GIGAMEDIA Ltd annual report, Q4 FY2019

GigaMedia Limited — Fiscal 2019 Form 20-F Summary

Business context and reporting period

GigaMedia Limited is a Singapore-incorporated foreign private issuer listed on Nasdaq under GIGM. The filing is an annual report for the fiscal year ended December 31, 2019, prepared under U.S. GAAP; it does not provide a separate fourth-quarter 2019 income statement. The company operates one reportable segment: digital entertainment services in Taiwan, Hong Kong and Macau, primarily through the FunTown platform.

Products include MahJong and casual games, PC-based multiplayer games and mobile role-playing games. At December 31, 2019, GigaMedia reported approximately 8.8 million registered customers and 57,000 active paying users. It had 11.052 million ordinary shares outstanding and 136 employees.

Financial performance and position

US$ thousands, except per-share data20182019Change
Operating revenue7,1016,645-6.4%
Gross profit3,5163,581+1.8%
Gross margin49.5%53.9%+4.4 percentage points
Operating loss(4,823)(3,015)Loss reduced by 37.5%
Operating margin(67.9%)(45.4%)Improved
Net loss attributable to shareholders(3,193)(1,659)Loss reduced by 48.0%
Loss per share$(0.29)$(0.15)Improved
Net cash used in operating activities(3,914)(1,567)Improved
Cash, cash equivalents and restricted cash59,82658,274-2.6%

Revenue was pressured by an 11.5% decline in mobile role-playing game revenue, to approximately $3.5 million from $4.0 million. MahJong and casino casual game revenue was approximately $1.8 million, broadly unchanged, while PC-based multiplayer game revenue declined to approximately $1.2 million from $1.3 million.

Cost of revenue declined 14.5% to $3.1 million, supporting the higher gross margin. Operating expenses declined 20.9% to $6.6 million, primarily due to lower selling and marketing expenses, tighter cost controls and lower lease expense following adoption of ASC 842. Product development and engineering expense increased 8.7% to $1.2 million.

Non-operating income was $1.4 million, including $1.5 million of interest income, partially offset by a $68 thousand foreign exchange loss and approximately $95 thousand accrued for litigation. No income tax benefit or expense was recognized in 2019. Deferred tax assets of $12.7 million were fully offset by a valuation allowance.

Liquidity, debt and capital resources

  • Cash and cash equivalents were $57.7 million, with an additional $531 thousand of restricted cash held as a performance bond for users’ prepaid game points.
  • Total current assets were $58.9 million versus current liabilities of $3.6 million, indicating substantial reported current liquidity.
  • Total liabilities were $3.7 million and shareholders’ equity was $55.5 million at year-end.
  • The company reported no outstanding bank loans at December 31, 2019 and no cash flow from financing activities during 2019.
  • Capital expenditures were approximately $0.1 million, primarily for software and computer hardware.
  • Operating lease liabilities totaled $592 thousand, including $498 thousand classified as current. Total undiscounted operating lease commitments were $599 thousand.
  • Management stated that existing cash, cash equivalents and borrowing capacity should be sufficient for 2020 requirements and that working capital was sufficient for present needs.

Material changes versus the prior comparable period

  • Revenue declined 6.4%, but gross profit increased 1.8% and gross margin improved to 53.9% as the company reduced initial costs and optimized payment-channel economics.
  • Mobile role-playing game revenue declined $460 thousand, while legacy MahJong and casual game revenue was stable.
  • Selling and marketing expense fell 39.5% to $2.0 million, and general and administrative expense fell 13.6% to $3.2 million.
  • GigaMedia recognized $209 thousand of 2019 operating impairment charges: $109 thousand on property and equipment, $15 thousand on intangible assets and $85 thousand on prepaid licensing and royalty fees.
  • ASC 842 lease adoption reduced opening accumulated equity by $1.056 million and resulted in recognition of lease liabilities; comparative periods were not restated.
  • Operating cash outflow improved from $3.9 million to $1.6 million, although the company remained cash-flow negative from operations.
  • Employees decreased from 154 to 136, while direct investment in internally developed offerings increased to approximately $1.2 million from $1.1 million.

Guidance, outlook, risks and unusual items

Management did not provide quantified revenue or earnings guidance. Its strategy is to reduce dependence on licensed games, which have high licensing and channel costs, and invest selectively in internally developed browser- and mobile-based casual games. The company beta-tested a new mobile casual-games platform in late 2019 and intends to continue product development and customer-relationship initiatives in 2020.

  • COVID-19 was identified as a material uncertainty. Management reported that Taiwan and Hong Kong operations had not been severely affected as of the filing date, but warned that shutdowns, postponed offline marketing, reduced consumer spending or operational disruption could adversely affect results.
  • The business faces declining demand for PC-based games, rapidly changing consumer preferences, intense competition, dependence on successful new launches and reliance on third-party licensors, distributors, payment providers and Google Cloud.
  • Cybersecurity incidents, system outages, network disruptions and the lack of redundant facilities could interrupt services and increase costs.
  • GigaMedia disclosed a Taiwan litigation matter involving GigaMedia Cloud Services. The Taiwan High Court ruled on January 8, 2020 that the subsidiary owed approximately NT$27.1 million, or $893 thousand; the subsidiary appealed to the Taiwan Supreme Court and accrued its best estimate. Management stated that the parent’s potential exposure should not exceed the subsidiary’s net worth, approximately $100 thousand before accrual.
  • The company believes it was likely a passive foreign investment company for U.S. tax purposes in 2019, which may create adverse tax consequences for U.S. shareholders.
  • The company also faces potential investment-company status risk under the U.S. Investment Company Act because of its substantial cash and investment assets, although management believes it is not an investment company.
  • No dividends were declared or paid from 2015 through 2019, and management does not intend to pay dividends in the foreseeable future.

Important facts for investors to verify

  • Whether mobile game revenue and the broader digital entertainment business stabilized or continued declining after December 31, 2019.
  • Whether internally developed mobile and browser-based products can offset declines in licensed and PC-based games.
  • The extent of COVID-19-related effects on user spending, operations, marketing and 2020 cash burn.
  • The final outcome and cash impact of the Ennoconn litigation appeal.
  • The sustainability of interest income and the company’s ability to fund operating losses without materially reducing its cash balance.
  • The recoverability of deferred tax assets, prepaid licensing fees and other assets subject to impairment judgments.
  • Whether Nasdaq listing compliance, PFIC status and potential investment-company classification create additional shareholder or trading risks.