4/1/2020

speaker
Daniel Hasselberg
CEO

Hello, welcome to MAG's Q2 report for 2020. I'm Daniel Hasselberg, CEO, here to present today together with Magnus. And I'm Magnus, CFO. So as usual, we're going to talk about some highlights from the report and a bit more unusual, we're actually going to comment a bit on the period after the report as well as we are in pretty special times at the moment. So first a couple of words about MAG. We have been building games for about 10 years, had a quarter of a billion downloads and we have two studios. One here in Stockholm and one in Brighton. And right now they are actually empty. This is the first time we're in the office in almost three weeks now. So we came in just to record this. So it feels a bit weird, but we are still continuing, of course, to work on our games and I think we as a company are pretty well set up to be able to do remote work. But we're chugging along as best we can here. And I thought today we should mention the portfolio of games that we've built over the last 10 years. As a games company, it's a huge benefit not to only rely on one or two games. And we actually have a really good portfolio of games with our classic games like QuizDuel and Russell, but also newly released games as World Sea and the new QuizDuel. And the key events we're going to talk about today is World Sea that we launched in late November. The new quiz tool that's going out in more and more markets and also a few words about the impact we've seen of the coronavirus on both our business, our company and our player community. But first, of course, we should talk about the reporting period, which is December through February.

speaker
Magnus
CFO

Exactly. We're filing net sales in the second quarter of 51 million, which is up from 41 or 23%. year over year. That's mainly attributable to the multiplayer portfolio, which is up 50% and it's now bigger than the entire company was a year ago. And that's obviously both growing games backed by user acquisition and stronger monetization in our evergreens as well as in Euro games. We have a flat user acquisition year over year at 14 million, roughly. But it's up quarter over quarter, which is based on the WordC global launch, which is taking some of the user acquisition and bringing it up. That brings us to a contribution at 32 million, which is the strongest we have reported as a public company. And that all translates down to 5 million SEK EBITDA. Moving on to the KPIs we always talk about in these presentations. We have the DAO and the ARPDO, so our audience and our monetization per player and day. DAO is down slightly year over year. That's entirely down to the single player part of the portfolio where the multiplayer part is stable.

speaker
Daniel Hasselberg
CEO

I guess the DEU increase is kind of expected in the single player parts.

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