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MS Relationship "Advice" Live
Shout out to u/sprinkydinks73 for requesting this review. Much like MS, I guess I am just a sucker validation from strangers on the internet. So here is a long rambling about her relationship with C that she has somehow deemed general relationship advice. MS sets the tone by screeching, "#nofilteramIright?!" She loves Instagram filters though, and will probably always use them because she thinks they're fun. Over a bowl of cinnamon toast crunch, MS started reminiscing about how far her relationship with C has come and therefore decided she wants to do a "relationship advice" style live today. She gives a rough TL of their relationship: First date in 2017, became bf/gf in 2018. But 2020-21 was the first full year they've gone without breaking up. She acknowledges maybe she shouldn't be the one giving relationship advice, in part because she doesn't like speaking on C's behalf and putting everything out into the open since he's not really a social media guy. But this is about advice of course, not strictly the intimate details of her relationship, right? Wrong. She proceeds to tell us her and C broke up in July 2017, and New Years of 2019, and then got back together last January. So today she's going to tell us what made her relationship work so well this year because they've been BFFs lately. She jokes she would much rather talk about shitting her pants than her relationship. Now Ms proceeds to talk at length and in detail about her relationship. Previously, MS had felt very insecure in her relationship with C for various reasons. After high school, C went to a big state school and was in a frat, meanwhile during that parallel time in her life MS was in her first marriage before getting divorced in 2014. After that, she went on a self-described 'wild phase. She also always assumed sorority girls were hoes, which is lovely. According to her, she had strict parents and for example, wasn't allowed to wear nail polish until high school. She later admits she was wild in high school, but not that wild because all she did was sneak out and go to parties and have a few beers and smoke weed. So it sounds like her parents maybe weren't so unreasonable after all. She always wanted to be a cheerleader but her parents said no, only because you "should not cheer for someone else, you should have people cheering for you!" So she did ballet instead. And if she was going to college she had to be there on a sports scholarship or be there to "pursue an education", and she was never good enough at any sport to get a scholarship. And I guess she just didn't care to pursue an education instead. Her sister did however get a soccer scholarship. after she got divorced then she went on a real crazy phase while she was waitressing and drinking/smoking a lot after work. C was apparently really popular in his frat, and he was a flywheel instructor at the time so he was in really good shape back then. So a bunch of gorgeous college girls would take his class. And so when they first got together, she was insecure about the fact that C had female friends because she never really had guy friends. All the guys she met would either want to date her or sleep with her appearance. She's a total girl's girl, who doesn't really have guy friends. There was one girl who lived in the area, and something in her 'gut' told her something was going on. So she would cry, and go through his phone all the time, and part of the reason they broke up the second time was that he was tired of her doing that. He didn't feel like she trusted him, and she kept violating his privacy. Nothing she found was under the category of cheating, she just found normal exchanges between him and his female friends. Her last bf before C was what she calls 'protective' and would frequently look through her phone, but she "knew she wasn't cheating so it was never an issue". This is a really toxic mindset. Anyways, this female friend in question would invite C out places, and then if he mentioned MS was coming along with them the friend would allegedly cancel the plans last minute. She would then talk all this trash about C's friend and how ugly and terrible she is. Then they'd get into a fight because C would defend his friend and tell her to not be so insecure. Eventually, they sat down and decided to tell C's friend that she needs to learn to deal with MS coming out with them sometimes because they're together now. And the friend allegedly said sometimes MS made her feel insecure because MS is just such a badass. She admits she felt that the friend had an 'agenda', not that she necessarily wanted to be with C but that the friend wanted C to break up with MS. She then goes "shit! he's about to walk in the door. when he walks in we're going to pretend to be talking about something else". Apparently, C doesn't like being put on blast to all her followers! C comes in and says hey, and she goes "Hi baby" and he leaves the room. She then resumes talking about their relationship just as loudly as before. She was just being this 'too cool' aloof girl, and C wanted her to communicate with him more. But she doesn't go through his phone anymore, because he got a new phone and changed his password to a 6 digit one. She's so confident, but she has issues with men because of her relationship with her dad and her ex-BF who cheated on her. Except when her dad gives her rent and purse money, then they're good. But she reminds us she still watches C's Instagram feed, and if she sees any hot girls on his feed he makes him unfollow them. Anyway, her main relationship tips are communication, setting your boundaries, being able to banter together. C tells her a lot she can't take a joke, because he will make the smallest criticism in jest and MS will get really mad right away and say something actually mean back. But she never takes anything she reads online seriously though guys! The biggest change this time around for her and C was "wanting it" more. Usually, as soon as they fight, MS will shut down and say he's done with the relationship without talking about it at all. And now MS has realized life without C sucks, so the fights are worth choosing to talk through. Wow, imagine that. Also, apparently, guys are just not smart, or at least they just don't think about what women want and fail to compliment them as much as they want. So now she tells C "give me a compliment" or "I need attention". She then reads some comments and mentions she and C make date night a priority, and they always go out Sundays after church. Not sure about this one, I've seen her go to church maybe 3 times the past few months. But they do eat out a LOT. And they eat dinner together every night and try to do fun activities, like tonight they're going to an ax-throwing place tonight. I am imagining a picture of her holding an ax later tonight with a caption about strong women/female empowerment. She ended up not going to the casino because she didn't know how the weather would be, but she's going to go have a date night with C and play pool. She signs off by blowing a kiss to the camera, and saying she will save the live because she hopes everyone will find it "insightful"
$SNE, MASSIVE DOUBLE DICK INSIDE. Poised to moon long-term (Computer vision boom, EV boom, autonomous driving tech, gaming boom, music streaming boom, cross-media IP, vertically integrated anime streaming monopoly, online medical services boom, shift to mirrorless cameras)
Listen up retards. Do you happen to feel regret because you always think “ohhh if I yoloed my savings on TSLA/AMD/NVDA 🚀 leaps years ago I could be rich by now!!!” Well if you didn't know already, it doesn’t really matter what happened in the past. Hindsight will always be 20/20. You shouldn’t be harsh on yourself on your past self that your past self wasn’t retarded enough to yolo their savings into AMD/TSLA/.... Your past self doesn’t have the same knowledge that your current self has. It’s fine. If you judged those stocks with the best DD you could do at the time and didn’t think they were worth it, then you did a good job. If you always think about what you could/should have done in the past, then you don't have the right attitude to play the stock market casino imho. The single most important thing is to be able to look ahead. There are always plenty of opportunities around. There are thousands of rockets that are still on earth right now. Some may depart this year, others will stay a little longer on earth. The true strength lies in being able to identify those rockets with the knowledge you have right now. And if you still miss most rockets that will take-off this year that's fine, maybe you'll learn, get better and you'll do better next year. Now, what if I told you there’s a big rocket that’s parked right right here on earth and it has decent chance for take-off this year? Maybe it won't quite reach the moon this year yet, but hey leaving the exosphere should already be a cool milestone. It has rock-solid fundamentals and will see lots of growth in the following years/decade. It’s a company that has the fundamental technology to power all the computer vision tech, which is bound to boom this decade. The company we’re talking about is of course Sony, and it is extremely undervalued right now. Its P/E is only 14. They have a P/S of 1.65, a PEG of 0.92 (< 2 is already somewhat exceptional for a company/conglomerate of Sony’s size, under 1 is a steal) Much lower than all of its same-sector peers. This indicates significant undervaluation. Next up Sony has a P/CF 13.2, ROE of 20% (S&P 500 average is 14% which would already be considered pretty good. 20% ROE is excellent), PEGY of 0.89, P/B of 2.65 and finally Sony has $41.6B in cash on hand. This makes Sony one of the cheapest tech/entertainment/EV/semiconductor growth stocks you will find on the market. (ROE of 20% + PEGY of 0.89 + PEG of 0.92 means this company is a growth stock based on the numbers alone, but we’ll dig into the actual company and overall outlook in a moment) I challenge all retards to find a company with similar benchmarks in one of the mentioned sectors, seriously. Quite frankly doing this DD honestly blew my mind. I kept looking everywhere for reasons why the company could be so undervalued and why they may struggle in the future. Very important to look at all the challenges the company faces to make sure I’m not just doing confirmation bias DD. But all I could find was the opposite. After several weeks and months of working on this DD, I can only conclude that it is overall a very solid company for a bargain price. The new CEO is taking the company in a great direction imho and I'm begin to think he could be Sony's Satya Nadella. So if you want some easy tendies, maybe consider $SNE while it is still cheap, I’d say. For the autists out there who care about analyst ratings, SONY ($SNE) currently has 18 BUY ratings, 2 OVERWEIGHT, 4 HOLD and 0 SELL. (= analyst consensus is a STRONG BUY). Very little analysts cover this stock compared to other entertainment/tech companies, so this adds to my assertion that the stock is very much under the radar. Which means you have time to get in before it gets noticed by the larger investing world and before it starts to get a more fair valuation (P/E of around 30 would be more fair for this company I think, but still cheaper than many same sector peers). But, anyway the few analysts who do happen to cover this company are basically all saying it’s an instant-buy at its current price. Most boomer investors still think big Japanese tech companies are dinosaurs that have long been surpassed by China, South Korea and Apple etc ages ago. Young boomers may think Sony = PlayStation and that it's it. But the truth is that PlayStation, while very important (about 24% of Sony's total revenue last year), is a part of a larger story. Lots of investors in general associate Sony with the passé Japanese electronics companies from the 80’s and the 90’s. Just like a lot people may think BlackBerry is a struggling phone company. While Sony may not be the powerhouse in consumer electronics it was in the 80’s and the 90’s, in a lot of ways they are more relevant than ever before. Despite being a well-known brand and being known as the company behind PlayStation, for some reason its stock still seems to be under the radar among both retail and institutional investors. And boy, are they mind-blowingly undervalued. Even if a big part of its business would collapse tomorrow, they would still be slightly undervalued. And I am about to tell you why. (& btw compared to Japanese tech/entertainment stocks $SNE is still super cheap (Canon, Nikon, Toshiba, Sharp, Panasonic, Square Enix, Capcom, Nintendo, Fujitsu all have P/E ratios ranging from 18 to 77 and none of them have the combination of global clout, fundamentals & growth prospects that Sony has)) 2021 Sony as a corparation is not the fucking Sony from 2005-2015’s, just like BlackBerry in 2021 is not the fucking Blackberry from 2012. Just like Garmin in 2021 is not Garmin from 2011. Just like AMD in 2021 is not AMD from 2012. No, in 2021, Sony is the global leader in imaging technology and people do not fucking realize it. Sony has 50% marketshare in the CMOS image sensor market. There’s a very good chance the smartphone in your pocket has Sony image sensors (unless it’s a Samsung phone). Sony image sensors are powering a big part of today's vision/camera technology. And they will power even more of tomorrow's computer vision tech. In 2021, Sony is a behemoth in video games, music, anime, movies and TV show production. Sony is present in every segment of entertainment. Sony’s entertainment branches have been doing great business over the past 5 years, especially music and PlayStation. Additionally, Sony Pictures has completely turned around. In 2021, Sony is the world’s biggest music publisher (and second biggest music company overall). Music streaming has been a boon for Sony Music and will continue to be. In 2021, Sony is among the biggest mobile gaming companies in the world (yes, you read that right). And it’s mainly thanks to one game (Fate/Grand Order) that nets them over $1B revenue each year. One of the biggest mobile gaming companies + arguably biggest gaming brand in the world (PlayStation). In 2021, Sony is an EV company. They surprised the world when they revealed their “Vision-S” at CES 2020. At the reception was fantastic. It is seriously one of the best looking EV’s. They already sell sensors to Toyota. Sony will most like sell the Vision-S's tech to other car manufacturers (sensors for driving assistence / autonomous driving, LiDAR tech, infotainment system). 40 sensors in the Sony Vision-S Considering the overwhelmingly good reception of the Vision-S so far, I suspect the Vision-S could be another catalyst that will put Sony as a company on the radar of investors and consumers. We've seen insane investment hype for anything even remotely related to EV over the past year. We've seen a company that barely had a few EV design concepts (oh wait, they had a gravity-powered truck though) even get a $30B market cap at some point lmao. But somehow a profitable company ($SNE) that has an EV that you can actually drive, doesn't even have a fair valuation? In 2020’s Sony’s brand value is at their highest point since 12 years. In 2021, it is projected to be a its highest point since 2001 assuming same growth as average yearly growth from 2015 to 2020. Keep in mind brand valuation is a bit bullshitty as there’s no standardization to compare brands from different sectors, let alone non-consumer-facing brands with consumer-facing brands. But one thing we can note is that Sony both as B2C brand and as a B2B company is on a big upwards trend. https://interbrand.com/best-global-brands/sony/ https://careers.uw.edu/blog/2020/03/17/these-are-the-10-biggest-video-game-companies-in-north-america-shared-article-from-zippia/ In 2021, Sony is an entertainment behemoth. They have grown their entertainment branches by a huge amount over the past 5 to 10 years (they made some big acquisitions in the music space especially and they’re now also all-in in anime). I don’t think people realize how big Sony is as an entertainment company. I dug up the numbers and as of Q3 2020, PlayStation is the second biggest video game company in the world (Tencent is #1) in revenue (I suspect Sony might dethrone Tencent after Sony’s FY Q3 2020 is released). But Sony already comes very close to Tencent especially if you add Fate/Grand Order (which is under Sony Music and not under PlayStation) under PlayStation. There’s no single other company that has this unique combination of a dominant/important position in all entertainment segments. (video games + music + movies + TV series + anime + TV networks). I guess Tencent maybe? In 2021, Sony has amazing momentum in the camera space. If you’re familiar with the enthusiast photography space, you should know this. Basically, the market is slowly shifting from SLR to mirrorless cameras. This is because mirrorless cameras tend to smallelighter, have faster AF, better low light performance, better battery life and better video performance. Sony is the company that has been specializing in the development for mirrorless cameras for over a decade while Canon’s bread and butter has always been SLR cameras. Sony is in the lead when it comes to mirrorless cameras and that’s where the market is shifting towards. Because the advantages of mirrorless have become more and more apparent and Sony’s cameras have become technically superior, Sony has gained quite a bit of market share over Canon and Nikon in the last few years. In 2019, Sony overtook Nikon as the #2 camera manufacturer. Sony is in an upwards trend here. (they have the ambition to become the world’s #1 camera brand) Sony also has very good marketing for their cameras. (Sony has a lot of YouTubers / influencers / brand ambassadors for their cameras despite being a smaller brand than Canon) (just search on YouTube and/or Google “switching to Sony from Canon” just to give you an idea that they do have amazing brand momentum in the camera space. You won’t get as many hits for the opposite) A huge portion of Sony’s profit comes from image sensors in addition to music and video games. This is in addition to their highly profitable financial holdings division & their more moderately profitable electronics division. Sony’s electronics division, unlike other Japanese brands, has shown great resilience against the very strong competition from China & South Korea. They have been able to maintain their position in the audio space and as of 2020 are still the global market leader in high-end TV’s (a position they have been holding for decades) and it seems they will continue to be able to maintain that. But seriously this company is dirt-cheap compared to any of its peers in any segment and there’s various huge growth prospects for Sony:
CMOS image sensors & Sony’s overall imaging prowess will boom due to increased demand from automotive sector, security & surveillance industry, manufacturing industry, medical sector and finally from the aerospace & defence industry. On the longer term, image sensors will continue to boom due to increased demand for computer vision & AI + robotics. And for consumer electronics demand will remain very high obviously.
Sony is aiming for 60% market share in the CMOS image sensor market by 2026. Biggest threat here is Samsung here who have recently started to aggressively invest in image sensors and are challenging Sony. Sony has technological lead + higher production capacity (and Sony will soon open a new plant in Nagasaki), so Sony should be able to hold off Samsung.
The iPhone 12 Pro has 3 cameras + a lidar sensor. Apple now buys 3 image sensors (from Sony) + LiDAR sensor (from Sony) per iPhone 12 Pro they manufacture. Remember the iPhone X and iPhone XS? That one had “only” 2 rear cameras (with image sensos from Sony of course). Basically, Sony will be selling exponentially more image sensors as more smartphones get equipped with more and more cameras.
Now think about how many image sensors Sony can sell to Apple if the iPhone 13 will have 5 cameras + LiDAR sensor (I mean the number of cameras on smartphones certainly won’t decrease)
Gaming (PS5 hype, PSN game sales are booming, add-on content is booming, PS+ subscribers count is booming and finally PSNow & first-party games sales are trending upwards as well). Very consistent year-on-year profit & revenue growth here. They have a history of beating earnings expectations here. The number of PS+ subscribers went from 4M to 48M in just 6-7 years. Investors love to hype up recurring revenue and subscription services such as Disney+ and Netflix. Let’s apply the same logic to PS+? PS+ already has more subscribers than HBO Max in the USA.
PlayStation (video games in general) has not even scratched the fucking surface. Most people who play video games now are millennials and kids. Do you think those millennials will stop playing video games when they grow older? No, of course not. Boomers today also still watch movies and TV. Those millennials have kids and those kids are now also playing video games. The kids of those kids will also play video games etc. Basically the total addressable audience for video games will by HUGE by the end of the decade (and the decades after that) because video games will have penetrated all age ranges of the population. Gaming is the fastest growing segment of the whole entertainment business. By a large margin. PlayStation is obviously in a great position here as you can guess from the PS5 hype, but more importantly imho, the growth of PS+ subscribers (currently a bit under 50 million) and PSN users (>100 million MAU) over the past 5 years shows that PlayStation is primed to profit from the audience growth.
On top of that you have huge video game growth in the China where Sony & PlayStation is already much better established than Xbox (but still super small compared to mobile games and PC gaming in China). Within the console market, Xbox only competes with PlayStation in North America. In the rest of the world, PlayStation has an enormous lead over Xbox. Xbox is simply a lesser known and lesser desirable brand in the rest of the world
Anime streaming (basically they have a monopoly already + vertical integration, it might still be somewhat niche right now, but it will be big within 5 years. Acquiring Crunchyroll was a very good move)
Music streaming (no, they don’t have a music streaming service, but as music streaming grows, Sony Music also gets a piece of the growing pie through licensing/royalties, and they also still have a little 2.8% stake in Spotify)
Apple, Amazon, Netflix, AT&T and Disney are currently battling it out in the streaming wars. When there’s a war you have little chances of winning, you shouldn’t be the one waging the war. You should be the one selling the ammo. Basically Sony Pictures (tv shows + movies) is in that position. Sony Pictures can negotiate good prices for their content because Apple, Amazon, Netflix, AT&T are thirsty for content and they all want their own exclusive content. Sony Pictures does not need to prop up their own streaming service just like Sony Music doesn’t need their own music streaming service when they can just license out their content and turn a profit. There will always be demand for TV & movies content, so Sony Pictures is well positioned is as an independent content provider. And while Apple, Amazon, Netflix, AT&T and Disney are battling it out on the forefront, Sony is quietly building their anime empire in the background. Genius business move from Sony here, seriously. They now have anime production & distribution.
Netflix has 200M subscribers and they currently have a 250M market cap. Think about what Sony will have in 5 years? >30M Crunchyroll subscribers (assuming all anime will be consolidated into Crunhyroll) & >100M PS+ & PSNow subscribers? Anime and gaming is growing faster than movies and TV shows. (9% CAGR for anime, 12% CAGR for gaming vs. 5% CAGR for the whole movies & TV show entertainment segment which includes PVOD, SVOD, box office, TV etc etc). And gaming as a whole is MUCH bigger than SVOD streaming. Netflix gets 99% of their revenue & profit through subscriptions. For the whole Sony Group Corporation, their subscription services (games + anime) it’s currently only 4.5% of their total revenue. And somehow Sony currently has a meagre $128B market cap?
PlayStation alone is bigger than Netflix in terms of operating profit. PlayStation has a MUCH higher profit margin than Netflix. For Q3 2020 Netflix posted $790M operating profit and PlayStation posted $988M operating profit. Revenue was was $6.44B for Netflix vs. $4.77B for PlayStation. (and btw Sony’s mobile gaming revenue (~$1B / year) is under Sony Music, it is not even in those PlayStation numbers!!!)
Think about it. PlayStation alone posts bigger operating profit than Netflix (yes revenue is bit smaller, but it’s the operating profit that matters most). And gaming is growing faster than movies. And PlayStation is about 24% of Sony’s total revenue. And yet Netflix has a market cap that is equal to the double of Sony's market cap? Basically If you apply Netflix’ valuation to PlayStation then PlayStation alone should have a bigger market cap than Netflix' market cap.
Sony Vision-S & autonomous driving tech (selling sensors + infotainment system to other car manufacturers). Sony surprised everyone when they revealed their Sony Vision-S electric vehicle last year at CES 2020 (in-house design and made in cooperation with Magna Steyr). And it’s currently being tested on public roads. Over the past year we have seen absurdly big investment hype into anything even remotely related to EV’s (including a few questionable companies). We’ve even seen an EV company with a gravity-powered truck get a $30B market cap in June last year. Meanwhile Sony, out of nowhere, revealed what is arguably (subjectively) one of the best looking EV’s. It got very positive reception at CES 2020. An EV that you can actually drive. But somehow their stock is still dirt-cheap based on their current fundamentals alone? Yet some companies that had pretty much nothing but some EV design concepts got insane valuations purely due to hype?
LTE chips for IoT & Industry 4.0 (Altair Semiconductors)
Cross-media IP (The Last of Us show on HBO, Uncharted movie etc). Huge unrealized potential synergy here (it’s about to change). We have seen that it can turn out super well when you look at The Witcher, Sonic the Hedgehog and Detective Pikachu. When The Witcher released on Netflix, sales of The Witcher 3 significantly increased again. Imagine the same thing, but with Sony IP’s. Sony Pictures is currently working on 7 video game IP based TV shows and 3 movies. We know The Last of Us tv series is currently in production for HBO. And then the Uncharted is currently in post-production and scheduled to be released in July this year currently. If Uncharted turns out to be successful, it will mark a big, new milestone for Sony as an entertainment company imho.
Aniplex (Sony Music Entertainment Japan subsidiary for anime production, distribution & mobile games) had a fantastic year in 2020. (more on this later) There is a lot of room for mobile games growth with Aniplex. Thanks to Aniplex, Sony might beat their earnings forecast.
Drones. DJI just got put on Entity List in USA and Sony started developing drones for prosumer / professional a few years ago. Big opportunity for Sony here to take a bit from DJI’s dominance. It only makes sense for Sony to enter the drone market targeting the professional & prosumer video market, considering Sony’s established position in the professional audio/video/photography space
Currently Sony also has several ventures & investments in AI & robotics
Over the past decade, Sony has also carefully expanded into medical equipment tech & biotechnology. Worth noting that Sony also has an important 33% stake in M3 inc (a medical services through-the-internet company with a market cap of $65.5B) (= just their stake in M3 Inc is worth $22B alone, remember Sony, with their large, diversified revenue streams & assets only has a market cap of $128B?)
Sony Pictures has a great upcoming movie slate (MCU Spider-Man, Uncharted, Ghostbusters: Afterlife, Venom 2, Morbius, Spider-Verse sequel, Hotel Transylvania 4, Peter Rabbit 2, Vivo, The Nightingale). They will profit from the theatre reopening and covid recovery. They may even become more favourable among movie theatre chains because they won’t release their movies on the same day on streaming services like Warner (and yeah movie theatres are here to stay, at least for a while imho)
All the above comes on top of established, mature markets (Financial Holdings & Electronic Products)
Oh yeah, btw though TV’s are a cyclical and mature market and are not that important for Sony Group Corporation’s bottomline*, Sony TV’s will continue to do well for the following successive years: o 2020: continued pandemic boost
2020-2021: PS5 / Xbox Series X/S
2021 Summer Olympics (tv sales ALWAYS spike during the olympics) (& the effect is more pronounced for high-end TV’s, = good for Sony because Sony’s market share is concentrated in the high-end range (they are market leader in the high-end range)
2022 FIFA world cup (exact same thing as for the olympics)
You could say it’s already priced in, but the stock is already ridiculously undervalued so idk…
You would think this company somehow has a bad outlook, but that could not be further from the true, let me explain and go over some of the different divisions and explain why they will moon: Sony Entertainment While Netflix, Disney, AT&T, Amazon, and Apple are waging the great streaming war, Sony has been quietly building its anime streaming empire over the past years.
Sony recently acquired Crunchyroll for $1.175B (it is a great deal for Sony imho and will immediately be more valuable under Sony. Considering the growing appetite for anime I honestly do not even understand why AT&T sold it, they could have integrated it with their other streaming service (HBO Max) but ok)
With Crunchyroll Sony now has the following anime empire:
Aniplex (anime production & distribution, subsidiary of Sony Music Entertainment Japan) F
Funimation
Manga Entertainment UK (production, licensing, and distribution, UK)
Wakanam (licensing and distribution in Europe)
AnimeLab (licensing and distribution in Australia & New Zealand)
Crunchyroll (3 million paying subcribers, 90 million registered users and 50 million social media followers)
* Why anime matters: Anime growth “The global size is expected to reach USD 36.26 billion by 2025, registering a CAGR of 8.8% over the forecast period, according to a study conducted by Grand View Research, Inc. Growing popularity and sales of Japanese anime content across the globe apart from Japan is driving the growth” (tl;dr anime 🚀🚀🚀🚀🚀, Sony is all in on anime and they have pretty much no competition) Anime is the fastest growing subsegment of movies/video entertainment worldwide.
Sony also has a partnership with Bilibili for anime distribution in China:
Bilibili already partnered with Sony Music Entertainment Japan to bring Aniplex’s hugely successful Aniplex’s Fate/Grand Order mobile game in China.
Sony acquired a 5% stake in Bilibili for $400M in March 2020 (that 5% stake is now already worth $2.33B at Bilibili’s current share price ($BILI) and imho $BILI still has lots of upside potential considering it is the de facto video creation/sharing/viewing à la YouTube/Twitch for GenZ in China)
Sony Music (mobile games) generated $400M revenue from its mobile games in Q2 FY2020, published through Aniplex (Sony Music Entertainment Japan, “SMEJ”) subsidiary
They are the publisher of Fate/Grand Order, one of the most profitable mobile video games of the past 5 years (has generated $4B in revenue (!!) by the end of 2019 and is still as popular as ever). Fate/Grand order is the 7th most profitable mobile game in revenue worldwide as of 2020 (!)
Aniplex launched Disney: Twisted Wonderland in March this year. In Q3, it was the #10 most downloaded mobile game in Japan. (Aniplex now has two top ten games in Japan)
Fate/Grand Order was the #2 most tweeted game in 2020 and #3 was Disney: Twisted Wonderland. You can see that Aniplex has two hugely successful mobile games. (we are talking close to $1B of revenue a year here). It is the #2 game in Japan by total revenue from Q1 2016 to Q3 2020 and the #9 game in worldwide revenue from Q1 2020 to Q3 2020.
SMEJ earns about > $1B from mobile games in revenue from mobile games and there is still a lot of future growth potential here considering Japan’s mobile game market grew a whopping 32% yoy from Q3 2019 to Q3 2020.
Aniplex recently co-distrubuted the movie Demon Slayer: Mugen Train in Japan in October 2020. It became the highest grossing film of all time in Japan with a total gross box office revenue of $380M. In the middle of a pandemic. It still needs to release in South Korea, China and USA where it will most likely do great as well.
Sony Interactive Entertainment (SIE) (Game & Netwerk Services business unit):
We all know 2020 was a huge year for video games with the stay-at-home pandemic boost. The whole video game sector brought in $180B of revenue in 2020, a whopping 20% increase yoy.
But 2020 will not be just a one-off temporary exceptional year for video games. The video game market has a CAGR of 13% which means it will be worth $291B in 2027. Video games is by far the segment with the highest growth rate in the whole entertainment industry.
PlayStation obviously has a huge piece of this pie and over the past years has seen consistent yoy revenue and profit growth. Think about it, for every FIFA/Call of Duty/Assassin’s Creed sold on PS4/PS5, Sony gets a 30% cut. There have been sold a billion PS4 games so far.
5 years ago 20 to 30% of PS4 games were purchased digitally. Flashforward to 2020 and it’s 60-75% and the digital ratio looks set to still increase a bit. This means higher profit margin for game publishers and for Sony at the expense of retailers
SIE has seen huge success in its first-party games over the past 5 years. Spider-Man, God of War, Horizon: Zero Dawn, The Last of Us Part 2, Uncharted 4, Ghost of Tsushima, Days Gone, Ratchet & Clank have all been huge successes. This is really big and represents a big change compared to the previous generations where Sony never really hit it big as a games publisher even though most of their games were considered quality games.
SIE is now not only a powerful platform holdeprovider, but also a very successful games publisher with popular IP’s (Uncharted, God of War, The Last of Us, Horizon, Ghost of Tsushima, Ratchet & Clank). This is an enormous asset, because firstly it increases the chances of success for cross-media opportunities (Sony Pictures can make TV shows and movies out of it to expand the popularity of those IP’s even more). And secondly, it is an obvious selling point for PS5. The more popular and bigger their exclusive content, the more they can draw people to their platform/service. This should increases PS5 total marketshare over its competitor.
The hype for God of War: Ragnarok will be absolutely through the roof. Hype for Horizon: Forbidden West is also very good already (10 million yt views, 273K likes which is very good). Gran Turismo 7 and Ratchet & Clank will also do very well in 2021. (I suspect that GoW oand Horizon might be delayed to 2022)
PS5 reception has been extremely good. Demand is through the roof as well all know. The only problem is that they cannot quite capitalize on the demand due to lack of supply, but overall, it is a very good thing that demand is very high, and that reception has been very positive. The challenge will primarily supply and production-related for the following 6 months and to be able to maintain brand momentum. Hopefully, they won’t push disappointed/inpatient customers to competitors.
Considering there’s backwards compatibility from PS4 to PS5, users will want all their PSN content to transition with them as well, so I expect them to lose very little marketshare to Xbox. Also, I do not know if Americans realize it, but Xbox is not nearly as big as PlayStation in the rest of the world as it is in the USA. PlayStation just has global brand power that Xbox just doesn’t have, so Xbox isn’t much of threat at all I’d say. Where I live, in Belgium, In Europe everyone is talking about the PS5, nobody really seems to care about Xbox Series S/X that much. Comparing PlayStation to Xbox in terms of mindshare is like comparing Apple to Motorola (not meant to be a diss to Motorola, I have a Motorola phone myself, just saying that Xbox has significantly less mindshare / brand power in Europe).
SIE is likely working on PSVR 2, this could be big.
Sony has a small stake in Epic Games (1.4%) and they have a good business relationship with them, so this might also make them open to release first-party games on Epic Games Store after exclusivity period on PS5.
Remember the Travis Scott concert in Fortnite? I believe that was one of the reasons why Sony invested in Epic Games. It serves as an example how music can sometimes converge with video games, and this can play to Sony’s strengths.
PlayStation also has way superior presence in Asia compared to Xbox. Have been expanding into China as well. Another great opportunity for revenue growth.
PS+ subscribers grew from 5.7 million by the end of 2013 to 46 million by October 30th, 2020. This is an average growth rate of 28% over the past 5 years. Considering most of the growth was early on, it will slow down, but I predict that they will have about 70 million PS+ subscribers by the end of 2023. This is huge and represents a stable, recurring source of income. Investors who keep hyping Netflix/Disney+ will love this, but it seems they have yet to discover $SNE.
There is a reason why Amazon, Google, Nvidia have been aggressively investing in video games & games streaming. They know the business is huge and is about to get even bigger. But considering the established, loyal PlayStation userbase, the established global brand of PlayStation and the exclusive games, PlayStation should be able to easily standoff competition from Amazon, Google and Nvidia (GeForce Now) in the next few years. So far, Amazon’s venture into game development, publishing & streaming has completely failed. Stadia and GeForceNow seem to have a bit more success, but still relatively niche. Therefore, I think PlayStation is well-positioned to remain one of the leaders in the industry for the following decade.
I'll get to the other divisions later, I figured this is a good first step. But so far the tl;dr Image sensors: 🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀 IoT/Industry 4.0 chipsets: 🚀🚀🚀🚀🚀🚀🚀 PS5/PSN/PS+: 🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀 Online medical services (M3 inc.): 🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀 Anime: 🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀 Fate/Grand Order: 🚀🚀🚀🚀🚀 Demon Slayer: Mugen Train 🚀🚀🚀🚀🚀 Sony Music / music streaming (the performance of Sony Music’s in Sony’s business is seriously understated. The numbers speak for themselves): 🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀 Sony Electronics 🚀 Sony Financial Holdings (very stable & profitable business, even managed to grow slightly during pandemic when most insurance companies performed more poorly): 🚀🚀🚀 Still have to cover Sony Pictures, but their upcoming movie slate looks pretty good honestly (Spider-Man sequel, Venom: Let There Be Darkness, Ghostbusters: Afterlife, Uncharted, Morbius, Hotel Transylvania 4 so that's worth one rocket as well imho 🚀 tl;dr of tl;dr: 🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀🚀 Disclaimer: I am not a financial advisor. I am an idiot that's trying to understand why $SNE stock is so cheap. Positions: SNE 105C 21st January 22
2/9/21 Update: Additional info posted here Funko is a good company with solid performance that is still trading at a reasonable price. Check out my DD below: Funko (FNKO) Share Price (1/28/21) : $11.97 Share Price (09/16/19) : $27.86 Short Interest (1/26/21) : 14% Next Earnings Release: March 2021 Funko Inc. is an American company that manufactures licensed pop culture collectibles, best known for its licensed vinyl figurines and bobbleheads. They have over 1,000 licenses across music, video games, film, TV, sports and many other pop culture properties. Some of their most popular licensed brands include Marvel, Disney, Star Wars, Pokemon, Fortnite, NBA, NFL, MLB, DC Comics, and a variety of anime properties. Several points below support the belief that Funko’s revenue grew during the 2020 holiday season and could continue well into 2021: · Increasing search traffic for Funko products · Direct sales growth is driving increased revenue and profitability · Parents are buying more gifts for their kids due to COVID · People have more disposable income from staying at home and not going out · Expansion of new products and licensees continuing through 2021 · Collectible investments like Funko POP! figures are exploding in value and popularity · Recent analyst commentary, valuation, and financials are positive FUNKO’S SEARCH TRAFFIC REACHES AN ALL-TIME HIGH IN Q4 2020 “Funko” google trends search traffic was up 20-30% in Q4 2020 (vs. Q4 2019) Searches for “Funko” were up 2x in December vs the beginning of November 2020 After falling in December, “Funko” searches are trending back up to all-time-high levels FUNKO’S DIRECT SALES INITIATIVES DRIVING HIGHER REVENUE & MARGIN Funko Direct Sales (B2C) grew significantly in Q3 and likely to continue into Q4 · B2C business as a percentage of sales increased to 8% in Q3 2020 from 4% during the prior year. · Funko’s e-commerce site grew over 150% vs. the prior year in Q3 2020 · The number of SKU’s on Funko’s e-commerce site rose tenfold since June 2020 “We went from only 200 of our own products [on our website] as late as June this year, to now well over 2,000 products available on our website.” – Funko CEO, Brian Mariotti Funko’s first ever Selena Pop! sold out online in just 40 minutes. Funko’s Q3 2020 Gross Profit % and Operating Margin % were near all-time-highs for the company · Funko’s Q3 Gross Profit Percentage of 38.6% was its second highest ever (behind only Q1 2020) · Funko’s Q3 Operating Profit Percentage of 10.8% was its second highest ever (behind only Q4 2018) · As Funko continues to grow it’s B2C e-commerce sales in Q4 and beyond, it is possible that gross profit and operating profit percentages could rise as well Retail customers were able to shift their Brick & Mortar inventory to their e-commerce channels to Funko unit sales · Funko resellers who didn’t sell online were severely impacted by Brick & Mortar closures during COVID stay-at-home orders. As 2020 progressed, some of these retailers were able to create online stores (e.g.- Shopify, Amazon, eBay, etc.) through which they could sell their Funko inventory. · Larger retailers that already had an omni-channel presence were able to shift their sales inventory from their Brick & Mortar stores to online fulfilment. Funko has also created a mini-Pop! factory at its headquarters where customers can make their own custom Funko at a price of $25 each · According to Funko, you can customize your Pop! using thousands of combinations. It’s “Think Build-A-Bear meets Funko Pop!” according to CEO Brian Mariotti. · With a $25 price point, the margins are likely higher than the average Pop! figure that retails for between $10 to $15 PARENTS BUYING MORE GIFTS FOR THEIR KIDS DUE TO COVID Parents likely splurged on their kids out of guilt of having shelter at home because of restrictions and to keep them occupied while they had to work at home. · “Faced with rising transmission of the virus, state restrictions on retailers and heightened political and economic uncertainty, consumers chose to spend on gifts that lifted the spirits of their families and friends and provided a sense of normalcy given the challenging year. We believe President-elect Biden’s stimulus proposal, with direct payments to families and individuals, and further aid for small businesses and tools to keep businesses open, will keep the economy growing.” NRF President Matthew Shay · “2020 was an unprecedented year for the U.S. toy industry. The growth we’ve seen in the toy industry speaks to the fact that parents are willing to put their children’s happiness above all else. The industry’s resiliency is very much underpinned by the reality that, in times of hardship, families look to toys to help keep their children engaged, active, and delighted. Put simply, toys are a big part of the happiness equation.” Juli Lennett - VP, U.S. Toys at NPD Toy sales were strong in 2020 as US retail sales of toys was up 16% vs 2019; driven by pandemic spending · According to NPD, “Much of the growth in 2020 was directly correlated to the COVID-19 pandemic and the changing consumer behavior associated with widespread lockdowns and school closures, the disposable income diverted from other types of entertainment to toys, as well as the onset of federal stimulus checks.” Consumer spending on toys increased measurably due to lockdowns; with strong performance continuing through the holidays · Per NPD, “While toy sales through mid-March 2020 were flat vs. 2019, widespread lockdown measures led to an abrupt increase in sales. This was further amplified by the distribution of stimulus checks beginning in April, resulting in the strongest month of growth for the year in May (+38%). Toy industry growth peaked again in October with an increase of 33% when the holiday season kicked off with Amazon Prime Day along with other retailer deals the same week.” Key retail sources reporting significant sales growth during Q4 2020 suggest Funko sales performance was strong · Target Q4 sales were fantastic showing signs of retail strength with a consumer that overlaps well with the Funko > Overall comparable sales were up 17.2% > Comparable digital sales were up over 100% > Store-originated comparable sales were up 4.2% > Store traffic was up 4.3% > Average ticket size was up 12.3% · GameStop Q4 sales were solid; showing additional potential for Funko sales > Same store sales were up 4.8% in Q4 2020 > Online sales increased 309% in Q4 2020 · According to the NRF, 2020 Holiday Retail Sales were up 8.3% compared to the prior year despite the pandemic > A surge in online shopping drove the increase (rising 32% vs. 2019) > The increase of 8.3% was over double the average increase of 3.5% that the industry had seen over the last five years. MORE DISPOSABLE INCOME TO SPEND AT HOME BY NOT GOING OUT The National Retail Federation (NRF) says that strong retail performance has been driven by consumers with stimulus checks and extra savings from not going out or traveling · “There was a massive boost to consumer wallets this season. Consumers were able to splurge on holiday gifts because of increased money in their bank accounts from the stimulus payments they received earlier in the year and the money they saved by not traveling, dining out, or attending entertainment events” – NRF Chief Economist Jack Kleinhenz. Spending on “experiences” fell significantly in 2020 · The US Travel Association forecasts that spending on travel fell $500 billion in 2020 from $1.1 trillion in 2019 > The industry has lost about 40% of its direct travel jobs (about 3.5 million jobs) in 2020; driven by a reduction in business travel > Foreign visitors to the US fell about 75% in 2020; driving a $119 billion reduction in travel spending · Concert spending is down dramatically > Live Nation reported a 98% decline in concert revenue in Q2 2020 and a 95% decline in concert revenue in Q3 2020 > About 5.2 million tickets were refunded in Q3 2020 and 23.3 million tickets had been refunded so far in 2020 (as of the end of Q3) · Movie theater attendance is down substantially > AMC theaters saw a 97% decline in attendance and a 91% decline in revenue in Q3 2020 > Cinemark saw a 96% decline in revenue > Marcus Corporation (which also owns hotels and restaurants) saw a 84% decline in revenue > Studio Movie Grill filed for bankruptcy · Other anecdotal information points to more stay-at-home activity decreasing recreational spending > Chuck E Cheese’s declared bankruptcy > Dave & Busters is considering bankruptcy and plans layoffs of +1,000 > CiCi’s Pizza declares bankruptcy > Starbucks saw fewer customers, reduced store hours, increased store closures, and a 5% decline in revenues in Q4 2020. This has led them to plan a shift to more “to-go” formats > Many Las Vegas Hotels and Casinos have decided to close “part-time” during the week due to lower attendance and travel. These include Encore, Rio, Linq, Planet Hollywood, Mandalay Bay, Park MGM, and Mirage The majority of food buffets at the major hotels and casinos have been shuttered for the time being Stimulus checks and other government programs to support consumer spending provide tailwinds for retail activity · The US government authorized more than $10,000 per person in stimulus spending in 2020 over the course of five relief bills totaling $3.5 trillion · More stimulus spending is expected; including a potential $1.9 trillion package that could include an additional $1,400 in stimulus checks MORE SKUS / LICENSES ARE GROWING AND EXPECTED TO CONINUE STRONG Active properties continue to rise and are expected to grow well into the future · The number of active properties in Q3 2020 grew 15% over 2019 · Active properties grew from 644 in Q2 to 715 in Q3 2020 · The potential universe for Funko Pops! is limitless as new films, tv shows, musicians, anime characters, sports stars, and other media properties are created every year. Some of the hot properties for this year and beyond · Star Wars: Baby Yoda, Mandalorian, Rey, Valentine’s Day, etc. · Marvel: WandaVision, Deadpool, Lucha Libre, Spiderman, Venom · Anime: Dragon Ball Z, Naruto, Bakugan, My Hero Academia · Films: Harry Potter, The Goonies, The Mummy, Fast & Furious · TV: The Office, Umbrella Academy, The Queen’s Gambit, The Simpsons · Sports: NFL, NBA, MLB, WWE · Others: Disney, Pokemon, etc. Retail exclusives can grow the potential universe of licenses and increase retailer buy-in · For example: A retailer like GameStop could lobby Funko to make a GameStop exclusive of the WallStreetBets Kid like this person suggested here. (The exclusive Pop! would be made into a limited edition and sold only to GameStop to sell at their stores) COLLECTIBLE INVESTMENTS ARE GROWING IN VALUE & POPULARITY · Funko: The average Pops! Figure has a retail price from between $10 and $15 which allows most people an affordable entry point into collecting. Over time some Pops! Figures increase substantially in price; from $50 to $100 to even several thousand dollars. While some collectors buy Pops! as primarily an investment, many more buy them as a way to show their fandom. Whether they are avid Star Wars, Harry Potter, Pokemon, Sports, or Anime fans; collectors build large collections and show them off to friends. · Sports Cards: To those paying attention, sports cards have been on a massive run with some cards worth more than your parent’s house and your sister’s car. Since the pandemic started, the demand for sports collectibles from basketball to football to soccer (and many others) has skyrocketed. Countless videos of box-breaks and pack openings have become the norm on social media. Some of these boxes are being purchased for tens of thousands with “hits” ranging from several hundred to hundreds of thousands. · Collector’s Universe: This company that grades sports cards and other collectibles has tripled in value since June 2020. The number of sports collectors grading cards has exploded as demand rises. The popularity of grading sports cards is expected to maintain as prices continue to rise and the hobby becomes more mainstream. ANALYST COMMENTARY AND FINANCIALS ARE A POSTIVE FOR THE STOCK Piper Sandler: Upgraded Funko from “Neutral” to “Overweight” (raising their price target from $6 to $12). · Analyst Erin Murphy sees evidence of “subsequent revenue pillars” with their recent launch of Snapsies at 800 Target stores; along with an expansion into board games and its digital efforts, which include a newly launched website in six European countries. Valuation Comparison: Market Cap / Revenue (TTM) · Funko: MC - $604 million / Rev - $640 million (0.9x sales) · Mattel: MC - $6.27 billion / Rev - $4.43 billion (1.4x sales) · Hasbro: MC - $13.13 billion / Rev - $5.17 billion (2.5x sales) Key Financial Trends For Funko · Q3 2020 EPS (Adjusted) = $0.31 > Third highest ever (only Q4 2018 & Q3 2019 were higher) · Q3 2020 Revenue = $191 million > Fourth highest ever (only Q4 2018, Q3 2019, and Q4 2019 were higher) · Q3 2020 Revenue increase vs prior quarter of 94% > Q1 and Q2 2020 saw significant declines due to COVID > Q3 2020 only down 14% vs Q3 2019 despite Q2 2020 being down 49% > Q3 2020 strength driven by Funko adapting quickly to online in the US market. (Q4 2020 revenue growth could be aided substantially by Funko’s development of their e-commerce shop in Europe.) · Q3 2020 SG&A was reduced 20% vs. the prior year as Funko rationalizes costs and adjusts to focus more on D2C e-commerce TL;DR After a tough summer, Funko sales have rocketed back in Q3 to near where they were pre-pandemic; setting up a potentially historic earnings for Q4 2020. Google search activity suggests that Funko is as popular as ever and is set up well for a strong year in 2021. People are spending less on “going out;” instead buying things to use at home and presents for their kids. As time passes, Funko’s status as a popular collectible only continues to gain momentum. Their direct sales initiative allows Funko to capture additional margin by sidestepping traditional brick and mortar retail to reach their customers. Investments in collectible products like Pops! and sports cards continue to increase in popularity and price. And the company continues to release even more products beyond Pops!; including games and apparel. While some Wall Street Analysts have already begun to take notice, a strong Q4 earnings announcement can drive even more attention to the stock. Positions: Long Shares & Calls Disclosure: I am long FNKO. This is not investment advice. I reserve the right to buy or sell FNKO without updating this thread. Do your own research and share (or not share) with the community in this thread. Thank you to the others on Reddit that shared this idea earlier. Feedback: If you have any additional information, ideas, or critiques please make sure to comment. It is great to get the perspective of others when making an investment. Also that information can be incorporated into future posts and updates. Previous DD:Herman Miller
Hi all, To celebrate the return of Undervalued to the Reddit community, I decided to put together a quick DD and post it on a stock that I have had my eye on for a little while. It's still a "work-in-progress" and I may potentially update it later on Reddit with more information or detail if I have time at some point in the future. If you have any opinions, thoughts, or additional information, please share it. Positive. Negative. Neutral. All information is helpful and informative to the community. (I thought the feedback received from my first DD posted to this sub was quite helpful and I look forward to what you have to say.) Thank you to u/BuyLowSellNever for turning the sub back on; allowing us to share and discuss ideas with the broader community in a thoughtful and respectful manner. Best wishes. - LA Funko (FNKO) Share Price (1/28/21) : $11.97 Share Price (09/16/19) : $27.86 Short Interest (1/26/21) : 14% Next Earnings Release: March 2021 Funko Inc. is an American company that manufactures licensed pop culture collectibles, best known for its licensed vinyl figurines and bobbleheads. They have over 1,000 licenses across music, video games, film, TV, sports and many other pop culture properties. Some of their most popular licensed brands include Marvel, Disney, Star Wars, Pokemon, Fortnite, NBA, NFL, MLB, DC Comics, and a variety of anime properties. Several points below support the belief that Funko’s revenue grew during the 2020 holiday season and could continue well into 2021: · Increasing search traffic for Funko products · Direct sales growth is driving increased revenue and profitability · Parents are buying more gifts for their kids due to COVID · People have more disposable income from staying at home and not going out · Expansion of new products and licensees continuing through 2021 · Collectible investments like Funko POP! figures are exploding in value and popularity · Recent analyst commentary, valuation, and financials are positive FUNKO’S SEARCH TRAFFIC REACHES AN ALL-TIME HIGH IN Q4 2020 “Funko” google trends search traffic was up 20-30% in Q4 2020 (vs. Q4 2019) Searches for “Funko” were up 2x in December vs the beginning of November 2020 After falling in December, “Funko” searches are trending back up to all-time-high levels FUNKO’S DIRECT SALES INITIATIVES DRIVING HIGHER REVENUE & MARGIN Funko Direct Sales (B2C) grew significantly in Q3 and likely to continue into Q4 · B2C business as a percentage of sales increased to 8% in Q3 2020 from 4% during the prior year. · Funko’s e-commerce site grew over 150% vs. the prior year in Q3 2020 · The number of SKU’s on Funko’s e-commerce site rose tenfold since June 2020 “We went from only 200 of our own products [on our website] as late as June this year, to now well over 2,000 products available on our website.” – Funko CEO, Brian Mariotti Funko’s first ever Selena Pop! sold out online in just 40 minutes. Funko’s Q3 2020 Gross Profit % and Operating Margin % were near all-time-highs for the company · Funko’s Q3 Gross Profit Percentage of 38.6% was its second highest ever (behind only Q1 2020) · Funko’s Q3 Operating Profit Percentage of 10.8% was its second highest ever (behind only Q4 2018) · As Funko continues to grow it’s B2C e-commerce sales in Q4 and beyond, it is possible that gross profit and operating profit percentages could rise as well Retail customers were able to shift their Brick & Mortar inventory to their e-commerce channels to Funko unit sales · Funko resellers who didn’t sell online were severely impacted by Brick & Mortar closures during COVID stay-at-home orders. As 2020 progressed, some of these retailers were able to create online stores (e.g.- Shopify, Amazon, eBay, etc.) through which they could sell their Funko inventory. · Larger retailers that already had an omni-channel presence were able to shift their sales inventory from their Brick & Mortar stores to online fulfilment. Funko has also created a mini-Pop! factory at its headquarters where customers can make their own custom Funko at a price of $25 each · According to Funko, you can customize your Pop! using thousands of combinations. It’s “Think Build-A-Bear meets Funko Pop!” according to CEO Brian Mariotti. · With a $25 price point, the margins are likely higher than the average Pop! figure that retails for between $10 to $15 PARENTS BUYING MORE GIFTS FOR THEIR KIDS DUE TO COVID Parents likely splurged on their kids out of guilt of having shelter at home because of restrictions and to keep them occupied while they had to work at home. · “Faced with rising transmission of the virus, state restrictions on retailers and heightened political and economic uncertainty, consumers chose to spend on gifts that lifted the spirits of their families and friends and provided a sense of normalcy given the challenging year. We believe President-elect Biden’s stimulus proposal, with direct payments to families and individuals, and further aid for small businesses and tools to keep businesses open, will keep the economy growing.” NRF President Matthew Shay · “2020 was an unprecedented year for the U.S. toy industry. The growth we’ve seen in the toy industry speaks to the fact that parents are willing to put their children’s happiness above all else. The industry’s resiliency is very much underpinned by the reality that, in times of hardship, families look to toys to help keep their children engaged, active, and delighted. Put simply, toys are a big part of the happiness equation.” Juli Lennett - VP, U.S. Toys at NPD Toy sales were strong in 2020 as US retail sales of toys was up 16% vs 2019; driven by pandemic spending · According to NPD, “Much of the growth in 2020 was directly correlated to the COVID-19 pandemic and the changing consumer behavior associated with widespread lockdowns and school closures, the disposable income diverted from other types of entertainment to toys, as well as the onset of federal stimulus checks.” Consumer spending on toys increased measurably due to lockdowns; with strong performance continuing through the holidays · Per NPD, “While toy sales through mid-March 2020 were flat vs. 2019, widespread lockdown measures led to an abrupt increase in sales. This was further amplified by the distribution of stimulus checks beginning in April, resulting in the strongest month of growth for the year in May (+38%). Toy industry growth peaked again in October with an increase of 33% when the holiday season kicked off with Amazon Prime Day along with other retailer deals the same week.” Key retail sources reporting significant sales growth during Q4 2020 suggest Funko sales performance was strong · Target Q4 sales were fantastic showing signs of retail strength with a consumer that overlaps well with the Funko > Overall comparable sales were up 17.2% > Comparable digital sales were up over 100% > Store-originated comparable sales were up 4.2% > Store traffic was up 4.3% > Average ticket size was up 12.3% · GameStop Q4 sales were solid; showing additional potential for Funko sales > Same store sales were up 4.8% in Q4 2020 > Online sales increased 309% in Q4 2020 · According to the NRF, 2020 Holiday Retail Sales were up 8.3% compared to the prior year despite the pandemic > A surge in online shopping drove the increase (rising 32% vs. 2019) > The increase of 8.3% was over double the average increase of 3.5% that the industry had seen over the last five years. MORE DISPOSABLE INCOME TO SPEND AT HOME BY NOT GOING OUT The National Retail Federation (NRF) says that strong retail performance has been driven by consumers with stimulus checks and extra savings from not going out or traveling · “There was a massive boost to consumer wallets this season. Consumers were able to splurge on holiday gifts because of increased money in their bank accounts from the stimulus payments they received earlier in the year and the money they saved by not traveling, dining out, or attending entertainment events” – NRF Chief Economist Jack Kleinhenz. Spending on “experiences” fell significantly in 2020 · The US Travel Association forecasts that spending on travel fell $500 billion in 2020 from $1.1 trillion in 2019 > The industry has lost about 40% of its direct travel jobs (about 3.5 million jobs) in 2020; driven by a reduction in business travel > Foreign visitors to the US fell about 75% in 2020; driving a $119 billion reduction in travel spending · Concert spending is down dramatically > Live Nation reported a 98% decline in concert revenue in Q2 2020 and a 95% decline in concert revenue in Q3 2020 > About 5.2 million tickets were refunded in Q3 2020 and 23.3 million tickets had been refunded so far in 2020 (as of the end of Q3) · Movie theater attendance is down substantially > AMC theaters saw a 97% decline in attendance and a 91% decline in revenue in Q3 2020 > Cinemark saw a 96% decline in revenue > Marcus Corporation (which also owns hotels and restaurants) saw a 84% decline in revenue > Studio Movie Grill filed for bankruptcy · Other anecdotal information points to more stay-at-home activity decreasing recreational spending > Chuck E Cheese’s declared bankruptcy > Dave & Busters is considering bankruptcy and plans layoffs of +1,000 > CiCi’s Pizza declares bankruptcy > Starbucks saw fewer customers, reduced store hours, increased store closures, and a 5% decline in revenues in Q4 2020. This has led them to plan a shift to more “to-go” formats > Many Las Vegas Hotels and Casinos have decided to close “part-time” during the week due to lower attendance and travel. These include Encore, Rio, Linq, Planet Hollywood, Mandalay Bay, Park MGM, and Mirage The majority of food buffets at the major hotels and casinos have been shuttered for the time being Stimulus checks and other government programs to support consumer spending provide tailwinds for retail activity · The US government authorized more than $10,000 per person in stimulus spending in 2020 over the course of five relief bills totaling $3.5 trillion · More stimulus spending is expected; including a potential $1.9 trillion package that could include an additional $1,400 in stimulus checks MORE SKUS / LICENSES ARE GROWING AND EXPECTED TO CONINUE STRONG Active properties continue to rise and are expected to grow well into the future · The number of active properties in Q3 2020 grew 15% over 2019 · Active properties grew from 644 in Q2 to 715 in Q3 2020 · The potential universe for Funko Pops! is limitless as new films, tv shows, musicians, anime characters, sports stars, and other media properties are created every year. Some of the hot properties for this year and beyond · Star Wars: Baby Yoda, Mandalorian, Rey, Valentine’s Day, etc. · Marvel: WandaVision, Deadpool, Lucha Libre, Spiderman, Venom · Anime: Dragon Ball Z, Naruto, Bakugan, My Hero Academia · Films: Harry Potter, The Goonies, The Mummy, Fast & Furious · TV: The Office, Umbrella Academy, The Queen’s Gambit, The Simpsons · Sports: NFL, NBA, MLB, WWE · Others: Disney, Pokemon, etc. COLLECTIBLE INVESTMENTS ARE GROWING IN VALUE & POPULARITY · Funko: The average Pops! Figure has a retail price from between $10 and $15 which allows most people an affordable entry point into collecting. Over time some Pops! Figures increase substantially in price; from $50 to $100 to even several thousand dollars. While some collectors buy Pops! as primarily an investment, many more buy them as a way to show their fandom. Whether they are avid Star Wars, Harry Potter, Pokemon, Sports, or Anime fans; collectors build large collections and show them off to friends. · Sports Cards: To those paying attention, sports cards have been on a massive run with some cards worth more than your parent’s house and your sister’s car. Since the pandemic started, the demand for sports collectibles from basketball to football to soccer (and many others) has skyrocketed. Countless videos of box-breaks and pack openings have become the norm on social media. Some of these boxes are being purchased for tens of thousands with “hits” ranging from several hundred to hundreds of thousands. · Collector’s Universe: This company that grades sports cards and other collectibles has tripled in value since June 2020. The number of sports collectors grading cards has exploded as demand rises. The popularity of grading sports cards is expected to maintain as prices continue to rise and the hobby becomes more mainstream. ANALYST COMMENTARY AND FINANCIALS ARE A POSTIVE FOR THE STOCK Piper Sandler: Upgraded Funko from “Neutral” to “Overweight” (raising their price target from $6 to $12). · Analyst Erin Murphy sees evidence of “subsequent revenue pillars” with their recent launch of Snapsies at 800 Target stores; along with an expansion into board games and its digital efforts, which include a newly launched website in six European countries. Valuation Comparison: Market Cap / Revenue (TTM) · Funko: MC - $604 million / Rev - $640 million (0.9x sales) · Mattel: MC - $6.27 billion / Rev - $4.43 billion (1.4x sales) · Hasbro: MC - $13.13 billion / Rev - $5.17 billion (2.5x sales) Key Financial Trends For Funko · Q3 2020 EPS (Adjusted) = $0.31 > Third highest ever (only Q4 2018 & Q3 2019 were higher) · Q3 2020 Revenue = $191 million > Fourth highest ever (only Q4 2018, Q3 2019, and Q4 2019 were higher) · Q3 2020 Revenue increase vs prior quarter of 94% > Q1 and Q2 2020 saw significant declines due to COVID > Q3 2020 only down 14% vs Q3 2019 despite Q2 2020 being down 49% > Q3 2020 strength driven by Funko adapting quickly to online in the US market. (Q4 2020 revenue growth could be aided substantially by Funko’s development of their e-commerce shop in Europe.) · Q3 2020 SG&A was reduced 20% vs. the prior year as Funko rationalizes costs and adjusts to focus more on D2C e-commerce TL;DR After a tough summer, Funko sales have rocketed back in Q3 to near where they were pre-pandemic; setting up a potentially historic earnings for Q4 2020. Google search activity suggests that Funko is as popular as ever and is set up well for a strong year in 2021. People are spending less on “going out;” instead buying things to use at home and presents for their kids. As time passes, Funko’s status as a popular collectible only continues to gain momentum. Their direct sales initiative allows Funko to capture additional margin by sidestepping traditional brick and mortar retail to reach their customers. Investments in collectible products like Pops! and sports cards continue to increase in popularity and price. And the company continues to release even more products beyond Pops!; including games and apparel. While some Wall Street Analysts have already begun to take notice, a strong Q4 earnings announcement can drive even more attention to the stock. Positions: Long Shares & Calls Disclosure: I am long FNKO. This is not investment advice. I reserve the right to buy or sell FNKO without updating this thread. Do your own research and share (or not share) with the community in this thread. Thank you to the others on Reddit that shared this idea earlier. Feedback: If you have any additional information, ideas, or critiques please make sure to comment. It is great to get the perspective of others when making an investment. Also that information can be incorporated into future posts and updates. 2/9/21 Update: Additional info posted here
2/9/21 Update: Additional info posted here Funko is a good company with solid performance that is still trading at a reasonable price. Check out my DD below: Funko (FNKO) Share Price (02/01/21) : $12.90 Share Price (09/16/19) : $27.86 Short Interest (1/26/21) : 14% Next Earnings Release: March 2021 Funko Inc. is an American company that manufactures licensed pop culture collectibles, best known for its licensed vinyl figurines and bobbleheads. They have over 1,000 licenses across music, video games, film, TV, sports and many other pop culture properties. Some of their most popular licensed brands include Marvel, Disney, Star Wars, Pokemon, Fortnite, NBA, NFL, MLB, DC Comics, and a variety of anime properties. Several points below support the belief that Funko’s revenue grew during the 2020 holiday season and could continue well into 2021: · Increasing search traffic for Funko products · Direct sales growth is driving increased revenue and profitability · Parents are buying more gifts for their kids due to COVID · People have more disposable income from staying at home and not going out · Expansion of new products and licensees continuing through 2021 · Collectible investments like Funko POP! figures are exploding in value and popularity · Recent analyst commentary, valuation, and financials are positive FUNKO’S SEARCH TRAFFIC REACHES AN ALL-TIME HIGH IN Q4 2020 “Funko” google trends search traffic was up 20-30% in Q4 2020 (vs. Q4 2019) Searches for “Funko” were up 2x in December vs the beginning of November 2020 After falling in December, “Funko” searches are trending back up to all-time-high levels FUNKO’S DIRECT SALES INITIATIVES DRIVING HIGHER REVENUE & MARGIN Funko Direct Sales (B2C) grew significantly in Q3 and likely to continue into Q4 · B2C business as a percentage of sales increased to 8% in Q3 2020 from 4% during the prior year. · Funko’s e-commerce site grew over 150% vs. the prior year in Q3 2020 · The number of SKU’s on Funko’s e-commerce site rose tenfold since June 2020 “We went from only 200 of our own products [on our website] as late as June this year, to now well over 2,000 products available on our website.” – Funko CEO, Brian Mariotti Funko’s first ever Selena Pop! sold out online in just 40 minutes. Funko’s Q3 2020 Gross Profit % and Operating Margin % were near all-time-highs for the company · Funko’s Q3 Gross Profit Percentage of 38.6% was its second highest ever (behind only Q1 2020) · Funko’s Q3 Operating Profit Percentage of 10.8% was its second highest ever (behind only Q4 2018) · As Funko continues to grow it’s B2C e-commerce sales in Q4 and beyond, it is possible that gross profit and operating profit percentages could rise as well Retail customers were able to shift their Brick & Mortar inventory to their e-commerce channels to Funko unit sales · Funko resellers who didn’t sell online were severely impacted by Brick & Mortar closures during COVID stay-at-home orders. As 2020 progressed, some of these retailers were able to create online stores (e.g.- Shopify, Amazon, eBay, etc.) through which they could sell their Funko inventory. · Larger retailers that already had an omni-channel presence were able to shift their sales inventory from their Brick & Mortar stores to online fulfilment. Funko has also created a mini-Pop! factory at its headquarters where customers can make their own custom Funko at a price of $25 each · According to Funko, you can customize your Pop! using thousands of combinations. It’s “Think Build-A-Bear meets Funko Pop!” according to CEO Brian Mariotti. · With a $25 price point, the margins are likely higher than the average Pop! figure that retails for between $10 to $15 PARENTS BUYING MORE GIFTS FOR THEIR KIDS DUE TO COVID Parents likely splurged on their kids out of guilt of having shelter at home because of restrictions and to keep them occupied while they had to work at home. · “Faced with rising transmission of the virus, state restrictions on retailers and heightened political and economic uncertainty, consumers chose to spend on gifts that lifted the spirits of their families and friends and provided a sense of normalcy given the challenging year. We believe President-elect Biden’s stimulus proposal, with direct payments to families and individuals, and further aid for small businesses and tools to keep businesses open, will keep the economy growing.” NRF President Matthew Shay · “2020 was an unprecedented year for the U.S. toy industry. The growth we’ve seen in the toy industry speaks to the fact that parents are willing to put their children’s happiness above all else. The industry’s resiliency is very much underpinned by the reality that, in times of hardship, families look to toys to help keep their children engaged, active, and delighted. Put simply, toys are a big part of the happiness equation.” Juli Lennett - VP, U.S. Toys at NPD Toy sales were strong in 2020 as US retail sales of toys was up 16% vs 2019; driven by pandemic spending · According to NPD, “Much of the growth in 2020 was directly correlated to the COVID-19 pandemic and the changing consumer behavior associated with widespread lockdowns and school closures, the disposable income diverted from other types of entertainment to toys, as well as the onset of federal stimulus checks.” Consumer spending on toys increased measurably due to lockdowns; with strong performance continuing through the holidays · Per NPD, “While toy sales through mid-March 2020 were flat vs. 2019, widespread lockdown measures led to an abrupt increase in sales. This was further amplified by the distribution of stimulus checks beginning in April, resulting in the strongest month of growth for the year in May (+38%). Toy industry growth peaked again in October with an increase of 33% when the holiday season kicked off with Amazon Prime Day along with other retailer deals the same week.” Key retail sources reporting significant sales growth during Q4 2020 suggest Funko sales performance was strong · Target Q4 sales were fantastic showing signs of retail strength with a consumer that overlaps well with the Funko > Overall comparable sales were up 17.2% > Comparable digital sales were up over 100% > Store-originated comparable sales were up 4.2% > Store traffic was up 4.3% > Average ticket size was up 12.3% · GameStop Q4 sales were solid; showing additional potential for Funko sales > Same store sales were up 4.8% in Q4 2020 > Online sales increased 309% in Q4 2020 · According to the NRF, 2020 Holiday Retail Sales were up 8.3% compared to the prior year despite the pandemic > A surge in online shopping drove the increase (rising 32% vs. 2019) > The increase of 8.3% was over double the average increase of 3.5% that the industry had seen over the last five years. MORE DISPOSABLE INCOME TO SPEND AT HOME BY NOT GOING OUT The National Retail Federation (NRF) says that strong retail performance has been driven by consumers with stimulus checks and extra savings from not going out or traveling · “There was a massive boost to consumer wallets this season. Consumers were able to splurge on holiday gifts because of increased money in their bank accounts from the stimulus payments they received earlier in the year and the money they saved by not traveling, dining out, or attending entertainment events” – NRF Chief Economist Jack Kleinhenz. Spending on “experiences” fell significantly in 2020 · The US Travel Association forecasts that spending on travel fell $500 billion in 2020 from $1.1 trillion in 2019 > The industry has lost about 40% of its direct travel jobs (about 3.5 million jobs) in 2020; driven by a reduction in business travel > Foreign visitors to the US fell about 75% in 2020; driving a $119 billion reduction in travel spending · Concert spending is down dramatically > Live Nation reported a 98% decline in concert revenue in Q2 2020 and a 95% decline in concert revenue in Q3 2020 > About 5.2 million tickets were refunded in Q3 2020 and 23.3 million tickets had been refunded so far in 2020 (as of the end of Q3) · Movie theater attendance is down substantially > AMC theaters saw a 97% decline in attendance and a 91% decline in revenue in Q3 2020 > Cinemark saw a 96% decline in revenue > Marcus Corporation (which also owns hotels and restaurants) saw a 84% decline in revenue > Studio Movie Grill filed for bankruptcy · Other anecdotal information points to more stay-at-home activity decreasing recreational spending > Chuck E Cheese’s declared bankruptcy > Dave & Busters is considering bankruptcy and plans layoffs of +1,000 > CiCi’s Pizza declares bankruptcy > Starbucks saw fewer customers, reduced store hours, increased store closures, and a 5% decline in revenues in Q4 2020. This has led them to plan a shift to more “to-go” formats > Many Las Vegas Hotels and Casinos have decided to close “part-time” during the week due to lower attendance and travel. These include Encore, Rio, Linq, Planet Hollywood, Mandalay Bay, Park MGM, and Mirage The majority of food buffets at the major hotels and casinos have been shuttered for the time being Stimulus checks and other government programs to support consumer spending provide tailwinds for retail activity · The US government authorized more than $10,000 per person in stimulus spending in 2020 over the course of five relief bills totaling $3.5 trillion · More stimulus spending is expected; including a potential $1.9 trillion package that could include an additional $1,400 in stimulus checks MORE SKUS / LICENSES ARE GROWING AND EXPECTED TO CONINUE STRONG Active properties continue to rise and are expected to grow well into the future · The number of active properties in Q3 2020 grew 15% over 2019 · Active properties grew from 644 in Q2 to 715 in Q3 2020 · The potential universe for Funko Pops! is limitless as new films, tv shows, musicians, anime characters, sports stars, and other media properties are created every year. Some of the hot properties for this year and beyond · Star Wars: Baby Yoda, Mandalorian, Rey, Valentine’s Day, etc. · Marvel: WandaVision, Deadpool, Lucha Libre, Spiderman, Venom · Anime: Dragon Ball Z, Naruto, Bakugan, My Hero Academia · Films: Harry Potter, The Goonies, The Mummy, Fast & Furious · TV: The Office, Umbrella Academy, The Queen’s Gambit, The Simpsons · Sports: NFL, NBA, MLB, WWE · Others: Disney, Pokemon, etc. Retail exclusives can grow the potential universe of licenses and increase retailer buy-in · For example: A retailer like GameStop could lobby Funko to make a GameStop exclusive of the WallStreetBets Kid like this person suggested here. (The exclusive Pop! would be made into a limited edition and sold only to GameStop to sell at their stores) COLLECTIBLE INVESTMENTS ARE GROWING IN VALUE & POPULARITY · Funko: The average Pops! Figure has a retail price from between $10 and $15 which allows most people an affordable entry point into collecting. Over time some Pops! Figures increase substantially in price; from $50 to $100 to even several thousand dollars. While some collectors buy Pops! as primarily an investment, many more buy them as a way to show their fandom. Whether they are avid Star Wars, Harry Potter, Pokemon, Sports, or Anime fans; collectors build large collections and show them off to friends. · Sports Cards: To those paying attention, sports cards have been on a massive run with some cards worth more than your parent’s house and your sister’s car. Since the pandemic started, the demand for sports collectibles from basketball to football to soccer (and many others) has skyrocketed. Countless videos of box-breaks and pack openings have become the norm on social media. Some of these boxes are being purchased for tens of thousands with “hits” ranging from several hundred to hundreds of thousands. · Collector’s Universe: This company that grades sports cards and other collectibles has tripled in value since June 2020. The number of sports collectors grading cards has exploded as demand rises. The popularity of grading sports cards is expected to maintain as prices continue to rise and the hobby becomes more mainstream. ANALYST COMMENTARY AND FINANCIALS ARE A POSTIVE FOR THE STOCK Piper Sandler: Upgraded Funko from “Neutral” to “Overweight” (raising their price target from $6 to $12). · Analyst Erin Murphy sees evidence of “subsequent revenue pillars” with their recent launch of Snapsies at 800 Target stores; along with an expansion into board games and its digital efforts, which include a newly launched website in six European countries. Valuation Comparison: Market Cap / Revenue (TTM) · Funko: MC - $604 million / Rev - $640 million (0.9x sales) · Mattel: MC - $6.27 billion / Rev - $4.43 billion (1.4x sales) · Hasbro: MC - $13.13 billion / Rev - $5.17 billion (2.5x sales) Key Financial Trends For Funko · Q3 2020 EPS (Adjusted) = $0.31 > Third highest ever (only Q4 2018 & Q3 2019 were higher) · Q3 2020 Revenue = $191 million > Fourth highest ever (only Q4 2018, Q3 2019, and Q4 2019 were higher) · Q3 2020 Revenue increase vs prior quarter of 94% > Q1 and Q2 2020 saw significant declines due to COVID > Q3 2020 only down 14% vs Q3 2019 despite Q2 2020 being down 49% > Q3 2020 strength driven by Funko adapting quickly to online in the US market. (Q4 2020 revenue growth could be aided substantially by Funko’s development of their e-commerce shop in Europe.) · Q3 2020 SG&A was reduced 20% vs. the prior year as Funko rationalizes costs and adjusts to focus more on D2C e-commerce TL;DR After a tough summer, Funko sales have rocketed back in Q3 to near where they were pre-pandemic; setting up a potentially historic earnings for Q4 2020. Google search activity suggests that Funko is as popular as ever and is set up well for a strong year in 2021. People are spending less on “going out;” instead buying things to use at home and presents for their kids. As time passes, Funko’s status as a popular collectible only continues to gain momentum. Their direct sales initiative allows Funko to capture additional margin by sidestepping traditional brick and mortar retail to reach their customers. Investments in collectible products like Pops! and sports cards continue to increase in popularity and price. And the company continues to release even more products beyond Pops!; including games and apparel. While some Wall Street Analysts have already begun to take notice, a strong Q4 earnings announcement can drive even more attention to the stock. Positions: Long Shares & Calls Disclosure: I am long FNKO. This is not investment advice. I reserve the right to buy or sell FNKO without updating this thread. Do your own research and share (or not share) with the community in this thread. Thank you to the others on Reddit that shared this idea earlier. Feedback: If you have any additional information, ideas, or critiques please make sure to comment. It is great to get the perspective of others when making an investment. Also that information can be incorporated into future posts and updates. Previous DD:Herman Miller
2/9/21 Update: Additional info posted here Hi everyone. Funko is a great stock that I believe will do well this year. Internet search traffic for Funko has been increasing and is at all-time highs over the last couple of months. The company is selling more of their toys directly to customers through their e-commerce shop (which allows them to capture higher retail revenues than wholesale revenues). And demand for collectibles and toys continues to be strong. Here is a DD I wrote on the company below. I would love to get your thoughts. Funko (FNKO) Share Price (1/28/21) : $11.97 Share Price (09/16/19) : $27.86 Short Interest (1/26/21) : 14% Next Earnings Release: March 2021 Funko Inc. is an American company that manufactures licensed pop culture collectibles, best known for its licensed vinyl figurines and bobbleheads. They have over 1,000 licenses across music, video games, film, TV, sports and many other pop culture properties. Some of their most popular licensed brands include Marvel, Disney, Star Wars, Pokemon, Fortnite, NBA, NFL, MLB, DC Comics, and a variety of anime properties. Several points below support the belief that Funko’s revenue grew during the 2020 holiday season and could continue well into 2021: · Increasing search traffic for Funko products · Direct sales growth is driving increased revenue and profitability · Parents are buying more gifts for their kids due to COVID · People have more disposable income from staying at home and not going out · Expansion of new products and licensees continuing through 2021 · Collectible investments like Funko POP! figures are exploding in value and popularity · Recent analyst commentary, valuation, and financials are positive FUNKO’S SEARCH TRAFFIC REACHES AN ALL-TIME HIGH IN Q4 2020 “Funko” google trends search traffic was up 20-30% in Q4 2020 (vs. Q4 2019) Searches for “Funko” were up 2x in December vs the beginning of November 2020 After falling in December, “Funko” searches are trending back up to all-time-high levels FUNKO’S DIRECT SALES INITIATIVES DRIVING HIGHER REVENUE & MARGIN Funko Direct Sales (B2C) grew significantly in Q3 and likely to continue into Q4 · B2C business as a percentage of sales increased to 8% in Q3 2020 from 4% during the prior year. · Funko’s e-commerce site grew over 150% vs. the prior year in Q3 2020 · The number of SKU’s on Funko’s e-commerce site rose tenfold since June 2020 “We went from only 200 of our own products [on our website] as late as June this year, to now well over 2,000 products available on our website.” – Funko CEO, Brian Mariotti Funko’s first ever Selena Pop! sold out online in just 40 minutes. Funko’s Q3 2020 Gross Profit % and Operating Margin % were near all-time-highs for the company · Funko’s Q3 Gross Profit Percentage of 38.6% was its second highest ever (behind only Q1 2020) · Funko’s Q3 Operating Profit Percentage of 10.8% was its second highest ever (behind only Q4 2018) · As Funko continues to grow it’s B2C e-commerce sales in Q4 and beyond, it is possible that gross profit and operating profit percentages could rise as well Retail customers were able to shift their Brick & Mortar inventory to their e-commerce channels to Funko unit sales · Funko resellers who didn’t sell online were severely impacted by Brick & Mortar closures during COVID stay-at-home orders. As 2020 progressed, some of these retailers were able to create online stores (e.g.- Shopify, Amazon, eBay, etc.) through which they could sell their Funko inventory. · Larger retailers that already had an omni-channel presence were able to shift their sales inventory from their Brick & Mortar stores to online fulfilment. Funko has also created a mini-Pop! factory at its headquarters where customers can make their own custom Funko at a price of $25 each · According to Funko, you can customize your Pop! using thousands of combinations. It’s “Think Build-A-Bear meets Funko Pop!” according to CEO Brian Mariotti. · With a $25 price point, the margins are likely higher than the average Pop! figure that retails for between $10 to $15 PARENTS BUYING MORE GIFTS FOR THEIR KIDS DUE TO COVID Parents likely splurged on their kids out of guilt of having shelter at home because of restrictions and to keep them occupied while they had to work at home. · “Faced with rising transmission of the virus, state restrictions on retailers and heightened political and economic uncertainty, consumers chose to spend on gifts that lifted the spirits of their families and friends and provided a sense of normalcy given the challenging year. We believe President-elect Biden’s stimulus proposal, with direct payments to families and individuals, and further aid for small businesses and tools to keep businesses open, will keep the economy growing.” NRF President Matthew Shay · “2020 was an unprecedented year for the U.S. toy industry. The growth we’ve seen in the toy industry speaks to the fact that parents are willing to put their children’s happiness above all else. The industry’s resiliency is very much underpinned by the reality that, in times of hardship, families look to toys to help keep their children engaged, active, and delighted. Put simply, toys are a big part of the happiness equation.” Juli Lennett - VP, U.S. Toys at NPD Toy sales were strong in 2020 as US retail sales of toys was up 16% vs 2019; driven by pandemic spending · According to NPD, “Much of the growth in 2020 was directly correlated to the COVID-19 pandemic and the changing consumer behavior associated with widespread lockdowns and school closures, the disposable income diverted from other types of entertainment to toys, as well as the onset of federal stimulus checks.” Consumer spending on toys increased measurably due to lockdowns; with strong performance continuing through the holidays · Per NPD, “While toy sales through mid-March 2020 were flat vs. 2019, widespread lockdown measures led to an abrupt increase in sales. This was further amplified by the distribution of stimulus checks beginning in April, resulting in the strongest month of growth for the year in May (+38%). Toy industry growth peaked again in October with an increase of 33% when the holiday season kicked off with Amazon Prime Day along with other retailer deals the same week.” Key retail sources reporting significant sales growth during Q4 2020 suggest Funko sales performance was strong · Target Q4 sales were fantastic showing signs of retail strength with a consumer that overlaps well with the Funko > Overall comparable sales were up 17.2% > Comparable digital sales were up over 100% > Store-originated comparable sales were up 4.2% > Store traffic was up 4.3% > Average ticket size was up 12.3% · GameStop Q4 sales were solid; showing additional potential for Funko sales > Same store sales were up 4.8% in Q4 2020 > Online sales increased 309% in Q4 2020 · According to the NRF, 2020 Holiday Retail Sales were up 8.3% compared to the prior year despite the pandemic > A surge in online shopping drove the increase (rising 32% vs. 2019) > The increase of 8.3% was over double the average increase of 3.5% that the industry had seen over the last five years. MORE DISPOSABLE INCOME TO SPEND AT HOME BY NOT GOING OUT The National Retail Federation (NRF) says that strong retail performance has been driven by consumers with stimulus checks and extra savings from not going out or traveling · “There was a massive boost to consumer wallets this season. Consumers were able to splurge on holiday gifts because of increased money in their bank accounts from the stimulus payments they received earlier in the year and the money they saved by not traveling, dining out, or attending entertainment events” – NRF Chief Economist Jack Kleinhenz. Spending on “experiences” fell significantly in 2020 · The US Travel Association forecasts that spending on travel fell $500 billion in 2020 from $1.1 trillion in 2019 > The industry has lost about 40% of its direct travel jobs (about 3.5 million jobs) in 2020; driven by a reduction in business travel > Foreign visitors to the US fell about 75% in 2020; driving a $119 billion reduction in travel spending · Concert spending is down dramatically > Live Nation reported a 98% decline in concert revenue in Q2 2020 and a 95% decline in concert revenue in Q3 2020 > About 5.2 million tickets were refunded in Q3 2020 and 23.3 million tickets had been refunded so far in 2020 (as of the end of Q3) · Movie theater attendance is down substantially > AMC theaters saw a 97% decline in attendance and a 91% decline in revenue in Q3 2020 > Cinemark saw a 96% decline in revenue > Marcus Corporation (which also owns hotels and restaurants) saw a 84% decline in revenue > Studio Movie Grill filed for bankruptcy · Other anecdotal information points to more stay-at-home activity decreasing recreational spending > Chuck E Cheese’s declared bankruptcy > Dave & Busters is considering bankruptcy and plans layoffs of +1,000 > CiCi’s Pizza declares bankruptcy > Starbucks saw fewer customers, reduced store hours, increased store closures, and a 5% decline in revenues in Q4 2020. This has led them to plan a shift to more “to-go” formats > Many Las Vegas Hotels and Casinos have decided to close “part-time” during the week due to lower attendance and travel. These include Encore, Rio, Linq, Planet Hollywood, Mandalay Bay, Park MGM, and Mirage The majority of food buffets at the major hotels and casinos have been shuttered for the time being Stimulus checks and other government programs to support consumer spending provide tailwinds for retail activity · The US government authorized more than $10,000 per person in stimulus spending in 2020 over the course of five relief bills totaling $3.5 trillion · More stimulus spending is expected; including a potential $1.9 trillion package that could include an additional $1,400 in stimulus checks MORE SKUS / LICENSES ARE GROWING AND EXPECTED TO CONINUE STRONG Active properties continue to rise and are expected to grow well into the future · The number of active properties in Q3 2020 grew 15% over 2019 · Active properties grew from 644 in Q2 to 715 in Q3 2020 · The potential universe for Funko Pops! is limitless as new films, tv shows, musicians, anime characters, sports stars, and other media properties are created every year. Some of the hot properties for this year and beyond · Star Wars: Baby Yoda, Mandalorian, Rey, Valentine’s Day, etc. · Marvel: WandaVision, Deadpool, Lucha Libre, Spiderman, Venom · Anime: Dragon Ball Z, Naruto, Bakugan, My Hero Academia · Films: Harry Potter, The Goonies, The Mummy, Fast & Furious · TV: The Office, Umbrella Academy, The Queen’s Gambit, The Simpsons · Sports: NFL, NBA, MLB, WWE · Others: Disney, Pokemon, etc. COLLECTIBLE INVESTMENTS ARE GROWING IN VALUE & POPULARITY · Funko: The average Pops! Figure has a retail price from between $10 and $15 which allows most people an affordable entry point into collecting. Over time some Pops! Figures increase substantially in price; from $50 to $100 to even several thousand dollars. While some collectors buy Pops! as primarily an investment, many more buy them as a way to show their fandom. Whether they are avid Star Wars, Harry Potter, Pokemon, Sports, or Anime fans; collectors build large collections and show them off to friends. · Sports Cards: To those paying attention, sports cards have been on a massive run with some cards worth more than your parent’s house and your sister’s car. Since the pandemic started, the demand for sports collectibles from basketball to football to soccer (and many others) has skyrocketed. Countless videos of box-breaks and pack openings have become the norm on social media. Some of these boxes are being purchased for tens of thousands with “hits” ranging from several hundred to hundreds of thousands. · Collector’s Universe: This company that grades sports cards and other collectibles has tripled in value since June 2020. The number of sports collectors grading cards has exploded as demand rises. The popularity of grading sports cards is expected to maintain as prices continue to rise and the hobby becomes more mainstream. ANALYST COMMENTARY AND FINANCIALS ARE A POSTIVE FOR THE STOCK Piper Sandler: Upgraded Funko from “Neutral” to “Overweight” (raising their price target from $6 to $12). · Analyst Erin Murphy sees evidence of “subsequent revenue pillars” with their recent launch of Snapsies at 800 Target stores; along with an expansion into board games and its digital efforts, which include a newly launched website in six European countries. Valuation Comparison: Market Cap / Revenue (TTM) · Funko: MC - $604 million / Rev - $640 million (0.9x sales) · Mattel: MC - $6.27 billion / Rev - $4.43 billion (1.4x sales) · Hasbro: MC - $13.13 billion / Rev - $5.17 billion (2.5x sales) Key Financial Trends For Funko · Q3 2020 EPS (Adjusted) = $0.31 > Third highest ever (only Q4 2018 & Q3 2019 were higher) · Q3 2020 Revenue = $191 million > Fourth highest ever (only Q4 2018, Q3 2019, and Q4 2019 were higher) · Q3 2020 Revenue increase vs prior quarter of 94% > Q1 and Q2 2020 saw significant declines due to COVID > Q3 2020 only down 14% vs Q3 2019 despite Q2 2020 being down 49% > Q3 2020 strength driven by Funko adapting quickly to online in the US market. (Q4 2020 revenue growth could be aided substantially by Funko’s development of their e-commerce shop in Europe.) · Q3 2020 SG&A was reduced 20% vs. the prior year as Funko rationalizes costs and adjusts to focus more on D2C e-commerce TL;DR After a tough summer, Funko sales have rocketed back in Q3 to near where they were pre-pandemic; setting up a potentially historic earnings for Q4 2020. Google search activity suggests that Funko is as popular as ever and is set up well for a strong year in 2021. People are spending less on “going out;” instead buying things to use at home and presents for their kids. As time passes, Funko’s status as a popular collectible only continues to gain momentum. Their direct sales initiative allows Funko to capture additional margin by sidestepping traditional brick and mortar retail to reach their customers. Investments in collectible products like Pops! and sports cards continue to increase in popularity and price. And the company continues to release even more products beyond Pops!; including games and apparel. While some Wall Street Analysts have already begun to take notice, a strong Q4 earnings announcement can drive even more attention to the stock. Positions: Long Shares & Calls Disclosure: I am long FNKO. This is not investment advice. I reserve the right to buy or sell FNKO without updating this thread. Do your own research and share (or not share) with the community in this thread. Thank you to the others on Reddit that shared this idea earlier. Feedback: If you have any additional information, ideas, or critiques please make sure to comment. It is great to get the perspective of others when making an investment. Also that information can be incorporated into future posts and updates.
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Tamagotchi Minna de Tamagotchi World 688 Attack Sub 7 Blades 7 Days to Die 7 Sins 7 Wonders II 7 Wonders of the Ancient World 7 Wonders: Treasures of Seven 7'scarlet 700-Banjin no Atama o Yokusuru: Chou Keisan DS - 13000-Mon + Image Keisan 720 Degrees 77: Beyond the Milky Way 7th Dragon 7th Dragon 2020 7th Dragon 2020-II 7th Dragon III Code: VFD 8 Eyes 8-Bit Armies 88 Heroes 88 Heroes: 98 Heroes Edition 8BallAllstars 90 Minutes: European Prime Goal 90 Minutes: Sega Championship Football 989 Sports Demo Disc 99 Nendohan: Eitango Center 1500 99 no Namida u/field A Boy and His Blob A Boy and His Blob: Trouble on Blobolonia A Bug's Life A Bug's Life / Tigger's Honey Hunt / Tarzan - Collector's Edition A Bug's Life Activity Centre A King's Tale: Final Fantasy XV A Labyrinth Game / Supermind A Mars Moose Adventure - Cosmic Quest 1: City Sights A Mars Moose Adventure - Cosmic Quest 2: Fairy Tale Island A Mars Moose Adventure - Cosmic Quest 3: Race Through France A Mars Moose Adventure - Stay & Play 1: In the Clubhouse A Mars Moose Adventure - Stay & Play 2: In Mars' Bedroom A Mars Moose Adventure - Stay & Play 3: In Lonnie's Classroom A Mars Moose Adventure - Walkabout 1: The Natural History Museum A Mars Moose Adventure - Walkabout 2: The Shakespeare Festival A Mars Moose Adventure - Walkabout 3: World Sports Day A Nanjarin A Rose in the Twilight A Witch's Tale A Year at Pooh Corner A-Rank Thunder Tanjouhen A-Ressha de Ikou A-Ressha de Ikou 2001 A-Ressha de Ikou 2001 Perfect Set A-Ressha de Ikou 3D NEO A-Ressha de Ikou DS A-Ressha de Ikou DS: Navigation Pack A-Ressha de Ikou MD A-Ressha de Ikou Z: Mezase! 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Angel's Feather Angel's Feather: Kuro no Zanei Angelic Concert Angelique Angelique Duet Angelique Etoile Angelique History Angelique Retour Angelique Special Angelique Special 2 Angelique Trois Angelique Trois: Aizouhen Angelique Voice Fantasy Angelique: Maren no Rokukishi Angelique: Tenkuu no Requiem Angler's Club: Ultimate Bass Fishing 3D Angolmois 99 Angry Birds Star Wars Angry Birds Trilogy AniMates AnimAction Anima: Gate of Memories Animal Boxing Animal Breeder Animal Breeder 2 Animal Breeder 3 Animal Breeder 4 Animal Crossing Animal Crossing: City Folk Animal Crossing: Happy Home Designer Animal Crossing: New Leaf Animal Crossing: New Leaf - Welcome Amiibo Animal Crossing: Wild World Animal Crossing: amiibo Festival Animal Football Animal Genius Animal Hospital Animal Kingdom: Wildlife Expedition Animal Mania Animal Paradise Animal Paradise Wild Animal Planet: Emergency Vets Animal Planet: Vet Collection Animal Planet: Vet Life Animal Snap: Rescue Them 2 By 2 Animal Soccer World Animal Yokochou: Doki Doki Kyuushutsu Daisakusen! no Maki Animal Yokochou: Doki*Doki Shinkyuu Shiken! no Kan Animaniacs Animaniacs Ten Pin Alley Animaniacs: Lights, Camera, Action! Animaniacs: The Great Edgar Hunt Animastar Animastar GB Anime Eikaiwa: 15 Shounen Hyouryuuhen Anime Eikaiwa: Tondemo Nezumi Daikatsuyaku Anime Eikaiwa: Totoi Anime Slot Revolution: Pachi-Slot Kidou Senshi Gundam II - Ai Senshi Hen Animetic Story Game 1: Card Captor Sakura Animorphs Animorphs: Shattered Reality Ankh: Curse of the Scarab King Ankh: Tutankhamen no Nazo Ankoku Shinwa: Yamato Takeru Densetsu Annet Futatabi Anno 1701: Dawn of Discovery Ano Hi Mita Hana no Namae o Bokutachi wa Mada Shiranai Anoko Doko Noko Anoko wa Ore Kara Hanarenai Anone DS Another Bible Another Century's Episode Portable Another Code: R - A Journey into Lost Memories Another Memories Another Mind Another Time Another Leaf: Kagami no Naka no Tantei Another World Anpanman Niko Niko Party Anpanman to Asobo: ABC Kyoushitsu Anpanman to Asobo: Aiueo Kyoushitsu Anpanman to Asobo: New Aiueo Kyoushitsu Anpanman to Asobu: Aiueo Kyoushitsu DX Anpanman to Touch de Waku Waku Training Anpanman to Touch de Wakuwaku Training Anpfiff: Der RTL Fussball-Manager Ansatsu Kyoushitsu: Assassin Ikusei Keikaku!! 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Arcana Strikes Arcania: Gothic 4 Arcania: The Complete Tale Arch Rivals Arch Rivals: A Basket Brawl! Archer MacLean's Super Dropzone Archer Maclean's 3D Pool Archer Maclean's Mercury Archon Arcobaleno! Arcobaleno! Portable Arctic Arctic Tale Arctic Thunder Arcus 1-2-3 Arcus Odyssey Ardy Lightfoot Are You Alice? Are You Smarter Than A 5th Grader? Are You Smarter Than a 5th Grader: Make the Grade Are You Smarter Than a 5th Grader? Back to School Are You Smarter Than a 5th Grader? Make the Grade Are You Smarter than a 5th Grader? Are You Smarter than a 5th Grader? Game Time Are! Mo Kore? Mo Momotarou Area 51 Arena Football Arena Football: Road to Glory Arena: Maze of Death Aretha Aretha II Aretha II: Ariel no Fushigi na Tabi Aretha III Aretha the Super Famicom Argos no Juujiken Argos no Senshi Argus Aria: The Natural ~Tooi Yume no Mirage~ Aria: The Origination ~Aoi Hoshi no El Cielo~ Ark of Time Arkana Senki Ludo Arkanoid Arkanoid DS Arkanoid II Arkanoid Returns Arkanoid: Doh It Again Arkista's Ring Arle no Bouken: Mahou no Jewel ArmaGallant: Decks of Destiny Armada Armada F/X Racers Armadillo Armana no Kiseki Armed Fighter Armed and Dangerous Armen Noir Armen Noir Portable Armin Van Buuren: In The Mix Armor Ambush Armor Battle Armor..Attack Armored Core Armored Core 2 Armored Core 2: Another Age Armored Core 3 Armored Core 3 Portable Armored Core 4 Armored Core V Armored Core: For Answer Armored Core: Formula Front Armored Core: Formula Front - Extreme Battle Armored Core: Last Raven Armored Core: Last Raven Portable Armored Core: Master of Arena Armored Core: Nexus Armored Core: Nine Breaker Armored Core: Project Phantasma Armored Core: Silent Line Portable Armored Core: Verdict Day Armored Encounter! / Sub Chase! 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Arms Arms' Heart Army Corps of Hell Army Men Army Men 2 Army Men 3D Army Men Advance Army Men Gold: Collector's Edition Army Men World War: Final Front Army Men World War: Team Assault Army Men: Air Attack Army Men: Air Attack 2 Army Men: Air Combat Army Men: Air Combat - The Elite Missions Army Men: Green Rogue Army Men: Major Malfunction Army Men: Operation Green Army Men: RTS Army Men: Sarge's Heroes Army Men: Sarge's Heroes 2 Army Men: Sarge's War Army Men: Soldiers of Misfortune Army Men: Turf Wars Army Men: World War Army Men: World War - Land, Sea, Air Army Rescue Army of Two Army of Two: The 40th Day Army of Two: The Devil's Cartel Arnold Palmer Tournament Golf Around The World in 50 Games Around the World in 80 Days Arrow Flash Arslan Senki Arslan: The Warriors of Legend Art Academy Art Academy: Home Studio Art Academy: Lessons for Everyone Art Alive Art Camion Geijutsuden Art Camion Sugorokuden Art Master Art of Fighting Art of Fighting 2 Art of Fighting 3: The Path of the Warrior Art of Fighting Anthology Artelius Arthur and the Invisibles Arthur and the Revenge of Maltazard Arthur to Astaroth no Nazo-Makai-Mura: Incredible Toons Arthur! Ready to Race Arthur's Absolutely Fun Day! Artillery Duel Artist Tool Arubarea no Otome ~Uruwashi no Seishikitachi~ Arx Fatalis Asahi Shinbun Rensai Katou Hifumi Kudan Shogi Shingiryuu Asaki, Yumemishi Asameshimae Nyanko Ashen Ashes Cricket 2009 Ashita no Joe Ashita no Joe 2: The Anime Super Remix Ashita no Joe Touchi: Typing Namida Hashi Ashita no Joe: Masseki ni Moe Agare! Ashita no Joe: Masshiro ni Moe Tsukiro! Asmik-Kun Land Asmik-kun World 2 Asoberu Eigo: Word Magic DS Asobi ni Iku yo! Chikyuu Pinchi no Konyaku Sengen Ason de Chinou Up Ason de Wakaru - The Party Casino Asonde Aiueo Asonde Igo ga Sara ni Tsuyokunaru: Ginsei Igo DS Chuukyuuhen Asonde Igo ga Tsuyoku naru!! Ginsei Igo DS Asonde Kazu Suuji Asonde Shogi ga Kyoukunaru! Kane Hoshi Shogi DX Asonde Shogi ga Tsuyoku naru!! 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Par Toutatis! Asterix Brain Trainer Asterix and the Great Rescue Asterix and the Power of the Gods Asterix and the Secret Mission Asterix at the Olympic Games Asterix: Auf Der Suche Nach Idefix Asterix: Mega Madness Asterix: The Mansions of the Gods Asterix: These Romans Are Crazy! Asteroid Fire Asteroids Asteroids Hyper 64 Astonishia Story Astra Superstars Astral Bout AstralAir no Shiroki Eien: White Eternity Astro Boy Astro Boy: Omega Factor Astro Boy: The Video Game Astro Chase Astro Fang: Super Machine Astro Invaders Astro Kyuudan: Kessen!! Victory Kyuudanhen Astro Rabby Astro Robo Sasa Astro Warrior Astro Warrior & Pit Pot Astroblast Astrology Astrology DS: The Stars In Your Hands Astronoka Astrosmash Astyanax Asuka 120% Excellent: Burning Fest. Excellent Asuka 120% Final: Burning Fest. Final Asuka 120% Limited: Burning Fest. Limited Asuka 120% Maxima: Burning Fest. Maxima Asuka 120% Special: Burning Fest Special Asuncia: Matsue no Jubaku Asura's Wrath Atama de Do! Kotenko Kotenko Atama ga Yoku Naru - The Me no Training Atama no Kaiten no Training: Rubik's Cube & Chou Yuumei Puzzle Tachi Atama o Kitaete Asobu Taisen Yajirushi Puzzle: Puppyinu Vector One Atari Anniversary Advance Atari Anniversary Edition Atari Anniversary Edition Redux Atari Anthology Atari Classics Evolved Atari Flashback Classics: Volume 1 Atari Flashback Classics: Volume 2 Atari Greatest Hits Volume 1 Atari Greatest Hits Volume 2 Atari Karts Atari Masterpieces Vol. I Atari Masterpieces Vol. II Atari Video Cube Atelier Annie: Alchemists of Sera Island Atelier Ayesha Plus: The Alchemist of Dusk Atelier Ayesha: The Alchemist of Dusk Atelier Escha & Logy Plus: Alchemists of the Dusk Sky Atelier Escha & Logy: Alchemists of the Dusk Sky Atelier Firis: The Alchemist and the Mysterious Journey Atelier Iris 2: The Azoth of Destiny Atelier Iris 3: Grand Phantasm Atelier Iris: Eternal Mana Atelier Lydie & Suelle: The Alchemists and the Mysterious Paintings Atelier Marie + Elie Atelier Meruru Plus: The Apprentice of Arland Atelier Meruru: The Apprentice of Arland Atelier Rorona Plus: The Alchemist of Arland Atelier Rorona: The Alchemist of Arland Atelier Shallie Plus: Alchemists of the Dusk Sea Atelier Shallie: Alchemists of the Dusk Sea Atelier Sophie: The Alchemist of the Mysterious Book Atelier Totori Plus: The Adventurer of Arland Atelier Totori: The Adventurer of Arland Athena Athena no Kateiban: Family Game Athena ~Awakening from the ordinary life~ Athens 2004 Athletic World Atlantic Quest Atlantis Atlantis III: The New World Atlantis no Nazo Atlantis: The Lost Continent Atlantis: The Lost Tales Atom Smasher Atomic Betty Atomic Punk Atomic Robo-Kid Atomic Robo-Kid Special Atomic Runner Atrevete a Sonar Atsumare! GuruGuru Onsen Atsumare! GuruGuru Onsen BB Atsumare! Power Pro Kun no DS Koushien Attack Animal Gakuen Attack of the Killer Demos Attack of the Killer Tomatoes Attack of the Movies 3D Attack of the Mutant Penguins Attack of the Saucerman! Attack of the Timelord! Attack on Titan Attack on Titan: Humanity in Chains AubirdForce AubirdForce After Audio Hero Aura Battler Dunbine Aurora Quest: Otaku no Seiza in Another World Austin Mini Racing Austin Powers Pinball Austin Powers: Oh, Behave! Austin Powers: Welcome to my Underground Lair! Australian Rugby League Auto Crusher Palladium Auto Destruct Auto Modellista Auto Racing AutoBahn Tokio Autobahn Polizei Autobahn Raser IV Autobahn Raser: Das Spiel zum Film Automobili Lamborghini Avalon Code Avatar - The Last Airbender: Into the Inferno Avatar: The Last Airbender Avatar: The Last Airbender - The Burning Earth Aven Colony Avenger Avenging Spirit Away: Shuffle Dungeon Awesome Golf Awesome Possum Awesomenauts Assemble! Ax Battler: A Legend of Golden Axe Axelay Axiom Verge Ayaka Shibito Ayaka Shibito Portable Ayakashi Gohan: Oomori! Ayakashi Ninden Kunoichiban Ayakashi Ninden Kunoichiban Plus Ayakashi no Shiro Ayakashibito Ayakashibito Portable Ayrton Senna Kart Duel Ayrton Senna Kart Duel 2 Ayrton Senna Kart Duel Special Ayrton Senna Personal Talk: Message for the Future
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