GIGAMEDIA Ltd annual report, Q4 FY2015

Business Context and Reporting Period

GigaMedia Limited, a Singapore-incorporated company headquartered in Taipei, operates two businesses: FunTown’s online and mobile games in Taiwan, Hong Kong and Macau, and GigaCloud cloud-computing services focused primarily on enterprises in Taiwan. The filing is a Form 20-F for the fiscal year ended December 31, 2015, prepared under U.S. GAAP. It does not provide a standalone fourth-quarter 2015 income statement; the discussion below covers the full fiscal year.

At year-end, GigaMedia had 11.1 million ordinary shares outstanding after a 1-for-5 reverse stock split completed December 16, 2015. FunTown reported approximately 12.7 million registered PC-game players and approximately 40,000 active paying players.

2015 Financial Metrics

Metric20152014Change
Total operating revenueUS$10.251 millionUS$9.779 million+4.8%
Asian online game and service revenueUS$8.545 millionUS$8.199 million+4.2%
Cloud and other revenueUS$1.706 millionUS$1.580 million+8.0%
Gross profitUS$1.362 millionUS$1.944 million-29.9%
Gross margin13.3%19.9%-6.6 percentage points
Operating lossUS$19.995 millionUS$13.473 millionLoss increased US$6.522 million
Non-operating income, netUS$17.293 millionUS$8.410 millionMore than doubled
Net loss attributable to GigaMedia shareholdersUS$2.243 millionUS$5.155 millionLoss decreased US$2.912 million
Basic and diluted loss per shareUS$0.20 lossUS$0.48 lossImproved

Revenue growth reflected a 47% increase in mobile MMORPG revenue to US$2.8 million, partly offset by a 28% decline in MahJong and casino casual-game revenue to US$3.1 million. Mobile and PC MMORPG revenue was US$1.7 million, while cloud-computing revenue was US$1.7 million.

Costs of revenue increased 13.4% to US$8.889 million, primarily because mobile games carried higher channel costs and FunTown incurred greater outsourced development costs. Selling and marketing expense increased 28.6% to US$8.655 million. General and administrative expense declined 10.6% to US$5.759 million, and product development expense declined to US$688,000.

Non-operating income included a US$19.939 million gain on sales of marketable securities, partially offset by US$1.290 million of investment impairments, US$600,000 of equity-method losses and US$397,000 of net foreign-exchange losses. The improvement in net loss therefore depended heavily on investment disposals rather than operating profitability.

Cash Flow, Liquidity, Debt and Balance Sheet

MetricDecember 31, 2015December 31, 2014
Cash and cash equivalentsUS$71.432 millionUS$50.640 million
Restricted cashUS$1.000 millionUS$8.991 million
Current assetsUS$74.498 millionUS$91.158 million
Total assetsUS$81.195 millionUS$108.304 million
Short-term borrowingsUS$6.093 millionUS$18.641 million
Total current liabilitiesUS$13.482 millionUS$27.337 million
GigaMedia shareholders’ equityUS$65.991 millionUS$79.019 million
  • Operating cash flow was negative US$16.845 million, compared with negative US$10.838 million in 2014.
  • Investing cash flow was positive US$49.165 million, primarily from US$42.583 million of marketable-securities disposals and release of US$7.991 million of restricted cash.
  • Financing cash flow was negative US$12.281 million, mainly reflecting repayment of short-term borrowings.
  • Year-end short-term borrowings carried a weighted-average interest rate of approximately 1.89%; unused credit lines totaled approximately US$12.9 million.
  • Management stated that existing cash, cash equivalents, marketable securities and anticipated borrowing capacity should fund capital expenditures, debt and operating obligations through 2016.

Material Changes Versus the Prior Comparable Period

  • Revenue increased modestly, but gross margin fell from 19.9% to 13.3% as the business shifted toward mobile games with higher distribution costs.
  • Operating loss widened despite higher revenue because of increased marketing, impairment charges and a one-time acquisition-termination payment.
  • GigaMedia recognized US$4.187 million of impairment on prepaid licensing and royalty fees, compared with US$1.259 million in 2014. The charges principally related to licensed games affected by the shift from PC-based to mobile gaming.
  • The company paid US$2.0 million to terminate its proposed US$93.1 million acquisition of Strawberry Cosmetics. Management cited the global economic slowdown, market turmoil and a change in business strategy.
  • Marketable-securities gains increased from US$8.621 million to US$19.939 million. GigaMedia also sold its XL Games investment for approximately US$8.6 million and recognized a gain of approximately US$5.8 million, and sold its Gamania holdings for approximately US$18 million at an average price slightly above cost.
  • Short-term borrowings declined by US$12.548 million, while cash increased by US$20.792 million, primarily because of investment sales and restricted-cash releases.
  • The company’s accumulated other comprehensive loss increased to US$22.335 million, largely reflecting realized investment gains reclassified into earnings and foreign-currency effects.

Guidance, Outlook, Commentary and Risks

The filing does not provide specific 2016 revenue, earnings or margin guidance. Management’s stated strategy is to transition FunTown from declining PC-based games toward browser-based, mobile and social-casino games, while pursuing lean growth in cloud services. Yume100, launched in September 2015, generated approximately US$1.0 million of revenue by year-end and was the strongest-performing 2015 launch.

GigaCloud revenue increased, and its operating loss narrowed to approximately US$1.2 million from US$1.5 million. However, the segment remained gross-loss-making, with a 2015 gross margin of approximately negative 9.7%, and management noted that it had not yet achieved economies of scale.

  • Continued migration of players from PC games to mobile and browser games could accelerate declines in legacy titles and impair licensing assets.
  • The online-game and cloud markets are highly competitive, with competitors generally possessing greater financial, marketing and technical resources.
  • Success depends on launching commercially viable games, retaining licensors, controlling channel and marketing costs, and adapting to rapidly changing technology and player preferences.
  • Network outages, cybersecurity incidents, insufficient redundancy, payment-system failures, piracy and dependence on third-party network providers could disrupt operations.
  • Regulatory uncertainty in Taiwan, Hong Kong, Singapore and Greater China affects online games, virtual assets, telecommunications, data protection and cloud services.
  • GigaMedia stated that it was likely a passive foreign investment company, or PFIC, for U.S. tax purposes in 2015 and likely in 2016, which may create adverse tax consequences for U.S. shareholders.
  • Management reported effective disclosure controls and internal control over financial reporting as of December 31, 2015. The company is exempt from the external internal-control attestation requirement applicable to accelerated filers.
  • Contractual obligations included US$355,000 of operating leases and US$1.5 million of 2016 minimum royalty guarantees. Additional license fees of up to US$5.0 million could become payable if specified milestones or conditions are met.
  • No outstanding claims or litigation were reported as of the filing date. Subsequent to year-end, GigaMedia sold PerfectPairs for approximately US$746,000 and recognized an approximately US$797,000 disposal gain, and sold unused office premises for approximately US$1.8 million, recognizing an approximately US$673,000 gain.

Most Important Facts for Investors to Verify

  • Whether mobile and browser-game growth can offset the continuing decline in MahJong, casino casual and PC-based game revenue.
  • Whether operating cash burn can be reduced without relying on recurring sales of marketable securities.
  • The sustainability and composition of the US$19.939 million 2015 marketable-securities gain and the remaining value and liquidity of investment holdings.
  • The timing, terms and refinancing requirements for the US$6.093 million of short-term borrowings and the availability of the stated US$12.9 million of unused credit lines.
  • Whether the US$4.187 million licensing impairment in 2015 represents substantially completed write-downs or signals additional future impairments.
  • Progress toward cloud-service scale and positive gross margins.
  • The company’s PFIC status, related U.S. tax reporting implications and the treatment of deferred tax assets, which were fully offset by an approximately US$11.0 million valuation allowance.
  • Compliance with NASDAQ’s continued-listing requirements following the 1-for-5 reverse stock split.