No. 150
for Freestanding Warrants and Other Similar Instruments on
Shares That Are Redeemable, or FSP
150-5. FSP
150-5
affirms that warrants of this type are subject to the
requirements in SFAS No. 150, regardless of the
redemption price or the timing of the redemption feature.
Therefore, under SFAS No. 150, the outstanding
freestanding warrants to purchase our convertible preferred
stock are liabilities that must be recorded at fair value each
quarter, with the changes in estimated fair value in the quarter
recorded as other expense or income.
We adopted FSP
150-5 as of
July 1, 2005 and recorded an expense of $315,000 for the
cumulative effect of the change in accounting principle to
reflect the estimated fair value of these warrants as of that
date. We recorded income of $85,000 and expense of
$1.1 million in other income (expense), net, for the
remainder of 2005 and the first nine months of 2006,
respectively, to reflect further increases or decreases in the
estimated fair value of the warrants. The pro forma effect of
the adoption of FSP
150-5 on our
results of operations for 2004 and 2005, if applied
retroactively as if SFAS No. 150 had been adopted in
those years, was not material. We estimated the fair value of
these warrants at the respective balance sheet dates using the
Black-Scholes option valuation model. This model utilizes as
inputs the estimated fair value of the underlying convertible
preferred stock at the valuation measurement date, the remaining
contractual term of the warrant, risk-free interest rates,
expected dividends and expected volatility of the price of the
underlying convertible preferred stock.
Our management considered the capital structure analysis
utilized in the common stock valuations prepared by Duff and
Phelps, LLC, an independent valuation firm, as of
September 30, 2005,
December 31, 2005,
March 31,
2006,
June 30, 2006 and
September 7, 2006 in
determininng the preferred stock value.
Accretion of
Preferred Stock
Our Series A, B, C, D and D-1 mandatorily redeemable
convertible preferred stock has a mandatory redemption
provision. In each quarterly and annual period, we accrete the
amount that is necessary to adjust the recorded balance of this
preferred stock to an amount equal to its estimated redemption
value at its redemption date using the effective interest
method. The redemption value is the greater of the par value of
the preferred stock plus any dividends declared and unpaid or
its estimated fair value using the effective interest method.
Each share of the outstanding preferred stock will automatically
convert to common stock if this offering is completed, results
in proceeds of at least $50 million and has an offering
price in excess of $4.50 per share, and we will cease
accreting upon this conversion.
Critical
Accounting Policies and Estimates
Our consolidated financial statements are prepared in accordance
with United States generally accepted accounting principles, or
GAAP. These accounting principles require us to make certain
estimates and judgments that can affect the reported amounts of
assets and liabilities as of the dates of the consolidated
financial statements, the disclosure of contingencies as of the
dates of the consolidated financial statements, and the reported
amounts of revenues and expenses during the periods presented.
Although we believe that our estimates and judgments are
reasonable under the
42
circumstances existing at the time these estimates and judgments
are made, actual results may differ from those estimates, which
could affect our consolidated financial statements.
We believe the following to be critical accounting policies
because they are important to the portrayal of our financial
condition or results of operations and they require critical
management estimates and judgments about matters that are
uncertain:
|
|
|
| |
•
|
revenue recognition;
|
| |
| |
•
|
advance or guaranteed licensor royalty payments;
|
| |
| |
•
|
long-lived assets;
|
| |
| |
•
|
goodwill;
|
| |
| |
•
|
software development costs;
|
| |
| |
•
|
stock-based compensation; and
|
| |
| |
•
|
income taxes.
|
Revenue
Recognition
We derive our revenues primarily by licensing software products
in the form of mobile games. License arrangements with our end
users can be on a perpetual or subscription basis. A perpetual
license gives an end user the right to use the licensed game on
the registered mobile handset on a perpetual basis. A
subscription license gives an end user the right to use the
licensed game on the registered handset for a limited period of
time, usually one month. We distribute our products through
primarily wireless carriers, which market our games to end
users. Carriers usually bill license fees for perpetual and
subscription licenses upon download of the game software by the
end user. Subsequent billings for subscription licenses are
generally billed monthly. We apply the provisions of Statement
of Position
97-2,
Software Revenue Recognition, as amended by Statement of
Position
98-9,
Modification of
SOP 97-2,
Software Revenue Recognition, With Respect to Certain
Transactions, to all transactions.
We recognize revenues from our games when persuasive evidence of
an arrangement exists, the game has been delivered, the fee is
fixed or determinable, and the collection of the resulting
receivable is probable. For both perpetual and subscription
licenses, we consider a signed license agreement to be evidence
of an arrangement with a carrier and a “clickwrap”
agreement to be evidence of an arrangement with an end user. For
these licenses, we define delivery as the download of the game
by the end user.
We estimate revenues from carriers in the current period when
reasonable estimates of these amounts can be made. Several
carriers provide reliable interim preliminary reporting and
others report sales data within a reasonable time frame
following the end of each month, both of which allow us to make
reasonable estimates of revenues and therefore to recognize
revenues during the reporting period when the end user licenses
the game. Determination of the appropriate amount of revenue
recognized involves judgments and estimates that we believe are
reasonable, but it is possible that actual results may differ
from our estimates. When we receive the final carrier reports,
to the extent not received within a reasonable time frame
following the end of each month, we record any differences
between estimated revenues and actual revenues in the next
reporting period once we determine the actual amounts.
Historically, the license revenues on the final revenue report
have not differed materially from the final settlement from the
carrier. Revenues earned from certain carriers may not be
reasonably estimated. If we are unable to reasonably estimate
the amount of revenue to be recognized in the current period, we
recognize revenues upon the receipt of a carrier revenue report
and when our portion of a game’s licensed revenues is fixed
or determinable and collection is probable. In order to mitigate
the risk of a material misstatement, our management reviews the
revenues by carrier by game on a weekly basis to identify
unusual trends that could indicate a
43
misstatement. If we deem a carrier not to be creditworthy, we
defer all revenues from the arrangement with that carrier until
we receive payment and all other revenue recognition criteria
have been met.
In accordance with Emerging Issues Task Force, or EITF, Issue
No. 99-19,
Reporting Revenue Gross as a Principal Versus Net as an
Agent, we recognize as revenues the amount the carrier
reports as payable to us upon the sale of our games, which is
net of any service or other fees earned and deducted by the
carrier. We have evaluated our carrier agreements and have
determined that we are not the principal when selling our games
through carriers. Key indicators that we evaluated in reaching
this determination included:
|
|
|
| |
•
|
wireless subscribers directly contract with their carriers,
which have most of the service interaction and are generally
viewed as the primary obligor by the subscribers;
|
| |
| |
•
|
carriers generally have significant control over the types of
games that they offer to their subscribers;
|
| |
| |
•
|
carriers are directly responsible for billing and collecting
fees from their subscribers, including the resolution of billing
disputes;
|
| |
| |
•
|
carriers generally pay us a fixed percentage of the revenues or
a fixed fee for each game;
|
| |
| |
•
|
carriers generally must approve the price of our games in
advance of their sale to subscribers, and our more significant
carriers generally have the ability to set the ultimate price
charged to their subscribers; and
|
| |
| |
•
|
we have limited risks, including no inventory risk and limited
credit risk.
|
Advance or
Guaranteed Licensor Royalty Payments
Advance or guaranteed licensor royalty payments are fees that we
pay to branded content owners for use of their intellectual
property, including trademarks or copyrights, in the development
of our games. Advance royalties are paid in advance of any game
sales to end users. Guaranteed royalties represent the minimum
royalty payments to be paid pursuant to the terms of the license
agreement regardless of the ultimate volume of game sales to end
users.
We record advance royalty payments made to content licensors as
prepaid royalties on our balance sheet when payment is made to
the licensor. We recognize royalties in cost of revenues based
upon the revenues derived from the relevant game multiplied by
the applicable royalty rate. If our licensors earn royalties in
excess of their advance royalties, we also recognize these
excess royalties as cost of revenues in the period they are
earned by the licensor. If applicable, we will record a
write-down of prepaid royalties or accrue for future guaranteed
royalties that are in excess of anticipated demand or net
realizable value. At each balance sheet date, we perform a
detailed review of prepaid royalties and guarantees that
considers multiple factors, including demand forecast, game life
cycle status, game development plans and current and anticipated
sales levels.
Long-Lived
Assets
We evaluate our long-lived assets, including property and
equipment and intangible assets with finite lives, for
impairment whenever events or changes in circumstances indicate
that the carrying value of these assets may not be recoverable
in accordance with SFAS No. 144, Accounting for the
Impairment or Disposal of Long-Lived Assets. Factors
considered important that could result in an impairment review
include significant underperformance relative to expected
historical or projected future operating results, significant
changes in the manner of use of the acquired assets, significant
negative industry or economic trends, and a significant decline
in our stock price for a sustained period of time. We recognize
impairment based on the difference between the fair value of the
asset and its carrying value. Fair value is generally measured
based on either quoted market prices, if applicable, or a
discounted cash flow analysis.
44
Goodwill
In accordance with SFAS No. 142, Goodwill and Other
Intangible Assets, we do not amortize goodwill or other
intangible assets with indefinite lives but rather test them for
impairment. SFAS No. 142 requires us to perform an
impairment review of our goodwill balance at least annually,
which we do as of September 30 each year, and also whenever
events or changes in circumstances indicate that the carrying
amount of these assets may not be recoverable. In our impairment
review, we look at two of our reporting units — the
United States and EMEA — since none of our goodwill is
attributable to our third operating unit, the rest of the world.
We compare the fair value of each unit to its carrying value,
including goodwill. If the carrying value, including goodwill,
exceeds the fair value, we perform an allocation of the
unit’s fair value to its identifiable tangible and
nongoodwill intangible assets and liabilities. This allows us to
determine an implied fair value for the unit’s goodwill. We
then compare the implied fair value of the unit’s goodwill
with the carrying value of the unit’s goodwill. If the
carrying value of the unit’s goodwill is greater than its
implied fair value, we would recognize an impairment charge for
the difference. To date, no unit’s carrying value has
exceeded its fair value, and thus we have taken no goodwill
impairment charges.
Software
Development Costs
We apply the principles of SFAS No. 86, Accounting
for the Costs of Computer Software to Be Sold, Leased, or
Otherwise Marketed. SFAS No. 86 requires that
software development costs incurred in conjunction with product
development be charged to research and development expense until
technological feasibility is established. Thereafter, until the
product is released for sale, software development costs must be
capitalized and reported at the lower of unamortized cost or net
realizable value of the related product. We have adopted the
“tested working model” approach to establishing
technological feasibility for our games. Under this approach, we
do not consider a game in development to have passed the
technological feasibility milestone until we have produced a
model of the game that contains essentially all the
functionality and features of the final game and have tested the
model to ensure that it works as expected. To date, we have not
incurred significant costs between the establishment of
technological feasibility and the release of a game for sale;
thus, we have expensed all software development costs as
incurred. In the future, we will consider the following factors
in determining whether costs should be capitalized: the emerging
nature of the mobile game market; the gradual evolution of the
wireless carrier platforms and mobile handsets for which we
develop games; the lack of pre-orders or sales history for our
games; the uncertainty regarding a game’s
revenue-generating potential; our lack of control over the
carrier distribution channel resulting in uncertainty as to
when, if ever, a game will be available for sale; and our
historical practice of canceling games at any stage of the
development process.
Stock-Based
Compensation
Prior to
January 1, 2006, we accounted for stock-based
employee compensation arrangements in accordance with the
provisions of Accounting Principles Board Opinion No. 25,
Accounting for Stock Issued to Employees, or APB
No. 25, and related interpretations, and followed the
disclosure provisions of SFAS No. 123,
Accounting
for Stock-Based Compensation. Under APB No. 25,
compensation expense for an option was based on the difference,
if any, on the date of the grant between the fair value of a
company’s common stock and the exercise price of the
option. APB No. 25 required companies to record deferred
stock-based compensation on their balance sheets and amortize it
to expense over the vesting periods of the individual options.
We recorded deferred stock-based compensation of
$2.6 million and $1.1 million related to employee
stock options granted in 2004 and 2005, respectively. We
amortize deferred stock-based compensation using the multiple
option method as prescribed by FASB Interpretation No. 28,
Accounting for Stock Appreciation Rights and Other Variable
Stock Option or Award Plans, or FIN 28, over the option
vesting period using an accelerated amortization schedule. We
expensed employee stock-based compensation of $0, $288,000,
45
$1.5 million and $1.0 million in 2003, 2004 and 2005
and the nine months ended
September 30, 2005, respectively.
Effective
January 1, 2006, we adopted the fair value
provisions of SFAS No. 123R,
Share-Based
Payments, which supersedes our previous accounting under APB
No. 25. SFAS No. 123R requires the recognition of
compensation expense, using a fair-value based method, for costs
related to all share-based payments including stock options.
SFAS No. 123R requires companies to estimate the fair
value of share-based payment awards on the grant date using an
option-pricing model. We adopted SFAS No. 123R using
the prospective transition method, which required us to apply
SFAS No. 123R to option grants after the required
effective date. For options granted prior to the
January 1,
2006 effective date that remained unvested on that date, we
continue to recognize compensation expense under the intrinsic
value method of APB No. 25. In addition, we are continuing
to amortize those awards granted prior to
January 1, 2006
utilizing an accelerated amortization schedule, while we will
expense all options granted or modified on and after
January 1, 2006 on a straight-line basis. To value awards
granted on or after
January 1, 2006, we used the
Black-Scholes option pricing model. We determined the
assumptions used in this pricing model at the grant date. We
based expected volatility on the historical volatility of a peer
group of publicly traded entities. We determined the expected
term of our options based upon historical exercises,
post-vesting cancellations and the options’ contractual
term. We based the risk-free rate for the expected term of the
option on the U.S. Treasury Constant Maturity rate as of
the grant date. We determined the forfeiture rate based upon our
historical experience with option cancellations adjusted for
unusual or infrequent events.
In 2004, 2005 and the nine months ended
September 30, 2006,
we issued options to employees with exercise prices that we
determined with hindsight to be below the fair market values of
our common stock at the grant dates. We retrospectively
estimated the fair value of our common stock based upon a number
of factors, including our operating and financial performance,
progress and milestones attained in our business, past sales of
convertible preferred stock, the results of retrospective
valuations performed by a third-party valuation firm, and the
expected valuation that we would obtain in an initial public
offering. These retrospective valuations utilized the
probability-weighted expected return and the option pricing
valuation methodologies. We reviewed these factors and the
events that happened between each valuation date and determined
that the combination of these factors and events reflect a true
measurement of the fair value of our common stock over an
extended period of time and believe that the fair value of our
common stock is appropriately reflected in the table below.
46
The following table summarizes by grant date the number of
shares subject to options granted between
April 26, 2004
and
September 30, 2006 and the per share exercise price,
deemed fair value and resulting intrinsic value.
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Number of
|
|
|
|
|
|
Per Share
|
|
|
|
|
|
|
|
Shares
|
|
|
Per Share
|
|
|
Deemed
|
|
|
Per Share
|
|
|
Grant
Date
|
|
Granted
|
|
|
Exercise
Price
|
|
|
Fair
Value
|
|
|
Intrinsic
Value
|
|
|
|
|
|
|
|
250,000
|
|
|
$
|
0.10
|
|
|
$
|
0.16
|
|
|
$
|
0.06
|
|
|
|
|
|
209,000
|
|
|
|
0.10
|
|
|
|
0.22
|
|
|
|
0.12
|
|
|
|
|
|
345,100
|
|
|
|
0.25
|
|
|
|
0.39
|
|
|
|
0.14
|
|
|
|
|
|
35,800
|
|
|
|
0.25
|
|
|
|
0.53
|
|
|
|
0.28
|
|
|
|
|
|
195,900
|
|
|
|
0.25
|
|
|
|
1.05
|
|
|
|
0.80
|
|
|
|
|
|
1,565,624
|
|
|
|
0.25
|
|
|
|
1.58
|
|
|
|
1.33
|
|
|
|
|
|
169,500
|
|
|
|
0.50
|
|
|
|
1.88
|
|
|
|
1.38
|
|
|
|
|
|
193,000
|
|
|
|
0.50
|
|
|
|
1.88
|
|
|
|
1.38
|
|
|
|
|
|
222,500
|
|
|
|
0.75
|
|
|
|
1.88
|
|
|
|
1.13
|
|
|
|
|
|
550,000
|
|
|
|
0.75
|
|
|
|
1.88
|
|
|
|
1.13
|
|
|
|
|
|
105,725
|
|
|
|
1.00
|
|
|
|
1.88
|
|
|
|
0.88
|
|
|
|
|
|
970,476
|
|
|
|
1.50
|
|
|
|
1.49
|
|
|
|
—
|
|
|
|
|
|
13,850
|
|
|
|
1.50
|
|
|
|
1.47
|
|
|
|
—
|
|
|
|
|
|
516,824
|
|
|
|
1.60
|
|
|
|
1.24
|
|
|
|
—
|
|
|
|
|
|
971,975
|
|
|
|
1.60
|
|
|
|
1.24
|
|
|
|
—
|
|
|
|
|
|
253,500
|
|
|
|
1.60
|
|
|
|
1.24
|
|
|
|
—
|
|
|
|
|
|
393,775
|
|
|
|
1.18
|
|
|
|
1.03
|
|
|
|
—
|
|
|
|
|
|
190,000
|
|
|
|
1.19
|
|
|
|
1.09
|
|
|
|
—
|
|
|
|
|
|
372,600
|
|
|
|
1.19
|
|
|
|
1.09
|
|
|
|
—
|
|
|
|
|
|
1,742,450
|
|
|
|
1.30
|
|
|
|
1.25
|
|
|
|
—
|
|
|
|
|
|
1,804,350
|
|
|
|
3.51
|
|
|
|
3.51
|
|
|
|
—
|
|
In June 2006, we repriced stock options that we had granted to
15 employees in the first quarter of 2005. We changed no
terms of the original option grants, other than the exercise
price and the term, which we extended from the fifth anniversary
to the tenth anniversary of the grant date. This repricing
related to vested options to purchase 86,879 shares of our
common stock and unvested options to purchase
729,396 shares of our common stock having weighted average
original exercise prices of $0.78 and $0.76 per share,
respectively. We repriced these options at a new exercise price
of $1.30 per share. We accounted for the repricing as a
modification under SFAS No. 123R and thus recorded the
new incremental fair value related to vested awards as
compensation expense on the date of modification. In accordance
with SFAS No. 123R, we will record the incremental
fair value related to the unvested awards, together with
unamortized stock-based compensation expense associated with the
unvested awards as determined under APB No. 25, over the
remaining requisite service period of the option holders. In
connection with the repricing, we recorded stock-based
compensation expense of $59,000 in the nine months ended
September 30, 2006. Total incremental compensation cost
resulting from the modification was $150,000. In connection with
this repricing, we followed the provisions of
SFAS No. 123R and eliminated from our balance sheet
the remaining deferred stock-based compensation related to the
modified stock options. Future stock compensation charges for
the modified options will be recorded in accordance with
SFAS No. 123R.
As a result of adopting SFAS No. 123R, our net loss in
the nine months ended
September 30, 2006 was higher by
$244,000, net of tax effect, than if we had continued to account
for stock-based compensation under APB No. 25. Basic and
diluted net loss per share for the nine months ended
September 30, 2006 would have been $0.02 lower than if we
had not adopted SFAS No. 123R. At
September 30,
2006, we had $4.0 million of total unrecognized
compensation expense under SFAS No. 123R, net of
estimated forfeitures, that will be recognized over a weighted
average period
47
of 1.77 years. At
September 30, 2006, the aggregate
intrinsic value of outstanding options and exercisable options
was $16.8 million and $5.4 million, respectively.
We account for equity instruments issued to non-employees in
accordance with the provisions of SFAS No. 123, EITF
Issue
No. 96-18
and FIN 28. In 2003, 2004, 2005 and the nine months ended
September 30, 2006, we granted stock options to
non-employees to purchase 49,000, 344,000, 3,500 and
2,000 shares of our common stock, respectively. At
December 31, 2003,
2004 and
2005 and
September 30,
2006, we had outstanding non-employee stock options to purchase
59,000, 338,000, 34,000 and 2,000 shares of our common
stock, respectively, with weighted average exercise prices of
$0.06, $0.10, $0.06 and $1.30 per share, respectively. At
September 30, 2006, the outstanding non-employee options
had an exercise price of $1.30, a remaining contractual term of
9.80 years and no intrinsic value. In 2005, we cancelled
certain options issued to consultants in prior years. As these
options were not vested at the time of the cancellation, we
reversed $227,000 of expense recognized in previous years.
Stock-based compensation expense related to options granted to
non-employees was $32,000, $253,000, ($210,000) and $4,000 in
2003, 2004, 2005 and the nine months ended
September 30,
2006.
Income
Taxes
We account for income taxes in accordance with
SFAS No. 109, Accounting for Income Taxes. As
part of the process of preparing our consolidated financial
statements, we are required to estimate our income tax benefit
(provision) in each of the jurisdictions in which we operate.
This process involves estimating our current income tax benefit
(provision) together with assessing temporary differences
resulting from differing treatment of items for tax and
accounting purposes. These differences result in deferred tax
assets and liabilities, which are included within our
consolidated balance sheet using the enacted tax rates in effect
for the year in which we expect the differences to reverse.
We record a valuation allowance to reduce our deferred tax
assets to an amount that more likely than not will be realized.
As of
December 31, 2004 and
2005 and
September 30, 2006, our
valuation allowance on our net deferred tax assets was
$6.3 million, $11.4 million and $14.3 million,
respectively. While we have considered future taxable income and
ongoing prudent and feasible tax planning strategies in
assessing the need for the valuation allowance, in the event we
were to determine that we would be able to realize our deferred
tax assets in the future in excess of our net recorded amount,
we would need to make an adjustment to the allowance for the
deferred tax asset, which would increase income in the period
that determination was made.
We have not provided federal income taxes on the unremitted
earnings of foreign
subsidiaries because these earnings are
intended to be reinvested permanently.
Results of
Operations
The following sections discuss and analyze the changes in the
significant line items in our statements of operations for the
comparison periods identified.
48
Revenues
| |
|
|
|
|
|
|
|
|
|
|
|
Nine Months
|
|
|
|
|
Ended
September 30,
|
|
|
|
|
|
|
|
2006
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Revenues by type:
|
|
|
|
|
|
|
|
|
|
Domestic
|
|
$
|
10,848
|
|
|
$
|
17,651
|
|
|
International
|
|
|
8,023
|
|
|
|
14,212
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
$
|
18,871
|
|
|
$
|
31,863
|
|
|
|
|
|
|
|
|
|
|
|
|
Percentage of revenues by type:
|
|
|
|
|
|
|
|
|
|
Domestic
|
|
|
57.5
|
%
|
|
|
55.4
|
%
|
|
International
|
|
|
42.5
|
|
|
|
44.6
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
100.0
|
%
|
|
|
100.0
|
%
|
|
|
|
|
|
|
|
|
|
|
Our revenues increased $13.0 million, or 69%, from
$18.9 million in the nine months ended
September 30,
2005 to $31.9 million in the nine months ended
September 30, 2006. The increase resulted from sales of
games that we have released since
September 30, 2005,
including
Ice Age 2,
Diner Dash and
Driver
Vegas, and sales of games acquired from iFone. Revenues from
iFone games from
March 29, 2006, when we acquired it, to
September 30, 2006 totaled approximately $4.8 million,
primarily in Europe and the United States. By utilizing our
carrier relationships and our marketing and development
resources, we were able to increase worldwide distribution and
handset porting of iFone games and thus to increase
significantly the revenues derived from the licenses that we
acquired from iFone. Revenues from our top ten games increased
from $10.1 million in the nine months ended
September 30, 2005 to $18.2 million in the nine months
ended
September 30, 2006. International revenues, defined
as revenues generated from carriers whose principal operations
are located outside the United States, increased
$6.2 million from $8.0 million in the nine months
ended
September 30, 2005 to $14.2 million in the nine
months ended
September 30, 2006. A majority of this
increase resulted from the acquisition of iFone in 2006. The
following wireless carriers accounted for 10% or more of our
revenues in the nine months ended
September 30, 2005 or
2006.
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Nine Months
Ended
|
|
|
Nine Months
Ended
|
|
|
|
|
September 30,
2005
|
|
|
September 30,
2006
|
|
|
|
|
|
|
|
Percentage of
|
|
|
|
|
|
Percentage of
|
|
|
Name
of Wireless Carrier
|
|
Revenues
|
|
|
Our
Revenues
|
|
|
Revenues
|
|
|
Our
Revenues
|
|
|
|
|
(In
thousands)
|
|
|
|
|
|
(In
thousands)
|
|
|
|
|
|
Verizon Wireless
|
|
$
|
4,592
|
|
|
|
24.3
|
%
|
|
$
|
6,666
|
|
|
|
20.9
|
%
|
|
Sprint Nextel
|
|
|
2,428
|
|
|
|
12.9
|
|
|
|
3,812
|
|
|
|
12.0
|
|
|
Cingular Wireless
|
|
|
2,206
|
|
|
|
11.7
|
|
|
|
3,646
|
|
|
|
11.4
|
|
|
Vodafone
|
|
|
1,028
|
|
|
|
5.4
|
|
|
|
3,419
|
|
|
|
10.7
|
|
49
Cost of
Revenues
| |
|
|
|
|
|
|
|
|
|
|
|
Nine Months
|
|
|
|
|
Ended
September 30,
|
|
|
|
|
|
|
|
2006
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Cost of revenues:
|
|
|
|
|
|
|
|
|
|
Royalties
|
|
$
|
5,234
|
|
|
$
|
9,750
|
|
|
Impairment of prepaid royalties
and guarantees
|
|
|
525
|
|
|
|
224
|
|
|
Amortization of intangible assets
|
|
|
2,202
|
|
|
|
1,224
|
|
|
Impairment of intangible assets
|
|
|
—
|
|
|
|
—
|
|
|
|
|
|
|
|
|
|
|
|
|
Total cost of revenues
|
|
$
|
7,961
|
|
|
$
|
11,198
|
|
|
|
|
|
|
|
|
|
|
|
|
Revenues
|
|
$
|
18,871
|
|
|
$
|
31,863
|
|
|
|
|
|
|
|
|
|
|
|
|
Gross margin
|
|
|
57.8
|
%
|
|
|
64.9
|
%
|
Our cost of revenues increased $3.2 million, or 41%, from
$8.0 million in the nine months ended
September 30,
2005 to $11.2 million in the nine months ended
September 30, 2006. The increase resulted from an increase
in royalties, which was offset by a decrease in amortization of
acquired intangible assets and a decrease in impairment of
prepaid royalties and guarantees. Royalties increased
$4.5 million principally because of higher revenues with
associated royalties, including those acquired from iFone.
Revenues attributable to games based upon branded intellectual
property increased as a percentage of revenues from 74.8% in the
nine months ended
September 30, 2005 to 85.0% in the nine
months ended
September 30, 2006. The average royalty rate
that we paid on games based on licensed intellectual property
decreased from 37% in the nine months ended
September 30,
2005 to 36% in the nine months ended
September 30, 2006.
Amortization of intangible assets decreased by $1.0 million
as completion of amortization in 2006 for certain intangible
assets acquired from Macrospace was only partially offset by the
commencement of amortization of intangible assets acquired in
2006 from iFone.
Gross
Margin
Our gross margin increased from 57.8% in the nine months ended
September 30, 2005 to 64.9% in the nine months ended
September 30, 2006 because of the decreased amortization of
intangible assets and the decreased impairment of prepaid
royalties in the nine months ended
September 30, 2006
partially offset by the increase in royalties. Without the
effect of amortization of acquired intangible assets, our gross
margin would have been essentially level at 69% in both periods.
Research and
Development Expenses
| |
|
|
|
|
|
|
|
|
|
|
|
Nine Months
|
|
|
|
|
Ended
September 30,
|
|
|
|
|
|
|
|
2006
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Research and development expenses
|
|
$
|
10,775
|
|
|
$
|
11,346
|
|
|
Percentage of revenues
|
|
|
57.1
|
%
|
|
|
35.6
|
%
|
Our research and development expenses increased $571,000, or 5%,
from $10.8 million in the nine months ended
September 30, 2005 to $11.3 million in the nine months
ended
September 30, 2006. The increase in research and
development costs was primarily due to increases in allocated
facilities costs of $625,000 and salaries and benefits of
$182,000, offset by lower outside services costs of $98,000.
50
A restructuring that we effected in the fourth quarter of 2005
resulted in the elimination of 17 research and development
employees, but by
September 30, 2006 our research and
development staff had increased by seven employees from a year
earlier and salaries and benefits had increased as a result.
Outside services, including fees for third-party development,
porting, localization and testing declined from 10.0% of total
research and development expenses in the nine months ended
September 30, 2005 to 8.7% in the nine months ended
September 30, 2006 because of an increase in internal
resources used to design, develop, port and test new games.
Research and development expenses included $154,000 of
stock-based compensation expense in the nine months ended
September 30, 2005 and $100,000 in the nine months ended
September 30, 2006. As a percentage of revenues, research
and development expenses declined from 57.1% in the nine months
ended
September 30, 2005 to 35.6% in the nine months ended
September 30, 2006.
Sales and
Marketing Expenses
| |
|
|
|
|
|
|
|
|
|
|
|
Nine Months
|
|
|
|
|
Ended
September 30,
|
|
|
|
|
2005
|
|
|
2006
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Sales and marketing expenses
|
|
$
|
6,359
|
|
|
$
|
8,317
|
|
|
Percentage of revenues
|
|
|
33.7
|
%
|
|
|
26.1
|
%
|
Our sales and marketing expenses increased $2.0 million, or
31%, from $6.4 million in the nine months ended
September 30, 2005 to $8.3 million in the nine months
ended
September 30, 2006. Most of the increase was
attributable to a $1.4 million increase in salaries and
benefits, as we increased our sales and marketing headcount from
11 to 37 in the nine months ended
September 30, 2005 and
from 32 to 44 in the nine months ended
September 30, 2006,
and most of the remaining increase was attributable to increased
allocated facilities costs. We increased staffing to expand our
marketing efforts for our games and the Glu brand, to increase
sales efforts to our new and existing wireless carriers and to
expand our sales and marketing operations into the Asia-Pacific
region. Aside from the increase in headcount in our sales and
marketing functions, the increase in salaries and benefits cost
was due to an increase in variable compensation of $369,000,
primarily an increase in commissions paid to our sales employees
as a result of higher revenue attainment, and $292,000 in
compensation for transitional employees from iFone who were
terminated throughout the second and third quarters of 2006. As
a percentage of revenues, sales and marketing expenses declined
from 33.7% in the nine months ended
September 30, 2005 to
26.1% in the nine months ended
September 30, 2006 as we
completed most of our necessary sales and marketing hiring by
the end of 2005 and thereafter significantly reduced the rate at
which we added personnel. Also, our sales and marketing
activities generated more revenues across a greater number of
carriers and mobile handsets. Sales and marketing expenses
included $107,000 of stock-based compensation expense in the
nine months ended
September 30, 2005 and $131,000 in the
nine months ended
September 30, 2006.
General and
Administrative Expenses
| |
|
|
|
|
|
|
|
|
|
|
|
Nine Months
|
|
|
|
|
Ended
September 30,
|
|
|
|
|
|
|
|
2006
|
|
|
|
|
(In
thousands)
|
|
|
|
|
General and administrative expenses
|
|
$
|
5,640
|
|
|
$
|
7,684
|
|
|
Percentage of revenues
|
|
|
29.9
|
%
|
|
|
24.1
|
%
|
51
Our general and administrative expenses increased
$2.0 million, or 36%, from $5.6 million in the nine
months ended
September 30, 2005 to $7.7 million in the
nine months ended
September 30, 2006. The increase in
general and administrative expenses was primarily the result of
a $1.5 million increase in salaries and benefits and a
$975,000 increase in consulting and professional fees. We
increased our general and administrative headcount from 13 to 40
in the nine months ended
September 30, 2005 and from 37 to
42 in the nine months ended
September 30, 2006. Aside from
the increase in headcount in our general and administrative
functions, the increase in salaries and benefits costs was due
to $216,000 in compensation for transitional employees from
iFone, most of whom were terminated during the second and third
quarters of 2006. As a percentage of revenues, general and
administrative expenses declined from 29.9% in the nine months
ended
September 30, 2005 to 24.1% in the nine months ended
September 30, 2006 as a result of the overall growth of our
revenues, which resulted in economies of scale in our general
and administrative expenses. General and administrative expenses
included $733,000 of stock-based compensation expense in the
nine months ended
September 30, 2005 and $735,000 in the
nine months ended
September 30, 2006.
Other Operating
Expenses
Our amortization of intangible assets, such as trademarks,
copyrights and non-competition agreements, acquired from
Macrospace and iFone was relatively constant at $463,000 in the
nine months ended
September 30, 2005 and $476,000 in the
nine months ended
September 30, 2006.
Our acquired in-process research and development increased from
$0 in the nine months ended
September 30, 2005 to
$1.5 million in the nine months ended
September 30,
2006. The acquired in-process research and development charge,
or IPR&D, recorded in 2006 is related to the development of
new games. We determined the value of acquired IPR&D using
the discounted cash flow approach. We calculated the present
value of expected future cash flows attributable to the
in-process technology using a 21% discount rate. This rate
took into account the percentage of completion of the
development effort of approximately 20% and the risks associated
with our developing technology given changes in trends and
technology in the industry. As of
September 30, 2005,
acquired IPR&D projects were approximately 90% completed.
Management expects that the remaining projects will be completed
by the end of 2006.
Other
Expenses
Interest and other income (expense), net, decreased from income
of $351,000 in the nine months ended
September 30, 2005 to
expense of $904,000 in the nine months ended
September 30,
2006. This decrease was primarily due to a $1.1 million
expense resulting from an increase in the fair value of warrants
issued to Pinnacle Ventures in conjunction with our loan from
them in May 2006 and $550,000 of interest expense on that loan
in the nine months ended
September 30, 2006. The warrants
are subject to revaluation at the balance sheet date and any
changes in fair value will be recorded as a component of other
income (expense). The increase in the value of the warrant was
due to an increase in the value of the underlying preferred
stock during the nine months ended
September 30, 2006.
These expenses were partially offset by $295,000 of foreign
currency exchange gains and by increased interest income of
$169,000 in the nine months ended
September 30, 2006.
Income tax benefit (provision) decreased from a benefit of
$943,000 in the nine months ended
September 30, 2005 to a
provision of $437,000 in the nine months ended
September 30, 2006 as a result of changes in the valuation
allowance.
52
Revenues
| |
|
|
|
|
|
|
|
|
|
|
|
Year Ended
|
|
|
|
|
December 31,
|
|
|
|
|
|
|
|
2005
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Revenues by type:
|
|
|
|
|
|
|
|
|
|
Domestic
|
|
$
|
6,606
|
|
|
$
|
14,917
|
|
|
International
|
|
|
416
|
|
|
|
10,734
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
$
|
7,022
|
|
|
$
|
25,651
|
|
|
|
|
|
|
|
|
|
|
|
|
Percentage of revenues by type:
|
|
|
|
|
|
|
|
|
|
Domestic
|
|
|
94.1
|
%
|
|
|
58.2
|
%
|
|
International
|
|
|
5.9
|
|
|
|
41.8
|
|
|
|
|
|
|
|
|
|
|
|
|
Total
|
|
|
100.0
|
%
|
|
|
100.0
|
%
|
|
|
|
|
|
|
|
|
|
|
Our revenues increased $18.6 million, or 265%, from
$7.0 million in 2004 to $25.7 million in 2005. The
increase resulted from sales of games acquired from Macrospace
in December 2004, sales of games that we released in 2005,
including Deer Hunter, Zuma and FOX Sports
Mobile, and an increase in sales from games introduced prior
to 2005. Revenues from Macrospace games, primarily from Europe,
increased from $65,000 in 2004 to $10.6 million in 2005.
Revenues from our top 10 games increased from $5.6 million
in 2004 to $13.5 million in 2005, of which
$2.3 million resulted from the acquisition of Macrospace.
Our international revenues increased $10.3 million from
$416,000 in 2004 to $10.7 million in 2005. Most of this
increase in international revenues was due to the acquisition of
Macrospace. The following wireless carriers accounted for 10% or
more of our revenues in 2004 or 2005.
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Year Ended
|
|
|
Year Ended
|
|
|
|
|
December 31,
2004
|
|
|
December 31,
2005
|
|
|
|
|
|
|
|
Percentage of
|
|
|
|
|
|
Percentage of
|
|
|
Name
of Wireless Carrier
|
|
Revenues
|
|
|
Our
Revenues
|
|
|
Revenues
|
|
|
Our
Revenues
|
|
|
|
|
(In
thousands)
|
|
|
|
|
|
(In
thousands)
|
|
|
|
|
|
|
|
Verizon Wireless
|
|
$
|
2,862
|
|
|
|
40.8
|
%
|
|
$
|
6,244
|
|
|
|
24.3
|
%
|
|
Cingular Wireless
|
|
|
438
|
|
|
|
6.2
|
|
|
|
3,042
|
|
|
|
11.9
|
|
|
Sprint Nextel
|
|
|
2,463
|
|
|
|
35.1
|
|
|
|
2,946
|
|
|
|
11.5
|
|
53
Cost of
Revenues
| |
|
|
|
|
|
|
|
|
|
|
|
Year Ended
|
|
|
|
|
December 31,
|
|
|
|
|
|
|
|
2005
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Cost of revenues:
|
|
|
|
|
|
|
|
|
|
Royalties
|
|
$
|
1,359
|
|
|
$
|
7,256
|
|
|
Impairment of prepaid royalties
and guarantees
|
|
|
231
|
|
|
|
1,645
|
|
|
Amortization of intangible assets
|
|
|
126
|
|
|
|
2,823
|
|
|
Impairment of intangible assets
|
|
|
—
|
|
|
|
1,103
|
|
|
|
|
|
|
|
|
|
|
|
|
Total cost of revenues
|
|
$
|
1,716
|
|
|
$
|
12,827
|
|
|
|
|
|
|
|
|
|
|
|
|
Revenues
|
|
$
|
7,022
|
|
|
$
|
25,651
|
|
|
|
|
|
|
|
|
|
|
|
|
Gross margin
|
|
|
75.6
|
%
|
|
|
50.0
|
%
|
Our cost of revenues increased $11.1 million, or 647%, from
$1.7 million in 2004 to $12.8 million in 2005. The
increase resulted from an increase in royalty payments, an
increase in amortization of intangible assets due to the
acquisition of Macrospace, an increase in impairment of prepaid
royalties and guarantees, and impairment of intangible assets
acquired from Macrospace in 2005. Royalties increased
$5.9 million primarily because of higher revenues with
associated royalties and higher average royalty rates for
licensed intellectual property, primarily as a result of the
Macrospace acquisition. Although revenues attributable to games
based upon branded intellectual property decreased as a
percentage of revenues from 81.9% in 2004 to 77.1% in 2005,
revenues attributable to games based upon branded intellectual
property increased by 244% from 2004 to 2005. The average
royalty rate that we paid on games based on licensed
intellectual property increased from 24% in 2004 to 37% in 2005
primarily as a result of the acquisition of Macrospace.
Gross
Margin
Our gross margin decreased from 75.6% in 2004 to 50.0% in 2005.
This decrease was primarily due to increased amortization of
intangible assets, higher royalty rates paid on games acquired
from Macrospace, an increase in impairment of prepaid royalties
and guarantees, and impairment of intangible assets in 2005.
Without the effect of amortization and impairment of acquired
intangible assets, our gross margin would have decreased by
12 percentage points from 77.4% to 65.3% instead of
26 percentage points.
Research and
Development Expenses
| |
|
|
|
|
|
|
|
|
|
|
|
Year Ended
|
|
|
|
|
December 31,
|
|
|
|
|
|
|
|
2005
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Research and development expenses
|
|
$
|
6,474
|
|
|
$
|
14,557
|
|
|
Percentage of revenues
|
|
|
92.2
|
%
|
|
|
56.8
|
%
|
Our research and development expenses increased
$8.1 million, or 125%, from $6.5 million in 2004 to
$14.6 million in 2005. The increase primarily resulted from
a $6.6 million increase in salaries and benefits due to
increases in personnel in the United States and the United
Kingdom, a $600,000 increase in allocated facilities costs and a
$97,000 increase in expenses for outside services. The increase
in these costs and expenses was primarily due to the acquisition
of Macrospace in December 2004. We increased our research and
development staff from 65 at
December 31, 2004 to 122 at
December 31, 2005. Despite the absolute increase in
expenses for outside services, these expenses declined as a
percentage of research and development expenses from 19.9% in
2004 to 9.7% in 2005
54
because of an increase in internal resources used to design,
develop, port and test new games. As a percentage of revenues,
our research and development expenses decreased from 92.2% in
2004 to 56.8% in 2005, primarily as a result of growth in
revenues. Research and development expenses included $28,000 of
stock-based compensation expense in 2004 and $158,000 in 2005.
Sales and
Marketing Expenses
| |
|
|
|
|
|
|
|
|
|
|
|
Year Ended
|
|
|
|
|
December 31,
|
|
|
|
|
|
|
|
2005
|
|
|
|
|
(In
thousands)
|
|
|
|
|
Sales and marketing expenses
|
|
$
|
3,692
|
|
|
$
|
8,515
|
|
|
Percentage of revenues
|
|
|
52.6
|
%
|
|
|
33.2
|
%
|
Our sales and marketing expenses increased $4.8 million, or
131%, from $3.7 million in 2004 to $8.5 million in
2005. The increase resulted from a $2.6 million increase in
salaries and benefits, a $1.7 million increase in spending
on advertising, public relations and corporate branding and a
$466,000 increase in travel and entertainment costs. We
increased our sales and marketing staff from 11 at
December 31, 2004 to 32 at
December 31, 2005. We
increased sales and marketing spending to expand the marketing
efforts for our games, to rebrand