Spin Master Corp
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Earnings Call Transcript

Earnings Call Transcript
2021-Q4

from 0
Operator

Good

day,

and

welcome

to

the

Spin

Master

Corp.

Fourth

Quarter

2021

Earnings

Call.

Today's

conference

is

being

recorded.

At

this

time,

I

would

like

to

turn

the

conference

over

to

Sophia

Bisoukis.

Please

go

ahead.

S
Sophia Bisoukis

Thank

you,

John.

Good

morning,

and

welcome

to

Spin

Master's

financial

results

conference

call

for

the

fourth

quarter

and

full

year

ended

December

31, 2021.

I

am

joined

this

morning

by

Max

Rangel,

Spin

Master's

Global

President

and

CEO;

and

Mark

Segal,

Spin

Master's

Chief

Financial

Officer.

For

your

convenience,

the

press

release,

MD&A

and

audited

consolidated

financial

statements

are

available

on

the

Investor

Relations

section

of

our

website.

Before

we

begin,

please

note

that

remarks

on

this

conference

call

may

contain

forward-looking

statements

about

Spin

Master's

current

and

future

plans,

expectations,

intentions,

results,

levels

of

activity,

performance,

goals

or

achievements,

or

any

other

future

events

or

developments.

Forward-looking

statements

are

based

on

information

currently

available

to

management

and

on

estimates

and

assumptions

made

based

on

factors

that

management

believes

are

appropriate

and

reasonable

in

the

circumstances.

However,

there

can

be

no

assurance

that

such

estimates

and

assumptions

will

prove

to

be

correct.

Many

factors

could

cause

actual

results

to

differ

materially

from

those

expressed

or

implied

by

the

forward-looking

statements.

As

a

result,

Spin

Master

cannot

guarantee

that

any

forward-looking

statements

will

materialize,

and

you

are

cautioned

not

to

place

undue

reliance

on

these

forward-looking

statements.

Except

as

may

be

required

by

law,

Spin

Master

has

no

obligation

to

update

or

revise

any

forward-looking

statements,

whether

because

of

new

information,

future

events,

or

otherwise.

For

additional

information

on

these

assumptions

and

risks,

please

consult

the

cautionary

statement

regarding

forward-looking

information

contained

in

the

company's

earning

release

dated

February

28, 2022.

Please

note

that

Spin

Master

reports

in

US

dollars

and

all

dollar

amounts

to

be

expressed

today

are

in

US

currency.

I

would

now

like

to

turn

the

conference

call

over

to

Max

Rangel.

M
Max Rangel

Good

morning

and

thanks

for

joining

us

today.

In

2021,

we

delivered

very

strong

performance

for

the

fourth

quarter

and

full

year,

showcasing

the

power

of

our

three

creative

centers

comprising

Toys,

Entertainment

and

Digital

Games.

We've

continued

to

build

on

both

the

legacy

that

our

founders

created

and

our

demonstrated

leadership

within

children's

entertainment.

Our

creative

centers

structure

allowed

us

to

remain

focused

on

being

where

children

are,

ensuring

our

presence

in

their

lives

is

in

ever-connected

world

with an

ever-expanding

options.

The

most

significant

element

of

our

excellent

performance

in

2021

was

the

broad,

diversified

way

we

achieved

it

across

all

our

creative

centers

and

all

our

geographies.

The

efforts

we've

made

to

grow

our

global

footprint,

develop

our

entertainment

capability,

as

well

as

the

early

investment

we

made

in

digital

games

through

the

acquisition

of

Toca

Boca

and

Sago

Mini

are

paying

off.

Gross

product

sales

grew

over

20%,

highlighting

the

strength

of

our

brands

on

a

global

scale.

Total

revenue

grew

30%,

exceeding

$2

billion

for

the

first

time.

Approximately

15%

of

our

total

revenue

in

2021

resulted

from

digital

games

and

entertainment.

EBITDA

exceeded historical

levels

in

both

dollars

and

margin.

Against

the

backdrop

of

our

strong

financial

and

operational

performance,

we've

demonstrated

our

commitment

to

creating

engaging

play

experiences.

We

provided

magical

experiences

for

kids

and

their

families

at

home,

in

playrooms,

on

small

and

big

screens

and

in

digital

playgrounds

around

the

world.

We

are

very

proud

of

Spin

Master's

performance

and

I

want

to

commend

our

global

team

for

delivering

these

exceptional

results.

I

now

want

to

touch

on

each

of

our

creative

centers,

beginning

with

Toys.

Toy

gross

product

sales

growth

was

driven

by

the

global

success

of

new

and

innovative

items,

and

enthusiastic

fandom

for

our

newest

licensed

story

properties.

Our

commercial

teams

navigated

a

complex

supply

chain

environment

to

deliver

on

time

throughout

the

year

to

meet

customer

demand,

providing

the

foundation

to

grow

share

in

key

markets.

These

teams

work

diligently

to

bring

forward

production

earlier

in

the

season

to

ensure

inventory

was

available

for

the

key

shopping

period.

We

saw

the

effects

of

these

in

improved

POS

in

the

backup

of

the

year.

As

we

discussed

in

November,

we

observed

a

meaningful

turnaround

in

POS

trends

where

we

regained

share

through

their

combination

of

improved

inventory

[ph]



flows (00:04:35),

the

introduction

of

new

innovative

items

and

strength

in

our

core

brands

compared

to

the

POS

deficit

we

saw

in

the

early

part

of

2021,

when

our

inventory

levels

hamper

our

POS

results.

We

were

pleased

to

see

this

momentum

continue

to

the

whole

fourth

quarter,

resulting

in

meaningful

share

gains

for

Spin

Master.

According

to

NPD,

in

Q4,

our

global

POS

grew

9%

compared

to

5%

for

the

industry.

In

North

America,

we

outperformed

the

industry

in

Q4,

growing

by

12%

compared

to

the

industry

at

8%.

Internationally,

in

Q4,

we

grew

POS

6%,

while

the

industry

was

flat.

In

Q4,

according

to

NPD,

Spin

Master

was

the

fastest-growing

toy

manufacturer

globally

among

the

top

five.

We

were

particularly

pleased

with

the

diversified

nature

of

our

POS

growth

in

Q4,

with

share

growth

in

5

out

of

the

11

categories

measured

by

NPD

compared

to

2

out

of

11

in

Q2.

The

success

of

PAW

Patrol:

The

Movie,

continue

to

have

a

positive

impact

on

the

performance

of

our

PAW

Patrol

toy

line,

which

outperformed

the

Preschool

category,

finishing

as

a

number

one

Preschool

property

globally

in

2021.

POS

in

Q4

was

up

28%

over

the

prior

year,

per

NPD.

PAW

Patrol

ended

the

year

ranked

as

the

eighth

largest

toy

property

globally,

according

to

NPD.

We

have

continued

to

keep

the

franchise

fresh

with

new

themes

and

worlds

for

preschoolers

to

explore.

In

Activities,

Kinetic

Sand,

which

experienced

tremendous

growth

during

the

pandemic,

continued

its

upward

trajectory

in

2021

with

44%

POS

growth

in

Q4,

gaining

greater

international

brand

awareness

and

increasing

share

in

the

Activities

category.

Per

NPD,

Kinetic

Sand

is

now

the

number

two

reusable

compound

property

and

has

become

a

staple

creative

toy

for

kids

and

kids

at

heart.

With

new

innovative

product

introductions

and

always-on

marketing

for

Kinetic

Sand,

we

expect

to

continue

to

grow

the

brand

and

we

feel

there

is

more

growth

potential

within

the

category

internationally.

Our

Games

&

Puzzles

product

category

saw

mixed

results

in

Q4.

Our

core

game

brands

outperformed

while

Cardinal

was

down

compared

to

2020,

driven

by

strong

pandemic-led

demand

last

year.

Within

Wheels &

Action,

we

saw

strong

performance

from

many

of

our

core

brands

including

Bakugan,

which

beat

the

industry

in

the

battling

toy

class

for

2021.

Gearing

up

for

2022,

we're

continuing

to

lean

into

marketing

platforms

that

deliver

the

strongest

conversion

for

Bakugan,

which

includes

stacking

new

entertainment

content

on

Netflix

with

engaging

integrations

and

experiences

within

Roblox

to

reach

fans

of

the

franchise

within

the

platforms

they

interact

with

every

day.

In

Q4,

our

Toy

license

for

Monster

Jam

ended

the

year

as

the

number

four

property

in

vehicles

and

number

one

license

in

vehicles

per

NPD.

With

more

international

experiential

events

and

live

Monster

Jam

shows

ramping

up

in

2022,

we

expect

more

kids

will

be

inspired

to

recreate

real

Monster

Jam

action

in

their

homes

and

backyards.

In

addition

to

our

evergreen

brands,

our

design

teams

are

also

constantly

reimagining,

inventing

and

bringing new

toys

to

market.

For

NPD

in

2021,

we

had

two

of

the

top

five

new

toy

properties

in

North

America.

The

first

is

Purse

Pets,

a

line

of

interactive

fashion

purses.

This

item

was

introduced

in

August

2021

and

quickly

rose

to

the

top

of

toy

lists.

According

to

NPD,

Purse

Pets

was

the

number

one

selling

toy

in

the

fashion,

role-play

and

dress-up

class

in

the

US.

We're

continuing

to

evolve

this

brand

in 2022

with

new

characters,

retailer

exclusive

and

micro

versions

for

fans

to

wear

and

collect.

The

second

was

Gabby's

Dollhouse,

building

off

the

success

of

DreamWorks

popular

Netflix

series.

We

debuted

the

Gabby's

Dollhouse

toy

line

in

Q3,

and

it

quickly

became

one

of

the

most

sought

after

toys

this

past

holiday

season.

In

2022,

we

will

launch

a

toy

line

in

Europe

and

elsewhere

internationally

and

will

introduce

new

themes

that

complement

the

ongoing

storyline

and

adventures

of

Gabby.

In

2021,

we

saw

great

results

from

new

and

existing

license

partnerships,

including

Gabby.

POS

in

our

total

license

portfolio

grew

over

20%

in

Q4

according

to

NPD.

We

revealed

an

epic

second

year

of

Batman

and

DC

toys,

making

Spin

Master,

the

number

one

toy

licensee

for

the

DC

Universe,

per

NPD

in

2021.

Just

yesterday,

we

were

thrilled

to

announce

that

we

have

renewed

our

initial

contract

with

Warner

Brothers

that

will

see

Spin

Master

retain

the

DC

franchise

globally

for

toy

rights

of

the

boys

category,

as

well

as

games,

outdoor

and

seasonal

and

vehicles,

including

films

for

a

further

four-year

term

beginning

2023

through

2026.

2022

is

a

blockbuster

year

for

the DC

franchise,

with

four

feature

films

hitting

the

big

screen.

We

will

have

innovative

custom

toy

collections

launching

in

conjunction

with

the

Batman

movie

coming

to

theaters

on

March

4,

followed

by

Black

Adam,

THE

FLASH

and

Aquaman

later

in

the

year.

Also

with

Warner

Brothers,

we

launched

the

first

of our

innovative

toys

inspired

by

the

Wizarding

World

stories

and

characters

from

the

Harry

Potter

and

Fantastic

Beast

films.

The

performance

of

these

products

from

an

innovative

playset

to

an

interactive

Hedwig,

exceeded

our

expectations

and

demonstrated

that

a

strong

following

of

these

stories

and

characters

have.

Spin

Master

is

now

the

two

licensee

for

Wizarding

World

globally,

per

NPD.

Between

our

strong

showings

for

Purse

Pet, and

Wizarding

World

and

Gabby's,

Spin

Master

outperformed

the

US

Dolls

category

for

2021,

with

POS

growth

of

21%

compared

to

4%

for

the

industry,

per

NPD.

This

is

an

area that

Spin

Master

has

been

under-represented

in

for

the

last

few

years.

It's

encouraging

to

see

results

like

this

in

one

of

the

most

competitive

categories

of

the

Toy

business.

Industry

e-commerce

growth

is

moderating

as

COVID

eases,

but

has

become

a

significant

larger

portion

of

the

overall

industry

POS

when

compared

to

just

a

few

years

ago.

We

are

continuing

to

invest

in

our

e-commerce

business

to

ensure

we

grow

our

share

in

this

important

retail

channel.

With

some

sales

shifting

back

to

bricks

and

mortar,

we

believe

we

are

having

definitely

opportunities

to

elevate

our

in-store

displays

in

partnership

with

our

retail

customers

and

are

taking

a

moderate

approach

to

pricing

and

promotions,

investing

where

it

makes

sense

to

remain

competitive

while

also

preserving

our

profitability.

Now

turning

to

Entertainment.

We

continue

to

take

a

multi-pronged

approach

to

our

Entertainment

content

creation

led

by

exceptional

storytelling

that

will

resonate

with

kids

globally.

Our

Entertainment

Creative

Center

achieved

a

historical

milestone

in

August

with

our

first

ever

feature

film

for

our

leading

Preschool

franchise,

PAW

Patrol

in

partnership

with

Paramount

Pictures

and

Nickelodeon.

The

film

success

had

a

halo

effect

on

the

franchise

overall,

significantly

raising

PAW

Patrol

awareness

around

the

world.

Franchise

penetration

increased

15

points

among

kids,

following

the

movie

release,

deepening

engagement

with

existing

fans,

evidenced

by

increased

viewing

minutes

and

also

attracting

new

fans,

particularly

on

streaming

platforms

such

as

Paramount+.

We

currently

have

10

regional

shows

and

multiple

short-form

series

airing

or

streaming

in

more

than

190

countries

in

30 languages.

While

PAW

Patrol:

The

Movie

was

our

first

feature

film,

it

will

not

be

the

last,

with

other

film

concepts

in

development,

including

a

second

PAW

Patrol

movie

to

debut

in

fall

2023.

PAW

Patrol

will

also

get

a

spin-off

series

in

2023,

which

has

been

green

lit

by

Nickelodeon.

And Entertainment

has

a

rich

development

slate

currently

in

production,

including

several

new

properties,

which

will

launch

in

2022

and

2023

with

multiple

broadcast

networks

and

streaming

services.

We're

excited

to

build

a

diversified

offering

appealing

to

different

audiences

and

age

groups.

We

continue to

experience

record

growth

in

2021

in

our

Digital

Games

Creative

Center,

primarily

driven

by

Toca

Life

World

with

revenue

growth

of

over

127%

and

culminating

in

Toca

Life

World

being

recognized

as

the

App

Store's

2021

iPhone

App

of

the

Year,

an

amazing

achievement

for

Toca

Boca

studio

as

it

celebrates

its

10th

anniversary.

Digital

Games

continues

to

create

expansive

digital

play

experiences

for

our

kids.

If

you

have

children,

you

know

how

integral

Digital

Games

have

become

to

their

lives.

Digital

Games

have

now

become

digital

playgrounds,

where

kids

explore

and

engage with

their

friends

and

favorite

characters,

new

content

releases,

and

tools

that

allow

them

to

create,

connect,

share

and

express

themselves,

are

driving

strong

global

engagement.

Monthly

active

users

for

Toca

Life

World

more

than

doubled

in

2021,

increasing

from

25

million

in

January

to

56

million

in

December.

The

entire

Toca

Boca

ecosystem

now

has

over

74

million

monthly

active

users

compared

to

45

million

in

Q4

2020.

In

Q4,

the

team

introduced

their

first

in-app

licensing

integration,

welcoming

global

lifestyle

brand

Sanrio

and

its

Hello

Kitty

&

Friends

franchise

into

the

digital

playground

with

great

results.

In

2022,

the

team

has

more

exciting

branded

partnerships

in

the

works

and

new

content

releases,

which

will

keep

kids

engaged

and

give

them

more

options

for

customization

and

creativity.

Sago

Mini,

which

focuses

on

the

younger

demographic

where

play-to-learn

is

a

key

driver

for

parents,

has

helped

fuel

our

Digital

Games

growth

as

well,

with

an

expanding

subscription

base

that

saw

a

29%

increase

in

2021

to

311,000

subscribers

compared

to

2020.

Sago

is

working

closely

with

the

originator

which

we

acquired

in

Q2

to

expand

our

comprehensive

play-to-learn

subscription-based

Digital

Games

offering,

building

on

existing

platforms

and

with

new

product

launches

in

2022

and

2023.

We

are

continuing

to

make

progress

building

[ph]



Nørd

(00:14:54), our

new

studio

in

Stockholm.

[ph]



Nørd

(00:14:56) is

focused

on

developing

Digital

Games

using

Spin

Master's

own

IP.

Our

first

game

will

launch

in

2023

and

we

are

very

excited

about

the

growth

possibilities

for

Digital

Games

that

are

emerging

from

this

initiative.

Now

turning

to

our

outlook

for

the

year,

there

are

several

macroeconomic

and

geopolitical

variables

we

are

monitoring

closely

and

which

we

built

into

our

outlook

and

Mark

will

discuss

shortly.

From a

consumer

perspective,

the

removal

of

stimulus

payments

combined

with

rising

interest

rates

and

inflation,

could

put

pressure

on

families'

disposable

incomes.

As

we

know

from

history,

the

Toy

category

is

somewhat

insulated

from

periods

of

economic

downturn,

but

it

is

something

we

need

to

consider,

especially

for

higher

price

point

products.

We

expect

there

will

continue

to

be

challenges

and

disruptions

in

the

global

supply

chain

in

2022

ranging

from

transportation

bottlenecks

to

cost

inflation.

COVID

remains

an

unknown

variable

in

Asia,

and

we

will

continue

to

implement

advanced

planning

techniques

and

seek

to

remain

responsive,

collaborative

and

agile

in

both

production

and

logistics.

Now,

having

said

all

this,

with

our

clear

vision

for

the

future,

a

strong

global

operating

platform

and

firm

financial

foundation,

we

are

optimistic

about

our

growth

opportunities

in

2022.

We

believe

we

are

well-positioned

to

capitalize

on

the

momentum

from

2021.

We

will

continue

to

seek

opportunities

to

harness

the

potential

of

our

three

creative

centers.

And

as

we

continue

to

grow

the

business,

we

are

seeing

the

power

of

our

operating

model

where

each

creative

center

acts

independently,

but

also

in

concert

with

each

other

when

it

makes

sense,

to

exploit

the

full

potential

of

our

creating

talent,

innovation

and

intellectual

property.

Let

me

conclude

by

thanking

our

global

team

members

for

their

outstanding

contributions

in

2021.

The

management

team

at

Spin

Master

remains

inspired

and

encouraged

by

the

passion,

knowledge,

competitive

drive

and

commitment

to

innovation

that

each

of

our

team

members

embodies.

As

we

begin

2022,

we

see

even

greater

potential

to

connect,

engage

and

reach

even

more

kids

and

families

with

magical

and

memorable

Toy,

Entertainment,

and

Digital

Games

experiences.

I

will now turn it over to Mark.

M
Mark L. Segal

Thank

you,

Max.

In

the

fourth

quarter,

we

delivered

very

strong

financial

and

operational

results,

representing

significant

year-over-year

improvements.

We

entered

the

year

acutely

aware

of

our

needs

to

address

the

global

supply

chain

challenges

brought

on

by

COVID.

We

maintained

strict

cost

management

discipline,

leveraged

our

diversified

third-party

manufacturing

footprint

to

optimize

production

and

worked

with

our

logistics

partners

to

gain

access

to

additional

ports

and

shipping

lines.

We

were

able

to

methodically

execute

our

plan,

as

evidenced

by

a

full-year

2021

adjusted

EBITDA

of

$414

million,

an

increase

of

$234

million,

130%

over

2020.

Looking at

Q4,

we

were

able

to

build

on

the

momentum

established

through

the

first

three

quarters

and

deliver

significantly

stronger

results

compared

to

last

year.

Q4

revenue

climbed

26.5%,

driven

by

double-digit

growth

across

all

three

of

our

creative

centers

and

product

categories.

The

combination

of

higher

gross

product

sales

in

all

geographies,

improvements

in

sales

allowances,

higher

Entertainment

and

Licensing

Revenue,

and

the

strength

and

momentum

of

our

Digital

Games

business

combined

with

our

operational

execution,

produced

record

profitability

levels.

Gross

product

sales

rose

approximately

$116

million,

or

22.6%,

to

$627

million. On

a

constant

currency

basis,

gross

product

sales

were

up

22.9%.

Geographically,

we

delivered

solid

growth

across

all

markets,

especially

in

North

America,

which

was

up

nearly

33%.

Europe

saw

growth

in

gross

product

sales

of

nearly 12%,

and

the

rest

of

the

world

was

up

just

under

10%.

International

gross

product

sales

declined

to

42.4%

of

total

gross

product

sales,

down

from

46.8%

last

year,

driven

by

strong

growth

in

North

America.

The

growth

in

gross

product

sales

for

the

fourth

quarter

was

primarily

driven

by

customer

demand

and

our

ability

to

successfully

manage

through

the

supply

chain

disruptions,

which

ensured

steady

inventory

flow

and

availability

both

on

shelf

and

online.

We

did

this

by

implementing

safety

stock

and

safety

lead

time

programs

using

innovative

transportation

methods

and

close

collaboration

between

customer-focused

teams

and

sales

team

to

prioritize

orders

and

drive

the

best

possible

Q4

results.

Turning

to

category

performance,

I

want

to

call

out

that

we

renamed

certain

Toy

product

categories.

What

we

used

to

call

Preschool

and

Girls

has

now

been

renamed

Preschool

and

Dolls

&

Interactive.

And

what

we

used

to

call

Boys,

we

now

call

Wheels

&

Action.

Our

Preschool

and

Dolls

&

Interactive

product

category

grew

by

$51.6

million,

or

25.8%,

to

$251.8

million

in

Q4.

PAW

Patrol

continued

to

perform

exceptionally,

contributing

significantly

to

the

growth

of

the

product

category,

together

with

the

success

of

new

product

launches

for

Wizarding

World,

Gabby's

Dollhouse

and

Purse

Pets.

Gross

product

sales

in

Activities,

Games,

Puzzles

and

Plush

category

rose

by

18.7%

to

$206.5

million.

Sales

of

Kinetic

Sand,

as

well

as

Orbeez

and

Rubik's,

both

of

which

were

recent

acquisitions,

positively

contributed

to

growth.

In

Wheels

&

Action,

gross

product

sales

were

up

nearly

20%

to

$146.1

million,

driven

by

higher

sales

of

DC

licensed

products

in

advance

of

the

Batman

movie

in

theaters

on

March

the

4th.

And

continued

momentum

for

Tech

Deck.

Q4

sales

allowances

were

13.6%

of

gross

product

sales,

down

from

15.1%

last

year,

driven

primarily

by

low

and

non-compliance

charges

and

reduced

markdowns

and

promotions

due

to

strong

inventory

sell

through.

In

addition,

we

saw

a

higher

proportion

of

sales

in

North

America

in

Q4

compared

to

Europe.

North

America

has

a

lower

overall

sales

allowance

rate

than

the

global

average.

We've

now

seen

eight

consecutive

quarters

of

strong

revenue

growth

in

Digital

Games.

In

Q4,

Digital

Games

revenue

increased

57.2%

to $50

million,

driven

primarily

by

growth

in

Toca

Life

World

in

app

purchases.

Entertainment

and

Licensing

revenue

grew

16%

to

$28.5

million,

primarily

from

licensing

and

merchandising

revenue

from

the

PAW

Patrol

movie

release.

Gross

profit

for

the

quarter

was

$323.3

million,

or

52.1% of

total

revenue,

compared

to

$241

million,

or

49.1%.

Toys

had

the

most

significant

positive

improvement

in

gross

margin

due

to

lower

close-out

sales,

favorable

changes

in

product

mix

and

cost

reductions

resulting

from

productivity

initiatives.

These

improvements

were

offset

in

part

by

inflationary

pressures

on

product

costs

and

ocean

freight,

partially

mitigated

by

the price

increases.

For

the

quarter,

the

net

negative

impact

of

inflation

partially

offset

by

pricing,

was

around

290

basis

points.

In

both Digital

Games

and

Entertainment,

we

achieved

higher

revenue,

which

was

accretive

to

gross

margin

by

approximately

70

basis

points

and

60

basis

points,

respectively.

Selling,

general

and

admin

expenses

were

$55.6

million

higher

due

to

increased

marketing

and

administrative

expenses.

Marketing

increased

due

to

higher

media

and

commercial

production

spend.

Administrative

expenses

increased

over

last

year

by

$27.1

million

to

$103.8

million.

The

increase

was

primarily

from

personnel

and

incentive

compensation related

accruals

due

to

higher

profitability

in

2021.

However,

SG&A,

as

a

percentage

of

total

revenue

remained

consistent

at

43.1% compared

to

43.2%

last

year.

Adjusted

SG&A

declined

to

41.9%

from

42.2%.

In

Q4,

we

recorded

net

income

of

$26.5

million,

or

$0.25

per

diluted

share,

compared

to

net

income

of

$300,000,

or

essentially

breakeven

per

diluted

share,

last

year.

Adjusted

net

income

in

the

quarter

was

$38.7

million,

or

$0.37

per

diluted

share,

an

improvement

of

$24.1

million

compared

to

$14.6

million,

or

$0.14

per

diluted

share,

last

year.

Adjusted

EBITDA

was

$78.3

million

compared

to

$51.5

million,

an

improvement

of

$26.8

million,

or

52%.

Adjusted

EBITDA

margin

was

12.6%,

up

from

10.5%.

The

increase

in

adjusted

EBITDA

was

driven

by

higher

gross

profit

and

lower

distribution

costs,

partially

offset

by

higher

selling,

marketing

and

administrative

expenses.

From

a

tax

perspective,

we

had

an

income

tax

expense

of

$9.5

million

in

the

quarter

compared

to

an

income

tax

recovery

of

$4.7

million

last

year.

Our

effective

tax

rate

for

Q4

was

24.2%.

Turning

now

briefly

to

full-year

2021,

I

will

call

out

a

few

items

of

note.

Sales

allowances

as

a

percentage

of

gross

product

sales

were

11.8%,

down

100

basis

points

from

12.8%.

This

highlights

our

strong

sell

through

an

improved

operational

performance,

which

drove

lower

markdowns

on

non-compliance

charges,

as

well

as

geographic

mix

which

favored

North

America.

Digital

Games

revenue

increased

127.6%

to

$174.8

million

from

$76.8

million.

Entertainment

and

Licensing

revenue

increased

73.7%

to

$135.8

million

from

$78.2

million.

Gross

margin

represented

51.7%

for

2021

compared

to

46.3%.

The

increase

in

gross

margin

was

a

function

of

cost

reductions

resulting

from

operational

improvements

and

productivity

initiatives,

favorable

product

mix,

lower

close-out

sales

and

lower

sales

allowances.

These

improvements

were

offset

in

part

by

inflation

on

product

costs

and

ocean

freight,

which

were

partially

mitigated

by

price

increases

implemented

in

Q3.

In

addition,

the

higher

revenue

in

both

Digital

Games

and

Entertainment

was

accretive

to

gross

margin

in

2021

by

approximately

90

basis

points

and

70

basis

points,

respectively.

SG&A

decreased

by

390

basis

points

as

a

percentage

of

revenue

as

we

continue

to

generate

operating

leverage

through

increased

volume,

cost

management

and

productivity.

Higher

selling,

marketing

and

administrative

expenses,

largely

driven

by

increased

incentive

compensation

were

more

than

offset

by

leverage

from

higher

volume

and

lower

distribution

costs.

Adjusted

net

income

for

2021

was

$221.3

million

compared

with

$53.4

million

last

year,

with

adjusted

diluted

EPS

of

$2.10

compared

to

$0.51.

Adjusted

EBITDA

for

2021

was

$414.1

million

compared

to

$180.6

million,

an

increase

of

$233.5

million,

or

129.3%,

over

2020.

Adjusted

EBITDA

margin

was

20.3%

compared

to

11.5%.

As

a

reminder,

included

in

adjusted

EBITDA

was

$26

million

of

distribution

revenue

and

the

box

office

bonus

from

the

PAW

Patrol

movie.

If

we

were

to

deduct

the

$26

million,

adjusted

EBITDA

and

adjusted

EBITDA

margin

would

be

$388

million

and

19.2%,

respectively.

Inventory

ended

the

year

at

$137

million

compared

to $102

million

last

year,

up

$35

million.

At

the

end

of

Q4,

because

of

the

global

supply

chain

disruption

and

in

anticipation

of

growth

in

Q1,

we

had

approximately

$45

million

of

in-transit

inventory,

representing

32%

of

total

inventory

compared

to

$19

million,

or

19%,

at

the

end

of

2020.

Trade

receivables

ended

2021

at

$327.9

million

compared

to

$277

million

at

the

end

of

2020,

an

increase

of

18%,

which

is

below

revenue

growth.

Net

operating

working

capital

as

a

percentage

of

LTM

revenue

was

9.3%

compared

to

13.1%

last

year.

We

lead

the

industry

in

our

working

capital

management

by

a

significant

margin.

Q4

free

cash

flow

was

$211.3

million,

$87.6

million

up

compared

to

$123.7

million

a

year

ago,

driven

by

improved

profitability

and

lower

net

working

capital.

For

the

year,

free

cash

flow

was

$339.6

million,

up

46%

compared

to

$232.1

million

in

2020,

driven

by

higher

net

income

and

lower

working

capital.

From

a

liquidity

perspective,

we

continue

to

build

on

our

strong

position.

We

ended

the

year

with

$563

million

in

cash,

up

$242

million

from

$321

million

last

year,

despite

investing

over

$70

million

on

acquisitions

during

the

year.

Given

our

cash

position

going

into

2022

and

the

capacity

on

our

credit

facility,

we

are

in

by

far

the

strongest

liquidity

position

we've

ever

been

in,

with

immediately

available

liquidity

of

over

$1

billion.

Let's

now

turn

to

our

outlook

for

2022.

As

a

reminder,

in

your

guidance

statements

are

based

in

line

with

our

quarterly

reporting

cycle

March,

May,

July,

and

November.

At

each

stage,

we

revisit

our

annual

guidance

with

increasingly

solid

data

based

on

shipments

and

the

flow

of

orders.

Our

2021

performance

allowed

us

to

achieve

our

best

sell

through

and

the

cleanest

retail

inventory

levels

in

many

years

in

most

key

markets.

This

allowed

us

to

exit

the

year

with

strong

demand

and

brand

momentum,

which

positions

us

well

for

2022.

So

far

this

year,

we

continue

to

see

robust

demand

for

our

deep

and

innovative

Toy

lineup.

We

have

actually

never

carried

so

much

strong

momentum

going

into

the

first

quarter.

However,

we

do

need

to

be

mindful

of

macroeconomic

and

other

risk

factors.

The

removal

of

stimulus

payments

in

the

US,

rising

interest

rates

and

inflation,

may

put

pressure

on

disposable

incomes.

We

are

carefully

watching

the

situation

between

Ukraine

and

Russia.

For

context,

though,

please

note

that

less

than

2%

of

our

gross

product

sales

is

derived

from

Russia

and

we

are

credit-insured.

Whilst

demand

in

the

toy

industry

is

relatively

inelastic,

we

need

to

be

prudent

this

early

in

the

year.

Taking

this

all

into

account

for

2022,

we

expect

our

growth

rate

for

gross

product

sales

to

be

in

the

mid-to

high single-digits

compared

to

2021.

As

a

result

of

the

increases

in

gross

product

sales

and

continued

strength

in

Digital

Games,

we

also

expect

growth

in

our

total

revenue

to

increase

mid-to-high

single-digits

over

2021,

when

one

excludes

the

$26

million

distribution

revenue

directly

related

to

the

PAW

Patrol

movie,

which

will

not

be

repeated

in

2022.

Turning

to

profitability,

in

2021,

we

saw

increases

in

input

costs,

particularly

ocean

freight

accelerates

significantly

in

the

latter

part

of

2021

and

remain

elevated

through

Q4

and

into

2022.

We

implemented

productivity

initiatives

and

price

increases

to

help

us

partially

offset

these

inflationary

pressures.

For

2022,

we

expect

to

see

some

costs

remain

at

elevated

levels

and

other

costs

rising,

although

not

at

the

same

rate

as

2021.

We

will

continue

to

take

pricing

selectively

and

implement

other

measures

to

allow

us

to

remain

neutral

from

a

margin

perspective

in

our

Toy

business.

These

actions

include

ongoing

collaboration

with

our

suppliers

in

Asia,

pre-buying

electronic

components,

evaluating

part

substitutions,

facilitating

inventory

prebuilds

strategically

to

reduce

the

impact

of

COVID

lockdowns

and

finally,

increasing

multi-carrier

ocean

freight

sourcing

for

cost

and

predictability.

Through

a

commitment

to

operational

excellence

and

focus

on

finding

value

within

the

supply

chain,

we

expect

to

hold

adjusted

EBITDA

margin

consistent

with

2021,

excluding

the

$26

million

benefit

from

the

PAW

movie

distribution

revenue.

In

addition,

we

expect

depreciation

and

amortization

to

be

down

slightly

compared

to

2021

to

approximately

$100 million.

Of

that, $30

million

results

from

deliveries

of

Entertainment

content.

We

expect

marketing

cost

to

be

between

9%

to

10%

of

revenue.

And

for

SG&A

as

a

percentage

of

revenue,

to

be

slightly

higher

than

2021

as

we

invest

in

growth

for

2023

and

beyond.

Finally,

we

expect

our

effective

tax

rate

to

be

between

25%

and

26%

and

capital

expenditures

are

expected

to

be

between

5%

and

6%

of

total

revenue.

To

conclude,

as

we

look

to

the

balance

of

2022,

our

team

is

fully

aligned.

We

remain

deeply

committed

to

growth

with

disciplined

cost

management,

operational

efficiency,

and

productivity.

We

will

continue

the

momentum

we

developed

in

2021,

leveraging

the

significant

improvements

we

achieved

to

propel

us

forward.

We

continue

to

believe

in

our

long-term

financial

framework

and

that

at

its

core,

our

formula

for

innovation

and

growth

across

Toys,

Entertainment,

and

Digital

Games

is

stronger

than

ever.

That

concludes

our

prepared

remarks. We

will

now

be

pleased

to

take

questions.

Operator,

please

open

the

line.

Operator

Thank

you.

[Operator Instructions]



We

will

take

our

first

question

from

Sabahat

Khan.

Please

go

ahead,

your

line

is

open.

S
Sabahat Khan
Analyst, RBC Capital Markets

Right.

Great.

Thanks.

I

guess

just

on

the

outlook

for

2022

and

some

of

the commentary

around

the

movie

releases

expected

for

this

year,

can

you

maybe share

some

color

on

maybe

quarterly

seasonality

that

we

can

expect

for

this

year?

M
Mark L. Segal

So,

Sabahat,

we're

going

to

tighten

up

our

outlook

on

seasonality

in

May

when

we

release

our

Q1

results.

But

what

I

can

tell

you

is

that

we

expect

to

see

strong

momentum

going

into

Q1

and

Q2.

So

strong

H1

and

we

will

actually

give

you

formal

guidance

for

the

actual

balance

of

the

year

when

we

go

out

in

May

with

our

Q1

results

–

with

our

Q1

results,

yes,

in

May.

S
Sabahat Khan
Analyst, RBC Capital Markets

Okay.

Great.

And

then,

with

the

digital

platform,

quite

a

bit

of

growth

over

the

course

of

2021,

how

should

we think

about

the

growth

in

that

platform

relative

to

kind

of

the

overall

guidance.

Total

guidance

looks

like

it's

from

mid-to-high-single

digits

year-over-year

on

revenue,

but

just

wondering

how

that

line

item

is

expected

to

do

this

year?

M
Mark L. Segal

So,

Saba,

Digital

Games

is

part

of

our

overall

growth

outlook,

as

we

said.

We

do

expect

Digital

Games

to

continue

to

grow,

and

it's

actually

going

to

be

interesting

in

Q1

when

we

actually

break

that

out

further.

But

certainly,

Digital

Games'

growth

is

an

important

component

of

our

total

revenue

growth

of

mid-to-high-single

digits

in

total

revenue

for

this

year.

Max,

is

there

anything

you

want

to add

on

Digital

Games?

M
Max Rangel

Well,

it's

just

early

days

for

us,

Sabahat.

And

so

Digital

Games

are

becoming

even

now

a

more

important

social

destination

for

gamers

and

for

kids

alike.

And

so,

I

think

you

can

expect

that

our

properties,

Toca

Life

World

or

even

our

subscription

properties,

will

continue

to

attract

new

users,

and

we

will

be

able

to

keep

them

engaged

with

new

contents

that

we're

dropping.

And

so

we're

seeing

momentum

going

into

Q1.

S
Sabahat Khan
Analyst, RBC Capital Markets

Okay, great.

And then

just

last

one

from

me,

I

was

looking

at

your

cash

balance

here,

in

the

$560

million

range,

any

updated

thoughts

on

capital

allocation,

whether

it's

M&A

or

return

on

capital,

anything

you

can

share

on

that

front?

M
Mark L. Segal

Yeah.

So

we

do

have

strong

liquidity.

We

have

a

very

clean

and

strong

balance

sheet,

Sabahat,

as

you

call

out.

Our

primary

focus

is

to

use

our

cash

for

acquisitions

and

we're

very

active

on

that

front,

both

in

terms

of

traditional

acquisitions

but

also

in

terms

of

venture

activity.

Our

pipeline

is

strong

and

full.

We

don't

have

any

plans

at

this

point

to

return

any

capital.

We

continue

to

believe

in

our

growth

story

and

our ability

to

use

the

cash.

If

at

some

point

that

changes

in

the

future,

we'll

certainly

talk

about

either

a

dividend

or

a

share

buyback

or

something

of

that

nature.

But

at

this

point,

nothing

to

report

on

that

front.

S
Sabahat Khan
Analyst, RBC Capital Markets

Okay,

great.

Thank

you.

Operator

We

will now

take

our

next

question

from

Jamie

Katz.

Please

go

ahead,

your

line

is

open.

J
Jaime M. Katz
Analyst, Morningstar, Inc. (Research)

Hi.

Good

morning.

Nice

quarter.

I

hope

you

can

help

us

think

about

e-commerce

going

forward.

It

sounds

like

that

channel

has

slowed,

but

can

you

fill

us

in

on

maybe

what

that

was

as

a

percentage

of

total

sales

for

the

year?

And

then,

I

know

you

guys

mentioned

you

had

only

2%

of

sales

in

Russia,

but

I

think

you

have

maybe

a

distribution

center

there.

And

so,

is

there

any

impact

to

distribution

in

Eastern

Europe

that

might

be

of

a

greater

magnitude?

Thanks.

M
Mark L. Segal

So,

Jamie,

e-commerce

for

the

year

was

around

27%

of

our

sales.

But

in

the

fourth

quarter

it

was

as

much

as

40%.

Max,

I'm

going

to pass

to you

to

talk

about

e-commerce

just

in

terms

of

what's

going

on

with

that

and

then

I'll

take

Russia.

M
Max Rangel

Sure.

So,

Jamie,

our

growth

in

e-commerce

was

pretty

broad-based.

We

beat

the

market

in

Q4

as

Mark

suggested

and

in

2021

as

well,

we

beat

every

competitor.

We

did

so

because

we

put

a

lot

of

effort

in

different

tech

stocks

and

ways

in

which

we're

working.

And

honestly,

we are

the

biggest

pure

play

player,

we

were

the

runaway

winners

for

the

year.

So

we

have

a

lot

of

effort

that

has

gone

into

that

space.

And

for

us

this

has

been

a

great

source

of

growth

and it

has

been

a

source

of

great,

more

profitable

growth.

So

we've

made

a

lot

of

interventions

to

make

sure

that

profitability

is

in

line

with

our

overall

portfolio

M
Mark L. Segal

And

in

terms

of

your

question

around

Russia,

as

you

pointed

out

and

as

I

mentioned

in

my

script,

less

than

2%

of

our

sales

in

Russia,

just

a

couple

of

million

dollars

in

Ukraine

through

a

third-party

distributor.

In

terms

of

our

distribution

mechanisms,

we

do

have

a

small

warehouse

in

Moscow

that

actually

services

our

Russian

business,

but

our

primary

distribution

centers

are

actually

in

Central

Europe

and

in

northern

Europe,

so

not

that

connected

to

Russia

directly.

J
Jaime M. Katz
Analyst, Morningstar, Inc. (Research)

Okay.

And

then

if

you

have

any

color

on

the

profit

profile

on

that

digital

business

versus

the

above

the

line

or

above

other

revenue

business,

the

delta

between

the

two

would

be

really

helpful

to

understand.

M
Mark L. Segal

Yeah.

So,

let

me

just

make

one

macro

comment,

and

then

I'll

point

you

to

our

upcoming

Q1

results

where

we're

excited

to

actually

break

out

our

creative

centers

in

more

detail.

So,

you're

going

to

have

to

wait

to

see

P&Ls

for

Toys,

Entertainment

and

Digital

Games

until

Q1

results are

out,

and

we'll

be

doing

that

going

forward.

But

what

I

can

tell

you

in

macro

terms

is

that

Digital

Games

is

accretive

to

both

gross

margins

and

EBITDA

margins.

And

so,

it's

certainly

an

area

of

growth

for

us

and

we

want

to

continue

to

drive

that

business,

because

it

is

accretive

to

margins

for

us.

Stay

tuned

for

more

details.

J
Jaime M. Katz
Analyst, Morningstar, Inc. (Research)

Excellent.

Looking

forward

to

the

data.

Thanks.

Operator

We

will

now

take

our

next

question

from

Adam

Shine.

Please

go

ahead,

your

line

is

open.

A
Adam Shine
Analyst, National Bank Financial, Inc.

Thanks

a

lot.

Yeah,

good

strong

results,

frankly.

Max,

maybe

one

for

you,

on

the

marketing

side,

it

was

telegraphed

that

this

would

track

to

about

10%,

I

think,

of

revenues.

And

obviously,

you

came

in

below

that

in

the

Q4.

Also

Mark,

in

the

outlook,

talking

about

sort

of

9%

to

10%,

so

just

curious,

are

the

– is

the

product

just

flying

off

the

shelves

on

its

own,

or

are

there

some

lessons

learned

obviously,

as

you

get

a

better

feel

for

the

landscape

and

some

of

the

efforts

you're

putting

into

the

marketing

side

of

the

equation?

And

then

I've

got

a

couple

more

for

Mark

after.

M
Max Rangel

So,

Adam,

punch

line

number

one

is

the

strength

of

our

brands

improved

materially,

so

we

invested

a

great

majority

of

our

marketing

in

those

core

brands

and

franchises.

We

truly

want

to drive

into

evergreens

and

push

our

revenue

into

more

predictable

revenue

going

forward,

that's

number

one. And

number

two,

it

was

really

more

about

being

digitally

first

and

spend

optimization.

That's

punch

lines

number

two

and

three.

On

the

digital

first,

we

basically

were

able

to

get

a

lot

of

money

into,

basically

the

premium

online

TV

and

also

in

CTV

and

OTT,

which

are

basically

all

basically

streaming

platforms

and

we

were

able

to

do

that

very

efficiently.

In

fact,

what

I

can

tell

you,

is

that

basically,

we

were

able

to

get

about

33%

higher

reach

with

less

than

12%

less

cost

per

reach

point.

So,

when

you

combine

the

higher

reach

and

lower,

obviously,

cost

per

reach

point,

you

kind

of

get

that

really

playing

in

our

favor.

And

then

third,

let's

not

obviously

forget

that

with

the

supply

chain

constraints

that

we

had,

when

we

had

items

that

were

not

available

and

we

would

have

had

marketing,

we

actually

flowed

that

money

to

other

places

where

we

were

getting

significantly

more

consumption.

So

that

also

helped.

But

as

we

enter

quarter

one

with

the

strength

that

we

have

in

our

brands,

we're

basically

putting

marketing

investments

against

our

core

and

franchises,

and

we're

very

excited

to

do

so.

Lots

of

learnings

and

efficiency.

A
Adam Shine
Analyst, National Bank Financial, Inc.

That's

great.

Thanks,

Max.

That's

helpful.

Two

other

things.

We

obviously,

none

of

us

had

the

benefit

of

seeing

some

of

the

new

products

at

a

toy

fair

that

didn't

happen.

And

I

guess,

we'll

hear

more

perhaps

heading

into

the

May

Q1

disclosures.

But

just

out of

curiosity

and

over and

above

some

of the

licensed

products

that

are

obviously

coming

around

the

Batman

movie,

et

cetera,

anything

to

highlight

in

terms

of

key

new

products

that

you'll

lean

on

this

year?

Number

one.

And

number

two,

given

some

of

the

pandemic

dynamics,

where

are

we

exactly

in

sort

of

the

re-launch

cycle

of

Bakugan,

in

the

context

of

what

was

expected

to

have

been

maybe

a

four

to

five year

re-launch?

Thanks.

M
Max Rangel

Yeah.

So,

the

good

news

as

Mark

and

I

both

have commented

on

is

that

the

growth

in

2021

was

really

more

broad

scale.

And

so, I

just

would

want

to comment

on

that.

Second,

the

impact

of

our

new

innovation

also

played

a

key

role.

So,

as

we

enter

spring

2022

and

fall

2022,

what

you

can

expect

is

the

following

and

things

that

we're

very

excited

about.

Let's

start

with

PAW

Patrol.

So

PAW

Patrol

was

an

incredibly

important

contributor

in

2021.

And

we

have

significant

more

support

for

PAW

Patrol

in

2022.

We

have

new

series,

we

have

toys

for

the

new

series.

We

have

a

number

of

things

that

we're

very

excited

about

both

in

the

spring

and

in

the

fall.

And

so,

that's

basically

the

starting

point.

Second

and

something

that

I'm

very

excited

about

as

well,

is

the

fact

that

Gabby's

Dollhouse

has

now

become

an

incredible

contributor

in

the

segment,

and

we

have

significant

follow-up

innovation

behind

Gabby's

Dollhouse.

So

basically,

that

strengthened

our

position

in

Preschool.

And

we're

super

excited

Preschool

and

Dolls.

So

that

to

me

is

another

place

where

I'm

very

excited.

Let's

not

forget

the

fact

that

we

also

have

a

lot

of

activity

in

Wheels

&

Actions

though

it's

following

2021,

so

that

is

coming

with

a

lot

of

innovation

both

in

the

spring

and

also

in

the

fall.

And

then

last

but

not

least,

with

all

the

licenses,

we

have

significant

amount

of

toy

collections

for

each

of

the

movies

that are

coming

out,

whether

it's

on

the

– obviously,

on

the DC

or

Wizarding

World.

So

those

are

some

of

the things

that

I

wanted

to

comment

on.

On

Bakugan,

we

are

basically

going

into

a

Bakugan

content

reboot

and

we're

very

excited

about

that.

And

that

will

basically

continue

to

propel

the

brand

content

for

the

people

that

we

have

attracted,

coupled

with

a

lot

of

the

work

we've

done

with

Roblox

and

Netflix,

to

basically

use

our

combination

as

we

bring

more

fans

into

the

franchise.

So

you

can

expect

a

lot

more

of

that

and

stay

tuned

for

future

interventions

in

Bakugan

that

we

are

incredibly

excited

about.

A
Adam Shine
Analyst, National Bank Financial, Inc.

Okay.

That's

great.

Thank

you

very

much.

Operator

We

will

now

take

our

next

question

from

George

Doumet.

Please

go

ahead,

your

line

is

open.

G
George Doumet
Analyst, Scotiabank

Yeah.

Guys,

good

morning

and

congrats

on

a

good

quarter.

Max,

thanks

for

the

information

on

the

share

gain.

Just

following

up

on

that,

do

you

think

that's

going

to continue?

Maybe

just

maybe,

I

guess

your

general

outlook

on

where

you

see

the

industry

growing

or

to

what

extent

you

see

growing

in

2022?

M
Max Rangel

Yeah.

As

you

know,

it

was

a

combination

of

two

things.

One

is

being

in

stock.

And

second,

basically

putting

marketing

activation,

so

we

can

actually

lift

the

brands

that

we

wanted

to

lift.

And

so

that

continues

into

quarter

one.

And

so

far,

I

can

tell

you

without

getting

into

too

much

details

that

that

continues

to

be

a

proven

model

for

us.

So

we're

continuing

to

do

very

well.

I

expect

that

as

we

go

into

the

spring

point

of

sale,

we're

going

to continue

to

see

the

effect

of

the

new

innovation

helping

lift

our

boats.

And

as

we

go

into

the

fall

of

2022,

we

have

a

great

slate

of

new

innovation

coming

and

as

was

commented

earlier,

while

we

have

not

been

able

to

see

that

broadly

doing

toy

shows,

we're

going to

be

able to

see

it

in

May

when

we

have

our

conference

with

you

guys.

So,

I

expect

that

we

will

continue

to

basically

grow

in

line

with

what

Mark

described

as

our

guidance

for

GPS,

and

we

expect

that

we

will

be

growing

share

within

the

context

of

that

guidance.

G
George Doumet
Analyst, Scotiabank

That's

helpful.

Thanks.

And

just

a

follow-up

on

Gaming,

if

we

keep

our,

I

guess,

Entertainment

and

allowances

kind

of

constant,

we

get

an

implied

kind

of

growth

of

about

20%

or

25%

or

so,

for

that

category.

Is

that

the

right

way

of

looking

at

it?

And

just

a

follow-up

to

that, can

you

talk

a

little

bit

about

some

of

the

drivers

there?

Is

it

–

are

we

going to

push

price?

Is

it

active

users? I

mean, you can to maybe that

level

of

growth?

M
Max Rangel

Yeah.

So,

first

and

foremost,

the

actual

category

for

Digital

Games

is

actually

growing

faster

than

our

Toys

are

growing,

so

that's

really

one

point.

It's

actually

a

larger

category

as

well

in

which

we

play.

And

therefore,

you

can

basically

do

the

math

and

understand

quickly

that

as

we

are

getting

a

lot

more

focus

put

in

that

segment,

our

growth

rates

will

basically

be

commensurate

with

that.

That's

number

one.

Number

two

on

our

properties

that

are

basically

driving

our

growth.

And

let

me

start

with

the Toca

Life

World,

we

have

great

organic

plans

to

continue

to

drive

more

users,

but

also

to

actually

drive

the

engagement

of

the

users

in

the

ecosystem.

So,

those

are

the

two

components

that

we're

actually

very

focused

on.

And

in

this, obviously,

game-as-a-service

environment,

where

you're

actually

creating, providing

creator

tools

for

people

to

then

obviously

purchase,

we

find

that

to

be

very,

very

attractive.

Last

but

not

least,

within

Toca

Life

World,

we

actually

are

looking

to

extend

that

line

into

Toca

Days,

which

is

basically

our

introduction

into

multiplayer

ecosystems

and

we're

very

excited

about

that

too.

So,

you

can

expect

that

we

have

a

tremendous

slate

of

growth

opportunities

with

Toca

Life

World

and

that

is

our

focus.

On

Sago

Mini,

we

are

incredibly

excited

about

the

subscriber

base

that

we

have

actually

been

able

to

grow

over

the

last

year,

and

we

have

great

initiatives

coming

up,

starting

really

soon

with

[ph]



First

Words (00:49:33)

being

one

of

them

that

we're

very

excited

about.

And

so

we

have

a

lot

of

other

organic

and

extension

initiatives

for

Sago

Mini

to

expand

our

consumer

and

subscriber

base.

And

we're

working

pretty

closely

between

Sago

Mini

and

Originator,

which

we

acquired

in

Q2

to

have

more

options

with

Originator,

basically

leveraging

what

we

know

has

really

worked

in

this

space.

And

so,

we

are

very

excited

about

the

combination

of

that.

And

then

last

but

not

least,

and

this

is

more

kind

of

headed

into

the

future,

we

have

[ph]



Nørdlight (00:50:02),

which

is

our

digital

studio

in

Stockholm.

And

remember,

that

is

really

all

about

taking

our

Spin

Master

IP

and

making

Digital

Games

with

that,

and

there's

a

few

things

we're

working

on

that

we're

super

excited.

Stay

tuned.

We'll

be

able

to tell

you

more

in

an

upcoming

call.

G
George Doumet
Analyst, Scotiabank

Yeah,

thanks

for that.

So,

one

last

one,

maybe

for

Mark

on

working

capital.

It's

obviously

been

pretty

volatile.

If

you

look

at

free

cash

flow

for 2022,

can

you

maybe

help

us kind

of

think

about

that

working

capital line,

maybe

as

well as

CapEx,

just

to

get

a

picture

of

I

guess,

overall

free

cash

flow

for

the

year?

M
Mark L. Segal

Yeah.

So,

free

cash

flow

in

2021

was

really

a

very

impressive

$340

million

at

82%

free

cash

to

EBITDA

conversion

ratio,

which

is

really

outstanding.

That's

going to

moderate

in

2022.

We

had

some

timing

issues

in

2021

that

boosted

free

cash

flow,

that

will

unwind

a

little

bit

in

the

first

quarter

of

2022.

We're

also

going

to

see

larger

CapEx

spend

overall

in

the

Entertainment

business

in

2022 in

relation

to

2021.

And

then

finally,

in

anticipation

of

further

growth in

2022 and

2023,

we'll

be

investing

in

working

capital.

So

we

will

see

free

cash

flow

come

down

in

2022,

but

still

at

very

healthy

levels.

G
George Doumet
Analyst, Scotiabank

Okay. Thanks,

guys.

Operator

We

will

now

take

our

next

question

from

Brian

Morrison.

Please

go

ahead,

your

line

is

open.

B
Brian Morrison
Analyst, TD Securities, Inc.

Yeah.

Thanks

very

much.

Good

morning.

The

first

question

is

for

Max.

I

just

want

to elaborate

on

the

digital

question

so

far.

I

want

to know

what

you

think

your

total

addressable

market

is

in

the

children's

sub-10

age

group

in

the

Digital

category.

And

then

maybe

just

elaborate

how

[ph]



Nørdlight (00:51:50)

is

going to

be

integrated

into

your

active

user

base,

will

it be

through

Toca

Boca,

Sago

Mini,

all

of

the

above?

And

do

you

have

plans

or

any

agreements

in

place

that

you

can

add

third-party

licensed

characters

to

the

digital

world?

M
Max Rangel

Wonderful.

So,

what

excites

us

a

lot

about

this

space

is,

obviously the

addressable

market

is

in

excess

of

$90

billion.

So

it

is

incredibly

large as

I'm

sure

you've

seen

in

other

presentations.

Within

that

of

course,

you

think

about

where

we

play

today,

which

is

just

a

fraction

of

that

and

the

opportunities

with

[ph]



Nørdlight (00:52:29)

really

kind

of

go

beyond

that,

because

it

basically

gets

us

into

casual

puzzles.

It

gets

us

into

a

lot

of

segments

we

don't

participate

today.

But

you

can

do

the

math

and

think

about

our

own

Toy

IP

and

then

basically

do

the

permutations

to

where

we

can

go

with

that.

And

that

is

the

way

we're

approaching

this.

So

we

see

the

world

expanding

for

us

in

terms

of

audience.

Most

of

our

space

today

is

for

Sago

Mini

and

Originator

in

the

two to

five year old

space

and

Toca

Boca

ages

up

that

audience

and

basically

gets

into

the

5

to 10 years

old,

if

you

will.

But

imagine

what

we

can

do

beyond

that,

and

that

is

the

way

we're

approaching

the

addressable

market.

Does

that

answer

your

question?

B
Brian Morrison
Analyst, TD Securities, Inc.

Well,

it

does.

But

I

also

want

to know

if

you

have

the

ability

to

add

third-party

licensed

characters

through

digital

world

or

any...

[indiscernible]

(00:53:18)

M
Max Rangel

Yeah,

we

do,

right.

We

do,

and

our

first

expression

of

that

was

Sanrio

with

Hello

Kitty.

And

given

the

success

of

what

happened

with

Hello

Kitty,

there's

interest

to

continue

to

do

that,

not

just

from

us

but

other

others

as

well.

And

so

you

can

expect

that

we'll

continue

to

do

that.

B
Brian Morrison
Analyst, TD Securities, Inc.

Okay. And

then

I

just

have

a

follow

up

question

for

Mark.

Mark,

why

did

the

digital

revenue

down

sequentially

in

Q3

when

there's a

substantial

increase

in

active

users?

M
Mark L. Segal

Yeah.

So,

it

actually

was

a

timing

of

content

and

also,

Brian,

to

do

with

the

way

that

the

holidays

played

out

in

2021.

So,

we

had

a

very

large

Q3.

July

and

August

were

very

big

months,

while

kids

were

actually

on

vacation.

And

then

really,

we

didn't

have

any

major

content

drops

going

through

all

the way

through

until

December.

And

so,

sequentially,

our

quarterly

revenue

came

down

a

little

bit

but

we

had

an

extremely

large

December.

We

had

a

record

month

in

December

in

Digital

Games

in

relation

to

the

content

that

Max

was

talking

about

with

Sanrio

and

Hello

Kitty.

So,

it

really

was

a

little

bit

of

a

function

of

kids

going

–

being

on

vacation,

going

back

to

school,

moderating

a

little

bit

and

then

a

large

content

drop

in

in

December.

B
Brian Morrison
Analyst, TD Securities, Inc.

Okay.

[indiscernible]

(00:54:37)

B
Brian Morrison
Analyst, TD Securities, Inc.

Sorry,

go

ahead.

M
Mark L. Segal

Sorry,

Brian.

I

was

just

going to

say,

in

general,

you

don't

see

the

same

seasonality

in

Digital

Games

that

you

do

in

Toys.

Thing is,

is

roughly

a

50/50

seasonality

in

H1

and

H2,

but

it

can

also

depend

on

when

you

drop

new

content

and

when

new

tools

become

available,

for

example.

So,

there

is

some

variability

associated

with

that.

B
Brian Morrison
Analyst, TD Securities, Inc.

Okay.

Thank

you

for

that.

And

then

final

question,

I

just

want

to confirm

your

message,

we talk

about

this

quite

routinely

now.

But

it

sounds

like

you

feel

you

can

deploy

this

$0.50

billion

of

cash

on

your

balance

sheet.

I

guess

just

outside

of

Spin

Master

Ventures,

are

there

any large

opportunities?

Like

is

there

opportunities

to

deploy

a

big

chunk

of

this

cash

at

one

time?

M
Mark L. Segal

So,

Brian,

I

mean,

yes,

we

do

believe

we

can.

We

firmly

believe

that

we

have

opportunities.

But

obviously,

we

approach

things

in

a

very

disciplined

way.

And

so,

just

given

that

discipline,

we

have

to

look

at

large

acquisitions

very

carefully.

But

certainly

as

we've

expanded

our

creative

centers

and

grown

our

creative

center

businesses,

and

we

start

looking

now

to

Entertainment

and

we

start

looking

more

to

Digital

Games

in

particular,

there are

tremendous

opportunities

that

open

up

there

and

we

feel

comfortable

and

confident

that

we

can

deploy

that

cash

in

a

accretive

way.

B
Brian Morrison
Analyst, TD Securities, Inc.

Thank

you,

Operator

We

will

now

take

our

next

question

from

Martin

Landry.

Please

go

ahead,

your

line

is

open.

M
Martin Landry
Analyst, Stifel Nicolaus Canada, Inc.

Hi.

Good

morning.

Just –

you

do

a

really

good

job

brushing

out

some

of

the

risks

that

are

embedded

in

your

guidance

for

2022.

I'd

love

to

hear

about

some

of

the

potential

upsides

that

lie

in

your

assumptions

for

both

revenue

and

margins

for

2022?

M
Mark L. Segal

So,

Martin,

when

you

look

at

our

guidance,

we

think

at

this

point,

just

given

where

we

are

in

the

year,

we've

taken

a

measured

approach.

Obviously,

there

are

the

macro

and

geopolitical

issues

that

Max

discussed

and

I

also

discussed

in

the

script.

We're

taking

a

view

on

cost

inflation.

We're

taking

a

view

on

pricing.

So

there

could

be

some

changes

on

that

front

as

well.

In

particular,

Digital

Games

growth

is

an

area

where

we

see,

which

we've

built

into

our

revenue

outlook,

but

there

could

be

upside

there,

as

well

as

on

the

licensing

and

merchandising

front,

because

keep

in

mind

we're

carrying

some

momentum

from

the

PAW

movie

into

H1

as

well.

So

there

could

be

some

upside

on

licensing

and

merchandising.

And

then

that's

all

offset

by

slightly

higher

SG&A

as

we

have

a

higher

proportion

of

licensed

properties

in

our

2022

mix.

So

that

equates

to

high

selling

costs

as

well

as

some

investments

in

people

in

anticipation

of

growth

in

2023

and

beyond.

So

there

are lots

of

puts

and

takes

there.

And

to

the

extent

that

there's

upside,

it's

likely

going to

come

from

Digital

Games

or

gross

product

sales

growth

in

excess

of

expectations.

M
Martin Landry
Analyst, Stifel Nicolaus Canada, Inc.

Okay.

That's

helpful.

And

then

maybe

just

touching

on

your

inventory

levels,

you

did

allude

to

the

fact

that

your

inventory

levels

are

lean

heading

into

2022.

Anything

you

can

quantify

for

us?

And I'm

more

interested

that

your

inventory

levels

at

retail,

trying

to

see

what

we

should

expect

in

terms

of

close-out

sales

for

Q1.

Just

any

metrics

you

can

share

on

your

inventory

at

retail

would

be

helpful.

M
Mark L. Segal

So,

we

actually

had

a

very

strong

sell

through

in

Q4.

As

Max

discussed

earlier,

we

really

actually

were

clean

at

retail.

And

so,

we're

seeing

strong

refill

of

the

inventory

at

retail

currently

as

we

speak,

which

bodes

well

for

a

strong

Q1,

compounded

by

the

release

of

the

DC

movie

as

well, the

Batman

movie.

So

actually,

Q1

is

looking

pretty

good.

There's

really

no

risk

in

our

owned

inventory.

We

ended

very

clean.

We

had

a

fair

amount

in

transit

in

anticipation

of

the

growth

in

Q1.

But

overall,

channel

retail

inventories

were

actually

in

very

good

shape

and

in

fact

quite

low,

which

is

why

retailers

are

leaning

in

now.

M
Martin Landry
Analyst, Stifel Nicolaus Canada, Inc.

Perfect.

Okay.

That's

it

for

me.

Thank

you.

M
Mark L. Segal

Okay.

We've

got

a

couple

of

minutes

left.

So

we're going to

unfortunately

have

to

make

this

last

question.

Operator

We'll

take

our

last

question

from

Luke

Hannan.

Please

go

ahead.

Your

line

is

open.

L
Luke Hannan
Analyst, Canaccord Genuity Corp.

Yeah.

Thanks.

Good

morning.

Thanks

for

squeezing

me

in

here.

I

just

had

one

on

Toca

Boca.

I

think

it was

discussed

last

quarter

about

how

property

as

it

stood

then

skewed

more

towards

a

North

American

audience,

although

it

was

beginning

to

gain

traction

on

a

global

basis.

I'm

just

curious

to

know

how

that's

progressed

throughout

Q4

and

into

Q1,

and

maybe

if

we

can

compare

that

to

some

other

similar

global

properties

to

get

a

sense

of

a

better

context

as

to

where

potentially

the

brand

can

go?

Thanks

M
Max Rangel

Yeah.

Absolutely.

So,

the

composition

of

our

audience

for

Toca

Boca

is

well

beyond

North

America.

And

while

the

US

is

the

number

one

country

of

users,

that

has

actually

increased.

But

what

has

truly

happened

is

that

the

saliency

of

the

property

has

truly

exploded

in

other

markets,

including

emerging

markets,

to

be

honest

with

you.

And

as

you

can

imagine,

kids

with

access

to

phones

actually

have

now

access

to

the

games,

and

TikTok

has

democratized

how

basically

people

know

about

the

brand,

not

just

TikTok,

but

other

forms

as

well.

And

so

children

are

basically

now

with

phones

and

the

ability

to

actually

connect

to

the

brand,

able

to

do

that

no

matter

where

they

are.

The

appeal

of

the

content

is

universal

and

we've

learned

that

as

well.

And

so

we're

basically

seeing

anywhere

from

India

to

Brazil

to

Mexico

to

places

in

Eastern

Europe

and

everywhere.

And

so

we

are

very

excited

and

therefore

very

optimistic

as

well.

And

while

this

is

a

game-as-a-service

and

it's

free-to-play,

we

also

see

the

engagement

and

the

monetization

happening

not

just

in

the

US,

but

more

broadly.

L
Luke Hannan
Analyst, Canaccord Genuity Corp.

Okay.

Thank

you,

very

much.

M
Mark L. Segal

So, John,

I

think

we're

going

to

wrap

it

up

at

this

point.

I

just

wanted

to

thank

everybody

for

attending

the

call.

We

are

really

looking

forward

to

our

release

on

May

the

4th,

which

is

our

Q1

release,

and

particularly

on

May

the

5th,

where

we

will

be

providing

updated

outlook,

as

well

as

our

an enhanced

disclosure

around

Toy,

Entertainment

and

Digital

Games,

as

well

as

our

Investor

Day.

We

will

be

actually

showcasing

some

of

our

new

products

and

technologies.

You'll

have

an

opportunity

to

hear

from

Chris

Beardall

and

Jennifer

Dodge

and

Fredrik

Loving,

who

lead

our

creative

centers

as

well.

And

so,

we're

looking

forward

to

May

the

5th

and

we

thank

you

for

your

participation

today

and

we'll

talk

to

you

again

soon.

Thank

you.

Operator

This

concludes

today's

call.

Thank

you

for your

participation.

You

may

now

disconnect.