Item 7. Management’s Discussion and Analysis
ITEM
7. MANAGEMENT’S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS
The
following discussion and analysis of our financial condition and results of operations should be read in conjunction with the financial
statements and related notes thereto included elsewhere in this report. This discussion contains forward-looking statements that involve
risks and uncertainties. Our actual future results could differ materially from the historical results discussed below. Factors that
could cause or contribute to such differences include, but are not limited to, those identified below and those discussed in the section
titled “Risk Factors” included elsewhere in this report.
Forward-Looking
Statements
We
make forward-looking statements in this Management’s Discussion and Analysis of Financial Condition and Results of Operations.
For definitions of the term Forward-Looking Statements, see the definitions provided in the Cautionary Note Regarding Forward-Looking
Statements at the start of this Annual Report on Form 10-K for the twelve month period ended December 31, 2023.
Seasonality
Our
results of operations can fluctuate due to seasonal trends and other factors. Sales of our gaming machines can vary quarter on quarter
due to both supply and demand factors. Player activity for our holiday parks is generally higher in the second and third quarters of
the year, particularly during the summer months and slower during the first and fourth quarters of the year. Historical seasonality has
been impacted by COVID-19 business disruptions and could continue to be impacted in future periods.
38
Revenue
We
generate revenue in five principal ways: i) on a participation basis, ii) on a fixed rental fee basis, iii) through product sales, iv)
through software license fees and v) managed service provision. Participation revenue generally includes a right to receive a share of
our customers’ gaming revenue, typically as a share of net win but sometimes as a share of the handle or “coin in”
which represents the total amount wagered.
Geographic
Range
Geographically,
the majority of our revenue is derived from, and the majority of our non-current assets are attributable to, our UK operations. The remainder
of our revenue is derived from, and non-current assets attributable to, Greece and the rest of the world (including North America).
For
the twelve months ended December 31, 2023, we derived approximately 78% of our revenue from the UK (including customers headquartered
in the UK but whose revenue is generated globally), 8% from Greece, and the remaining 14% across the rest of the world. The UK percentage
was impacted by specific Hardware sales, which generally result in a lower margin (“Low Margin sales”), this increased UK
revenue for the twelve-month period by 13%. During the twelve months ended December 31, 2022, we derived approximately 74%, 8% and 18%
of our revenue from those regions, respectively.
As
of December 31, 2023, our non-current assets (excluding goodwill) were attributable as follows: 71% to the UK, 12% to Greece and 17%
across the rest of the world. As of as of December 31, 2022, our non-current assets (excluding goodwill) were attributable as follows:
79% to the UK, 6% to Greece and 15% across the rest of the world.
Foreign
Exchange
Our
results are affected by changes in foreign currency exchange rates because of the translation of foreign functional currencies into
our reporting currency and the re-measurement of foreign currency transactions and balances. The impact of foreign currency exchange
rate fluctuations represents the difference between current rates and prior-period rates applied to current activity. The geographic
region in which the largest portion of our business is operated is the UK and GBP is our functional currency. Our reporting currency is the U.S. dollar (“USD”). Our results are translated from our functional
currency of GBP into the reporting currency of USD using average rates for profit and loss transactions and applicable spot rates for
period-end balances. The effect of translating our functional currency into our reporting currency, as well as translating the results
of foreign subsidiaries that have a different functional currency into our functional currency, is reported separately in Accumulated
Other Comprehensive Income.
During
the twelve months ended December 31, 2023, we derived approximately 22% of our revenue from sales to customers outside the UK, compared
to 26% during the twelve months ended December 31, 2022.
In
the section “Results of Operations” below, currency impacts shown have been calculated as the current-period average
GBP:USD rate less the equivalent average rate in the prior period, multiplied by the current period amount in our functional
currency (GBP). The remaining difference, referred to as functional currency at constant rate, is calculated as the difference in
our functional currency, multiplied by the prior-period average GBP:USD rate. This is not a measure used in generally accepted
accounting principles in the United States (“U.S. GAAP” or “GAAP”), but is one which
management believes gives a clearer indication of results. In the tables below, variances in particular line items from period to
period exclude currency translation movements, and currency translation impacts are shown independently.
Key
Events
During
the twelve-month period in the Gaming segment, we completed the full rollout of 6,300 “Vantage” terminals into two major
customers, the majority of which are “Low Margin sales” resulting in $30.6m of revenue in the year, in addition to refreshing the Greek
estate with the delivery of 2,000 new “Valor” and 500 new “Vantage” terminals. Inspired announced the launch
of a new VLT system for Codere in partnership with Cristaltec and went live with a third North American territory with the commencement
of a six-month trial of “Valor” terminals.
The
Virtual Sports segment announced a new partnership with Aristocrat Gaming™ to bring a new virtual sports experience to football
fans worldwide through their global licensing agreement with the NFL.
The
Interactive segment went live with thirty new operators including 32Red, AGLC, the Score, PlanetWin 365 (Italy), ATG (Sweden), Crowd
Entertainment, Hard Rock, Holland Casino and ESPN.
The
Leisure segment commenced operations at a new Holiday Park location with operator Butlins and successfully concluded the technical
trial of our new “Vantage” Category C cabinet with the commercial trial commencing in the final quarter.
Agreements
signed in the year include a new four-year agreement with BoyleSports (Gaming Segment). Long-term contract extensions with SNAITech and
bet365 and a new contract, which resulted in the live launch with Mozzartbet for V-Play Plug & Play™ in three new African territories
(Virtual Sports segment). A new four-year agreement with Stonegate Group, one of the largest UK operators of Pubs in the managed, leased
and tenanted sectors, a three-year agreement with Whitbread and a five-year contract renewal with JD Wetherspoon for the supply of over
2,000 Category C gaming machines (for use in Pubs and other Alcohol licensed venues, plus Bingo halls) strengthening our position in
the Pubs sector with a new agreement signed with Verdant and a contract extension with Center Parcs (Leisure segment).
39
Non-GAAP
Financial Measures
We
use certain financial measures that are not compliant with U.S. GAAP (“Non-GAAP financial measures”), including EBITDA and
Adjusted EBITDA, to analyze our operating performance. In this discussion and analysis, we present certain non-GAAP financial measures,
define and explain these measures and provide reconciliations to the most comparable U.S. GAAP measures. See “Non-GAAP Financial
Measures” below.
Results
of Operations
Our
results are affected by changes in foreign currency exchange rates, primarily between our functional currency (GBP) and our reporting
currency (USD). During the periods ended December 31, 2023 and December 31, 2022, the average GBP:USD rates were for the twelve-month
period 1.25 and 1.23, respectively.
The
following discussion and analysis of our results of operations has been organized in the following manner:
●
a
discussion and analysis of the Company’s results of operations for the twelve-month period ended December 31, 2023, compared
to the same period in 2022; and
●
a
discussion and analysis of the results of operations for each of the Company’s segments (Gaming, Virtual Sports, Interactive
and Leisure) for the twelve-month periods ended December 31, 2023, compared to the same period in 2022, including KPI analysis.
A
discussion and analysis of the Company’s consolidated results of operation and results of operations for each of the Company’s
segments for the twelve-month period ended December 31, 2022, compared to the same period in 2021, can be found in “Management’s
Discussion and Analysis of Financial Condition and Results of Operations” in Part II, Item 7 of our Form 10-K/A for the fiscal
year ended December 31, 2022 filed with the SEC on February 27, 2024.
There were no significant changes in the trends, discussions and analyses included therein. Refer to Note 2, “Restatement
of Previously Issued Consolidated Financial Statements,” of the accompanying audited financial statements for further details related
to the Restatement and correction of errors and the impact on our consolidated financial statements and underlying financial data.
In
the discussion and analysis below, certain data may vary from the amounts presented in our consolidated financial statements due to rounding.
For
all reported variances, refer to the overall company and segment tables shown below. All variances discussed in the overall company and
segment results are on a functional currency (at constant rate) basis, which excludes the impact of any changes in foreign currency exchange
rates.
40
Overall
Company Results
Twelve
Months ended December 31, 2023, compared to Twelve Months ended December 31, 2022
For the Twelve-Month
Variance
Period
ended
December
31, 2023 vs December 31, 2022
(In millions)
December
31,
2023
December
31,
2022
Variance
Attributable to Currency Movement
Variance
on a Functional currency basis
Total
Functional Currency Variance %
Total
Reported Variance %
Revenue:
Service
$ 261.2
$ 248.4
$ 3.0
$ 9.8
4 %
5 %
Product
61.8
33.2
1.5
27.1
82 %
86 %
Total
revenue
323.0
281.6
4.5
36.9
13 %
15 %
Cost of Sales, excluding depreciation and amortization:
Cost of Service
(75.1 )
(71.4 )
(1.3 )
(2.4 )
3 %
5 %
Cost of Product
(52.6 )
(21.9 )
(1.0 )
(29.7 )
136 %
140 %
Selling, general and administrative expenses
(104.3 )
(91.1 )
(0.7 )
(12.5 )
14 %
14 %
Stock-based compensation
(11.2 )
(10.8 )
(0.1 )
(0.3 )
3 %
4 %
Acquisition and integration related transaction
expenses
-
(0.5 )
-
0.5
(100 )%
(100 )%
Depreciation and amortization
(39.9 )
(39.9 )
(0.5 )
0.5
(1 )%
0 %
Net
operating Income (Loss)
39.9
46.0
0.9
(7.0 )
(15 )%
(13 )%
Other income (expense)
Interest expense, net
(27.7 )
(25.3 )
(0.4 )
(2.0 )
8 %
9 %
Profit on disposal of trade & assets
-
0.9
(0.1 )
(0.8 )
(89 )%
(100 )%
Other finance income (expense)
0.4
1.1
-
(0.7 )
(64 )%
(64 )%
Total other income (expense),
net
(27.3 )
(23.3 )
(0.5 )
(3.5 )
15 %
17 %
Income (loss) before income taxes
12.6
22.7
0.3
(10.4 )
(46 )%
(44 )%
Income tax expense
(5.0 )
(2.1 )
(0.1 )
(2.8 )
133 %
138 %
Net Income (Loss)
$ 7.6
$ 20.6
$ 0.2
$ (13.2 )
(64 )%
(63 )%
Exchange Rate - $ to £
1.24
1.23
See
“Segments Results” below for a more detailed explanation of the significant changes in our components of revenue within the
individual segment results of operations.
Revenue
Consolidated
Reported Revenue by Segment
● There
were no Low Margin sales for the twelve-month period ended December 31, 2022. For the twelve-month period ended December 31, 2023 Low
margin-related revenue was $30.6 million.
For
the twelve month period ended December 31, 2022, revenue on a functional currency (at constant rate) basis increased by $36.9
million, or 13.1%.
For
the twelve-month period ended December 31, 2023 Leisure revenue reduced by $0.5 million, Gaming service revenue grew by $2.0
million, Virtual Sports grew by $1.5 million mainly due to Retail and Interactive grew by $1.5 million.
41
Cost
of Sales, excluding depreciation and amortization
Cost
of sales, excluding depreciation and amortization, for the twelve-month period ended December 31, 2023, increased by $32.1 million,
or 34% over the twelve-month period ended December 31, 2022. The increase was driven by Cost of Service of $2.4 million and a $29.7
million increase in Cost of Product inclusive of Low Margin sales activity.
Selling,
general and administrative expenses
Selling,
general and administrative (“SG&A”) expenses for the twelve-month period ended December 31, 2023 increased by $12.5
million, or 13.7% over the twelve-month period ended December 31, 2022.
The
increase in the twelve-month period ended December 31, 2023 was mainly driven by the below Adjusted EBITDA costs inclusive of group
restructure costs $3.1 million and restatement of previously issued financial statements $5.0 million in 2023 partially offset by
group simplification activity in 2022 of $0.7 million with the remaining $5.1 million relating to Non-Staff costs of which the
largest increases were for Professional fees due to the change in Audit provider during the year $1.7 million and Exhibition costs
$1.2 million not incurred in the previous year.
Stock-based
compensation
During
the twelve-month period ended December 31, 2023, the Company recorded expenses of $11.2 million, compared to expenses of $10.8
million, for the twelve month period ended December 31, 2022. All expenses related to outstanding awards, but the twelve months
ended December 31, 2023, included $0.4 million of shares that fully vested on the date of grant.
Acquisition
and integration related transaction expenses
During
the twelve months ended December 31, 2023 there were no cost was recorded for acquisition and integration whereas during the twelve months
ended December 31, 2022, the Company recorded an expense of $0.5 million related to integration costs for the Company’s acquisition
of both Gaming Technology Group of Novomatic UK Ltd., and acquisition costs of Sportech Lotteries, LLC as well as costs relating to potential
acquisitions.
Depreciation
and amortization
On
a reported basis depreciation and amortization were flat for the twelve-month period ended December 31, 2023 with a decrease on a
functional currency basis of $0.5 million.
Net
operating income / Net Income
During
the twelve-month period ended December 31, 2023 net operating income was $39.9 million, a decrease of $7.0 million over the twelve-month period ended December 31, 2022. This decrease
was attributable primarily to the increase in SG&A cost of $12.5 million which was predominantly driven by below Adjusted EBITDA
costs inclusive of group restructure costs $3.1 million and restatement of previously issued financial statements $5.0 million in
2023 partially offset by group simplification activity in 2022 of $0.7 million partially offset by the gain in gross margin of $4.8
million.
Interest
expense increased by $2.0 million mainly due to the increase in foreign exchange movements on bank accounts. plus the termination of
swaps and the draw on the revolver in 2023.
Profit
on disposal of trade and assets had a decrease of $0.9 million as the prior-year included the sale of Italian trading assets.
Other
finance income decreased by $0.7 million to $0.4 million.
Income
tax expense increased by $2.9 million relating to the impact of US losses brought forward not being sufficient to offset the 2023 taxable
profits.
42
For
deferred tax we recorded a valuation allowance against all our deferred tax assets as of both December 31, 2023, and December 31,
2022. We intend to continue maintaining a full valuation allowance on our deferred tax assets until there is sufficient evidence to support
the reversal of all or some portion of these allowances. However, given our current earnings and anticipated future earnings, we believe there is a reasonable possibility that within the next 12 months, sufficient positive evidence may become available to allow us
to reach a conclusion that a significant portion of the valuation allowance will no longer be needed. Release of the valuation allowance
would result in the recognition of certain deferred tax assets and a decrease to income tax expense for the period the release is recorded.
However, the exact timing and amount of the valuation allowance release are subject to change on the basis of the level of profitability
that we are able to actually achieve.
During
the twelve-month period ended December 31, 2023 net income was $7.6 million, an decrease of $13.2 million year-over-year, primarily due to the decrease in
net operating income $7.0 million, an increase in interest expense, net $2.0 million, a decrease in profit on disposal $0.9 million,
a decrease in other finance income $0.7 million and an increase in income tax expense of $2.8 million.
Segment
Results ( for the twelve months ended December 31, 2023, compared to the twelve months ended December 31, 2022)
Gaming
We
generate revenue from our Gaming segment through the delivery of our gaming terminals preloaded with proprietary gaming software, server-based
content, as well as services such as terminal repairs, maintenance, software updates and upgrades on an when and if available basis and
content development. Our participation contracts are typically structured to pay us a percentage of net win (defined as net revenue to
our operator customers, after deducting player winnings, free bets or plays and any relevant regulatory levies) from gaming terminals
placed in our customers’ facilities. Typically, we recognize revenue from these arrangements on a daily basis over the term of
the contract.
Revenue
growth for our Gaming business is principally driven by changes in (i) the number of operator customers we have, (ii) the number of Gaming
machines in operation, (iii) the net win performance of the machines and (iv) the net win percentage that we receive pursuant to our
contracts with our customers.
Gaming,
Key Performance Indicators
For the Twelve-Month
Period ended
Variance
December 31, 2023 vs December 31, 2022
Gaming
December
31, 2023
December
31, 2022
%
End of period installed base (#
of terminals) (2)
34,500
34,903
(403 )
(1.2 )%
Total Gaming - Average installed
base (# of terminals) (2)
34,563
34,681
(118 )
(0.3 )%
Participation - Average installed
base (# of terminals) (2)
30,305
31,268
(963 )
(3.1 )%
Fixed Rental - Average installed base (# of
terminals)
4,258
3,412
846
24.8 %
Service Only - Average installed base (# of
terminals)
11,688
16,584
(4,896 )
(29.5 )%
Customer Gross Win per unit
per day (1) (2)
£ 96.5
£ 91.0
£ 5.5
6.0 %
Customer Net Win per unit
per day (1) (2)
£ 70.5
£ 66.5
£ 4.0
6.0 %
Inspired Blended Participation Rate
5.6 %
5.7 %
(0.1 )%
Inspired Fixed Rental Revenue per Gaming Machine
per week
£ 47.5
£ 48.5
£ (1.0 )
(2.1 )%
Inspired Service Rental Revenue per Gaming
Machine per week
£ 5.1
£ 4.7
£ 0.4
8.5 %
Gaming Long term license amortization (£’m)
£ 2.6
£ 4.3
£ (1.7 )
(39.5 )%
Number of Machine sales
9,475
3,027
6,448
213.0 %
Average selling price per terminal
£ 4,890
£ 7,843
£ (2,953 )
(37.7 )%
(1)
Includes
all SBG terminals in which the Company takes a participation revenue share across all territories.
(2)
Includes
circa 2,500 of lottery terminals where the share is on handle instead of net win.
In
the table above:
“End
of Period Installed Base” is equal to the number of deployed Gaming terminals at the end of each period that have been placed on
a participation or fixed rental basis. Gaming participation revenue, which comprises the majority of Gaming Service revenue, is directly
related to the participation terminal installed base. This is the medium by which our customers generate revenue and distribute a revenue
share to the Company. To the extent all other KPIs and certain other factors remain constant, the larger the installed base, the higher
the Company’s revenue would be for a given period. Management gives careful consideration to this KPI in terms of driving growth
across the segment. This does not include Service Only terminals.
Revenue
is derived from the performance of the installed base as described by the Gross and Net Win KPIs.
43
If
the End of Period Installed Base is materially different from the Average Installed Base (described below), we believe this gives an
indication as to potential future performance. We believe the End of Period Installed Base is particularly useful for assessing new customers
or markets, to indicate the progress being made with respect to entering new territories or jurisdictions.
“Total
Gaming - Average Installed Base” is the average number of deployed Gaming terminals during the period split by Participation terminals
and Fixed Rental terminals. Therefore, it is more closely aligned to revenue in the period. We believe this measure is particularly useful
for assessing existing customers or markets to provide comparisons of historical size and performance. This does not include Service
Only terminals.
“Participation
- Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a participation basis.
“Fixed
Rental - Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a fixed rental basis.
“Service
Only - Average Installed Base” is the average number of terminals that generated revenue on a Service only basis.
“Customer
Gross Win per unit per day” is a KPI used by our management to (i) assess impact on the Company’s revenue, (ii) determine
changes in the performance of the overall market and (iii) evaluate the impact of regulatory change and our new content releases on
our customers. Customer Gross Win per unit per day is the average per unit cash generated across all Gaming terminals in which the Company
takes a participation revenue share across all territories in the period, defined as the difference between the amounts staked less winnings
to players divided by the Average Installed Base in the period, then divided by the number of days in the period.
Gaming
revenue accrued in the period is derived from Customer Gross Win accrued in the period after deducting gaming taxes (defined as a regulatory
levy paid by the Customer to government bodies) and applying the Company’s contractual revenue share percentage.
Our
management believes Customer Gross Win measures are meaningful because they represent a view of customer operating performance that is
unaffected by our revenue share percentage and allow management to (1) readily view operating trends, (2) perform analytical comparisons
and benchmarking between customers and (3) identify strategies to improve operating performance in the different markets in which we
operate.
“Customer
Net Win per unit per day” is Customer Gross Win per unit per day after giving effect to the deduction of gaming taxes.
“Inspired
Blended Participation Rate” is the Company’s average revenue share percentage across all participation terminals where revenue
is earned on a participation basis, weighted by Customer Net Win per unit per day.
“Inspired
Fixed Rental Revenue per Gaming Machine per week” is the Company’s average fixed rental amount across all fixed rental terminals
where revenue is generated on a fixed fee basis, per unit per week.
“Inspired
Service Rental Revenue per Gaming Machine per week” is the Company’s average service rental amount across all service only
rental terminals where revenue is generated on a service only fixed fee basis, per unit per week.
“Gaming
Long term license amortization” is the upfront license fee per terminal which is typically spread over the life of the terminal.
Our
overall Gaming revenue from terminals placed on a participation basis can therefore be calculated as the product of the Participation
- Average Installed Base, the Customer Net Win per unit per day, the number of days in the period, and the Inspired Blended Participation
Rate, which is equal to “Participation Revenue”.
“Number
of Machine sales” is the number of terminals sold during the period.
“Average
selling price per terminal” is the total revenue in GBP of the Gaming terminals sold divided by the “number of Machine sales”.
44
Gaming,
Recurring Revenue
Set
forth below is a breakdown of our Gaming recurring revenue. Gaming recurring revenue principally consists of Gaming participation revenue
and fixed rental revenue.
For
the Twelve-Month
Period
ended
Variance
December 31, 2023 vs
December 31, 2022
(In £
millions)
December
31, 2023
December
31, 2022
%
Gaming Recurring Revenue
Total Gaming Revenue
£ 114.1
£ 90.4
£ 23.7
26.2 %
Gaming Participation Revenue
£ 44.3
£ 43.5
£ 0.8
1.8 %
Gaming Project Recurring Revenue
£ 0.9
£ 0.4
£ 0.5
125.0
%
Gaming Other Fixed Fee Recurring Revenue
£ 13.7
£ 12.6
£ 1.1
8.7 %
Gaming Long-term license amortization
£ 2.7
£ 4.3
£ (1.6 )
(37.2 )%
Total Gaming Recurring Revenue *
£ 61.6
£ 60.8
£ 0.8
1.3 %
Gaming Recurring Revenue as a % of Total Gaming
Revenue †
54.0 %
67.3 %
(13.3 )%
Total Gaming excluding VAT -related revenue
£ 114.1
£ 89.6
Gaming Recurring Revenue as a % of Total Gaming
Revenue (excluding VAT-related revenue)
54.0 %
67.8 %
Gaming Recurring Revenue as a % of Total Gaming
Revenue (excluding Low Margin Sales) †
68.6 %
67.3 %
*
Does
not reflect Low Margin-related revenue.
†
Total
Gaming Revenue for the twelve-month period ended December 31, 2023 has no VAT-related revenue, the twelve-month period ended December
31, 2022, includes £0.8 million of VAT-related revenue, which is not reflected in Gaming Recurring Revenue for that period.
Excluding VAT-related revenue, Gaming Recurring Revenue was 53% and 67%%, respectively of Total Gaming Revenue for such period. Total
Gaming Revenue for the twelve-month period ended December 31, 2023 includes £24.8 million of Low Margin sales. For the twelve-month
period ended December 31, 2022 there are no Low Margin sales. Excluding Low Margin sales, Gaming Recurring Revenue was 68% of Total
Gaming Revenue.
In
the table above:
“Gaming
Participation Revenue” includes our share of revenue generated from (i) our Gaming terminals placed in gaming and lottery venues;
and (ii) licensing of our game content and intellectual property to third parties.
“Gaming Project Recurring Revenue” relates specifically to a single customer for machine estate upgrades
and distribution.
“Gaming
Other Fixed Fee Recurring Revenue” includes service revenue in which the Company earns a periodic fixed fee on a contracted basis.
“Gaming
Long term license amortization” – see the definition provided above.
“Total
Gaming Recurring Revenue” is equal to Gaming Participation Revenue plus Gaming Other Fixed Fee Recurring Revenue.
Gaming,
Service Revenue by Region
Set
forth below is a breakdown of our Gaming service revenue by geographic region. Gaming Service revenue consists principally of Gaming
participation revenue, Gaming other fixed fee revenue, Gaming long-term license amortization and Gaming other non-recurring revenue.
See “Gaming Segment Revenue” below for a discussion of gaming service revenue between the periods under review.
45
For
the Twelve-Month
Period
ended
Variance
(In
millions)
December
31, 2023
December
31, 2022
December
31, 2023 vs
December 31, 2022
Total
Functional
Currency
%
Service Revenue:
UK LBO
$ 40.4
$ 40.7
$ (0.3 )
(0.1 )%
1.0 %
UK VAT - Related Income
0.0
1.0
(1.0 )
(100.0 )%
(100 )%
UK Other
13.9
12.1
1.8
14.9 %
7.4 %
Italy
2.7
2.7
0.0
0.0 %
0.0 %
Greece
18.7
18.1
0.6
3.3 %
2.2 %
Rest of the World
2.1
0.7
1.4
200.0 %
200 %
Lotteries
5.2
5.1
0.1
2.0 %
2.0 %
Total
Service revenue
$ 83.0
$ 80.4
$ 2.6
3.2 %
2.9 %
Exchange Rate - $ to £
1.25
1.23
Note:
Exchange rate in the table is calculated by dividing the USD total service revenue by the GBP total service revenue, therefore this could
be slightly different from the average rate during the period depending on timing of transactions.
Gaming,
Results of Operations
For
the Twelve-Month
Period
ended
Variance
December
31, 2023 vs December 31, 2022
(In
millions)
December 31, 2023
December 31, 2022
Variance
Attributable
to
Currency
Movement
Variance
on a Functional
currency
basis
Total
Functional
Currency
Variance %
Total
Reported
Variance %
Revenue:
Service
$ 83.0
$ 80.4
$ 0.6
$ 2.0
2.5 %
3.2 %
Product
59.6
30.9
1.5
27.2
88.0 %
92.9 %
Total revenue
142.6
111.3
2.1
29.2
26.2 %
28.1 %
Cost of Sales, excluding
depreciation and amortization:
Cost of Service
(24.6 )
(23.7 )
(0.4 )
(0.5 )
2.1 %
3.8 %
Cost of Product
(51.5 )
(20.4 )
(0.9 )
(30.2 )
148.0 %
152.5 %
Total cost of sales
(76.1 )
(44.1 )
(1.3 )
(30.7 )
69.6 %
72.6 %
Selling, general and administrative expenses
(22.5 )
(23.8 )
(0.2 )
1.5
(6.3 )%
(5.5 )%
Stock-based compensation
(1.5 )
(1.6 )
0.0
0.1
(6.3 )%
(6.3 )%
Depreciation and amortization
(19.0 )
(19.6 )
(0.1 )
0.7
(3.6 )%
(3.1 )%
Net
operating Income (Loss)
$ 23.5
$ 22.2
$ 0.5
$ 0.8
3.6 %
5.9 %
Profit on disposal of
trade & assets
0.0
0.9
(0.1 )
(0.8 )
(88.9 )%
(100.0 )%
Net
Income (Loss)
$ 23.5
$ 23.1
$ 0.4
$ 0.0
0 %
1.7 %
Exchange Rate - $ to £
1.25
1.23
46
Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.
All
variances discussed in the Gaming results below are on a functional currency (at constant rate) basis, which excludes the impact of any
changes in foreign currency exchange rates.
Gaming
Revenue
During
the twelve-month period, Gaming revenue increased by $29.2 million, or 26.2%, this was driven by a $2.0 million increase in Service revenue
and $27.2 million increase in Product revenue.
The
increase in Gaming Service revenue was driven by $1.4 million for North America, $1.1 million in the UK, $0.3 million in Greece and $0.1
million for Lotteries offset by no VAT-related revenue in 2023 of $1.0 million.
Product
revenue increase was primarily driven by higher Product sales of $38.2 million in the UK inclusive of $30.0 million relating to Low Margin
activity and $2.2 million higher sales in Europe offset by $13.8 million lower sales in North America compared to prior year.
Gaming
Operating / Net Income
Net
income was flat year-on-year on a functional currency basis with a decrease in gross margin of $1.5 million (mainly due to the expiration
of software licenses for terminals installed in Greece in 2018 and the reduction in VAT-related revenue of $1.0 million) offsetting
against the favorable SG&A, depreciation and amortization movements to arrive at a net operating income of $0.8 million offset by
the decrease in profit on disposal of $0.8 million.
Virtual
Sports
We
generate revenue from our Virtual Sports segment through the on premise licensing solution and hosting of our products. We primarily
receive fees on a participation basis. Our participation contracts are typically structured to pay us a percentage of net win (defined
as net revenue to our operator customers, after deducting player winnings, free bets or plays and other promotional costs and any relevant
regulatory levies) from Virtual Sports content placed on our customers’ websites or in our customers’ facilities. Typically,
we recognize revenue from these arrangements on a daily basis over the term of the contract.
47
Revenue
growth for our Virtual Sports segment is principally driven by the number of customers we have, the net win performance of the games
and the net win percentage that we receive pursuant to our contracts with our customers.
Virtual
Sports, Key Performance Indicators
For
the Twelve-Month
Period
ended
Variance
December
31, 2023 vs
December 31,2022
December
31, 2023
December
31, 2022
%
Virtuals
No. of Live Customers at the end
of the period
56
66
(10 )
(15.2 )%
Average No. of Live Customers
57
65
(8 )
(12.3 )%
Total Revenue (£’m)
£ 45.3
£ 44.1
£ 1.2
2.7 %
Total Revenue £’m - Retail
£ 10.2
£ 9.0
£ 1.2
13.3 %
Total Revenue £’m - Online Virtuals
£ 35.2
£ 35.2
£ -
0 %
In
the table above:
“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Virtual Sports revenue at the end of the period and the average number of customers from which there is Virtual Sports
revenue during the period, respectively. During 2023 a number of smaller customers were turned off driving the reduction.
“Total
Revenue (£m)” represents total revenue for the Virtual Sports segment, including recurring and upfront service revenue. Total
revenue is also divided between “Total Revenue (£m) – Retail,” which consists of revenue earned through players
wagering at Virtual Sports venues, “Total Revenue (£m) – Online Virtuals,” which consists of revenue earned through
players wagering on Virtual Sports online.
Virtual
Sports, Recurring Revenue
Set
forth below is a breakdown of our Virtual Sports recurring revenue, which consists of Retail Virtuals and Online Virtuals recurring revenue
as well as long-term license amortization. See “Virtual Sports Segment Revenue” below for a discussion of Virtual Sports
Service revenue between the periods under review.
For
the Twelve-Month
Period
ended
Variance
December
31, 2023 vs
December 31,2022
(In
£ millions)
December
31, 2023
December
31, 2021
%
Virtual Sports Recurring
Revenue
Total Virtual Sports Revenue
£ 45.3
£ 44.1
£ 1.2
2.7 %
Recurring Revenue - Retail Virtuals
£ 9.9
£ 8.7
£ 1.2
13.8 %
Recurring Revenue - Online Virtuals
£ 34.6
£ 35.1
£ (0.5 )
(1.4 )%
Total Virtual Sports
Long-term license amortization
£ 0.2
£ -
£ 0.2
100 %
Total Virtual Sports Recurring Revenue
£ 44.7
£ 43.8
£ 0.9
2.1 %
Virtual Sports Recurring Revenue as a Percentage
of Total Virtual Sports Revenue
98.7 %
99.3 %
(0.6 )%
48
“Recurring
Revenue” includes our share of revenue generated from (i) our Virtual Sports products placed with operators; (ii) licensing our
game content and intellectual property to third parties; and (iii) our games on third-party online gaming platforms that are interoperable
with our game servers.
“Virtual
Sports Long term license amortization” is the upfront license fee which is typically spread over the life of the contract.
Virtual
Sports, Results of Operations
For
the Twelve-Month
Period
ended
Variance
December
31, 2023 vs December 31, 2022
(In
millions)
December
31, 2023
December
31, 2022
Variance
Attributable
to
Currency
Movement
Variance
on
a
Functional
currency
basis
Total
Functional
Currency
Variance %
Total
Reported
Variance %
Service Revenue
$ 56.2
$ 54.2
$ 0.5
$ 1.5
2.8 %
3.7 %
Cost of Service
(1.4 )
(1.8 )
0.0
0.4
(22.2 )%
(22.2 )%
Selling, general and administrative expenses
(7.1 )
(8.0 )
(0.1 )
1.0
(12.5 )%
(11.3 )%
Stock-based compensation
(0.4 )
(0.7 )
0.0
0.3
(42.9 )%
(42.9 )%
Depreciation and amortization
(3.3 )
(2.7 )
0.1
(0.7 )
25.9 %
22.2 %
Net
operating Income (Loss)
$ 44.0
$ 41.0
$ 0.5
$ 2.5
6.1 %
7.3 %
Exchange Rate - $ to £
1.25
1.23
Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.
All
variances discussed in the Virtual Sports results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.
Virtual
Sports revenue
During
the twelve-month period ended December 31, 2023 revenue increased by $1.5 million, or 2.8% driven by Retail Virtual Sports mainly for Greece where we have
increased content and game scheduling frequency.
Virtual
Sports operating income
Operating
income increased by $2.5 million in the twelve-month period ended December 31, 2023. This increase was primarily due to the increase in gross margin of
$1.9 million, a decrease in SG&A expenses of $1.0 million and in Stock-based compensation of $0.3 million offset by an increase
in depreciation and amortization of $0.7 million.
Interactive
We
generate revenue from our Interactive segment through various games content made available via third party aggregation platforms integrated
with Inspired’s remote gaming server or directly on the Company’s remote gaming servers platform, and services such as customer
support, platform maintenance, updates and upgrades. Typically, we receive fees on a participation basis.
Our
participation contracts are usually structured to pay us a percentage of net win (defined as net revenue to our operator customers, after
deducting player winnings, free bets or plays and other promotional costs and any relevant regulatory levies) from Interactive content
placed on our customers’ websites. Typically, we recognize revenue from these arrangements on a daily basis over the term of the
contract.
49
Revenue
growth for our Interactive segment is principally driven by the number of customers we have, the number of live games, the net win performance
of the games and the net win percentage that we receive pursuant to our contracts with our customers.
Interactive,
Key Performance Indicators
For
the Twelve-Month
Period
ended
Variance
December
31, 2023 vs
December 31, 2022
Interactive
December
31, 2023
December
31, 2022
%
No. of Live Customers at the end
of the period
149
130
19
14.6 %
Average No. of Live Customers
142
125
17
13.6 %
No. of Live Games at the end of the period
290
270
20
7.4 %
Average No. of Live Games
259
254
5
2.0 %
Total Revenue (£’m)
£ 22.4
£ 16.7
£ 5.7
34.1 %
In
the table above:
“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Interactive revenue at the end of the period and the average number of customers from which there is Interactive revenue
during the period, respectively.
“No.
of Live Games at the end of the period” and “Average No. of Live Games” represents the number of games from which there
is Interactive revenue at the end of the period and the average number of games from which there is Interactive revenue during the period,
respectively.
“Total
Revenue (£m)” represents total revenue for the Interactive segment, including recurring and upfront service revenue.
Interactive,
Recurring Revenue
All
Interactive revenue in both years was recurring.
50
Interactive,
Results of Operations
For
the Twelve-Month
Period
ended
Variance
December 31, 2023 vs December 31, 2022
(In
millions)
December
31,2023
December
31, 2022
Variance
Attributable
to
Currency
Movement
Variance
on
a
Functional
currency
basis
Total
Functional
Currency
Variance %
Total
Reported
Variance %
Service Revenue
$ 27.9
$ 20.6
$ 0.4
$ 6.9
33.5 %
35.4 %
Cost of Service
(1.7 )
(1.3 )
0.0
(0.4 )
30.8 %
30.8 %
Selling, general and administrative expenses
(10.8 )
(8.0 )
0.0
(2.8 )
35.0 %
35.0 %
Stock-based compensation
(0.6 )
(0.7 )
0.0
0.1
(14.3 )%
(14.3 )%
Depreciation and amortization
(3.6 )
(2.0 )
0.0
(1.6 )
80.0 %
80.0 %
Net
operating Income (Loss)
$ 11.2
$ 8.6
$ 0.4
$ 2.2
25.6 %
30.2 %
Exchange Rate - $ to £
1.25
1.23
Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.
All
variances discussed in the Interactive results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.
Interactive
revenue
During
twelve-month period ended December 31, 2023 revenue increased by $6.9 million, driven by recurring revenue growth due to the launch of new
content across the estate, growth in the customer base in new, emerging and core markets and increased promotional activity through
exclusive deals with tier-one customers.
Interactive
operating income
Operating
income for the twelve-month period ended December 31, 2023 increased by $2.2 million. This increase was driven by the increase in
gross margin of $6.5 million, partially offset by a $2.8 million increase in SG&A expenses driven by the investment in staff and
IT in the segment to help drive revenue and higher depreciation and amortization reflecting the heightened investment in this
segment.
Leisure
We
typically generate revenue from our Leisure segment through the supply of our gaming and amusement machines. We receive rental fees for
machines, typically on a long-term contract basis, on both a participation and fixed fee basis. Our participation contracts are usually
structured to pay us a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free
bets or plays, any relevant regulatory levies and minimum fixed incomes where applicable) from machines placed in our customers’
facilities. We generally recognize revenue from these arrangements on a daily basis over the term of the contract.
Revenue
growth for our Leisure segment is principally driven by the number of customers we have, the number of machines in operation, the net
win performance of the machines and the net win percentage that we receive pursuant to our contracts with our customers.
51
Leisure,
Key Performance Indicators
For
the Twelve-Month
Period
ended
Variance
December
31, 2023 vs
December 31, 2022
Leisure
December
31, 2023
December
31, 2022
%
End of period installed base Gaming
machines (# of terminals)
10,741
11,008
(267 )
(2.4 )%
Average installed base Gaming machines (# of
terminals)
10,761
10,960
(199 )
(1.8 )%
End of period installed base Other (# of terminals)
4,209
4,646
(437 )
(9.4 )%
Average installed base Other (# of terminals)
4,371
5,306
(935 )
(17.6 )%
Pub Digital Gaming Machines - Average installed
base (# of terminals)
6,175
6,102
73
1.2 %
Pub Analogue Gaming Machines - Average installed
base (# of terminals)
367
1,334
(967 )
(72.5 )%
MSA and Bingo Gaming Machines
- Average installed base (# of terminals) (1)
3,048
3,216
(168 )
(5.2 )%
Inspired Leisure Revenue per Gaming Machine
per week
£ 67.7
£ 64.3
£ 3.4
5.3 %
Inspired Pub Digital Revenue per Gaming Machine
per week
£ 70.0
£ 68.6
£ 1.4
2.0 %
Inspired Pub Analogue Revenue per Gaming Machine
per week
£ 34.7
£ 38.3
£ (3.6 )
(9.4 )%
Inspired MSA and Bingo Revenue per Gaming Machine
per week
£ 93.5
£ 91.0
£ 2.5
2.7 %
Inspired Other Revenue per Machine per week
£ 21.4
£ 19.7
£ 1.7
8.6 %
Total Holiday Parks Revenue (Gaming and Non
Gaming) (£’m)
£ 32.2
£ 30.0
£ 2.2
7.3 %
(1)
Motorway
Service Area machines
In
the table above:
“End
of period installed base Gaming” and “Average installed base Gaming” represent the number of gaming machines installed
(excluding Holiday Park machines) that are Category B and Category C only, from which there is participation or rental revenue at the
end of the period or as an average over the period.
“End
of period installed base Other” and “Average installed base Other” represent the number of all other category machines
installed (excluding Holiday Park machines) from which there is participation or rental revenue at the end of the period or as an average
over the period.
“Revenue
per machine unit per week” represents the average weekly participation or rental revenue recognized during the period.
Leisure,
Recurring Revenue
Set
forth below is a breakdown of our Leisure recurring revenue which consists principally of Leisure participation revenue and Leisure other
fixed fee revenue. See “Leisure Segment Revenue” below for a discussion of leisure service revenue between the periods under
review.
For
the Twelve-Month
Period
ended
Variance
December
31, 2023 vs
December 31, 2022
(In
£ millions)
December
31, 2023
December
31, 2022
%
Leisure Recurring Revenue
Total Leisure
Revenue
£ 77.2
£ 77.7
£ (0.5 )
(0.6 )%
Total Leisure Recurring Revenue
£ 75.4
£ 75.4
£ 0.0
0.0 %
Leisure Recurring Revenue as a Percentage of
Total Leisure Revenue
97.7 %
97.0 %
0.7
52
Leisure,
Results of Operations
For
the Twelve-Month
Period
ended
Variance
December
31, 2023 vs December 31, 2022
(In
millions)
December
31, 2023
December
31,2022
Variance
Attributable
to
Currency
Movement
Variance
on
a
Functional
currency
basis
Total
Functional
Currency
Variance %
Total
Reported
Variance %
Revenue:
Service
$ 94.1
$ 93.2
$ 1.4
$ (0.5 )
(0.5 )%
1.0 %
Product
2.2
2.3
(0.1 )
-
0.0 %
(4.3 )%
Total revenue
96.3
95.5
1.3
(0.5 )
(0.5 )%
0.8 %
Cost of Sales, excluding
depreciation and amortization:
Cost of Service
(47.4 )
(44.6 )
(1.0 )
(1.8 )
4.0 %
6.3 %
Cost of Product
(1.1 )
(1.5 )
0.1
0.3
(20.0 )%
(26.7 )%
Total cost of sales
(48.5 )
(46.1 )
(0.9 )
(1.5 )
3.3 %
5.2 %
Selling, general and administrative expenses
(28.4 )
(25.4 )
(0.1 )
(2.9 )
11.4 %
11.8 %
Stock-based compensation
(1.0 )
(0.6 )
-
(0.4 )
66.7 %
66.7 %
Depreciation and amortization
(11.6 )
(13.5 )
-
1.9
(14.1 )%
(14.1 )%
Net
operating Income (Loss)
6.8
9.9
$ 0.3
$ (3.4 )
(34.3 )%
(31.3 )%
Exchange Rate - $ to £
1.25
1.23
Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.
All
variances discussed in the Leisure results below are on a functional currency (at constant rate) basis, which excludes the impact of
any changes in foreign currency exchange rates.
Leisure
Revenue
For
the twelve-month period ended December 31, 2023 revenue decreased by $0.5 million, or 0.8%.
Service
revenue decreased by $0.5 million, the increase in Holiday Parks of $2.0 million due to new locations and higher bookings was offset
by decrease in Pubs $1.9 million due to the reduction in the estate size and sale of prize vend assets in 2022, decrease in Bingo $0.2
million and decrease in other Leisure activities of $0.4 million.
Leisure
Operating Income/ (Loss)
Operating
income for the twelve-month period ended December 31, 2023 reduced by $3.4 million, from income of $9.9 million to income of $6.8
million. This was primarily due to the decrease in revenue of $0.5 million with increases in cost of sales of $1.5 million mainly
due to seasonal staff increases inclusive of additional heads in the new locations plus higher UK national living wage and salary
increases and increased SG&A cost $2.9 million which mainly relates to staff cost driven by the investment in staff to help to
drive revenue and improve processes.
53
Non-GAAP
Financial Measures
We
use certain non-GAAP financial measures, including EBITDA, to analyze our operating performance. We use these financial measures to manage
our business on a day-to-day basis. We believe that these measures are also commonly used in our industry to measure performance. For
these reasons, we believe that these non-GAAP financial measures provide expanded insight into our business, in addition to standard
U.S. GAAP financial measures. There are no specific rules or regulations for defining and using non-GAAP financial measures, and as a
result the measures we use may not be comparable to measures used by other companies, even if they have similar labels. The presentation
of non-GAAP financial information should not be considered in isolation from, or as a substitute for, or superior to, financial information
prepared and presented in accordance with U.S. GAAP. You should consider our non-GAAP financial measures in conjunction with our U.S.
GAAP financial measures.
We
define our non-GAAP financial measures as follows:
EBITDA
is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income tax expense.
Adjusted
EBITDA is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income
tax expense, and other additional exclusions and adjustments (see Adjusted EBITDA reconciliation table). Such additional excluded amounts
include stock-based compensation U.S. GAAP charges where the associated liability is expected to be settled in stock, and changes in
the value of earnout liabilities and income and expenditure in relation to legacy portions of the business (being those portions where
trading no longer occurs) including closed defined benefit pension schemes. Additional adjustments are made for items considered outside
the normal course of business, including but not limited to (1) restructuring costs, which include charges attributable to employee severance,
impairments, management changes, restructuring, dual running costs, costs related to facility closures and integration costs, (2) merger
and acquisition costs and (3) gains or losses not in the ordinary course of business. This does not include any adjustments related to
COVID-19.
We
believe Adjusted EBITDA, when considered along with other performance measures, is a particularly useful performance measure, because
it focuses on certain operating drivers of the business, including sales growth, operating costs, selling and administrative expense
and other operating income and expense. We believe Adjusted EBITDA can provide a more complete understanding of our operating results
and the trends to which we are subject, and an enhanced overall understanding of our financial performance and prospects for the future.
Adjusted EBITDA is not intended to be a measure of liquidity or cash flows from operations or a measure comparable to net income or loss,
because it does not take into account certain aspects of our operating performance (for example, it excludes non-recurring gains and
losses which are not deemed to be a normal part of underlying business activities) . Our use of Adjusted EBITDA may not be comparable
to the use by other companies of similarly termed measures. Management compensates for these limitations by using Adjusted EBITDA as
only one of several measures for evaluating our operating performance. In addition, capital expenditures, which affect depreciation and
amortization, interest expense, and income tax benefit (expense), are evaluated separately by management.
Adjusted
Revenue (Revenue Excluding Low Margin Gaming Hardware Sales) is defined as revenue excluding Gaming hardware sales that are sold
at Low Margin with the intention of securing longer term recurring revenue streams.
Functional
Currency at Constant rate. Currency impacts discussed have been calculated as the current-period average GBP: USD rate less the
equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP). The remaining
difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency, multiplied
by the prior-period average GBP: USD rate, as a proxy for functional currency at constant rate movement.
Currency
Movement represents the difference between the results in our reporting currency (USD) and the results on a functional currency
(at constant rate) basis.
54
Reconciliations
from net loss, as shown in our Consolidated Statements of Operations and Comprehensive Income (Loss), to Adjusted EBITDA are shown below.
Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2023
For
the Twelve-Month Period ended December 31, 2023
(In
millions)
Statutory
Heading
Total
Gaming
Virtual
Sports
Interactive
Leisure
Corporate
Net Income/ (loss)
Net Income
$ 7.6
$ 23.5
$ 44.0
$ 11.2
$ 6.8
$ (77.9 )
Pension charges (1)
SG&A
$ 0.9
0.9
Cost of Group Restructure (2)
SG&A
$ 3.6
-
3.6
Cost of Group Restatement (3)
SG&A
$ 5.0
5.0
Stock-based compensation expense (4)
Stock-based compensation expense
$ 11.2
1.5
0.4
0.6
1.0
7.7
Depreciation and amortization (4)
Depreciation and amortization
$ 39.9
19.0
3.3
3.6
11.6
2.4
Interest expense net (4)
Interest expense net
$ 27.7
27.7
Other finance expenses / (income) (4)
Other finance expenses / (income)
$ (0.4 )
(0.4 )
Income Tax (4)
Income Tax
$ 5.0
5.0
Adjusted EBITDA
$ 100.5
$ 44.0
$ 47.7
$ 15.4
$ 19.4
$ (26.0 )
Adjusted EBITDA
£ 80.6
£ 35.6
£ 38.3
£ 12.4
£ 15.4
£ (21.1 )
Exchange Rate - $ to £
(6)
1.25
Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical; these are shown in the Corporate category.
55
Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2022
For
the Twelve-Month Period ended December 31, 2022
(In
millions)
Statutory
Heading
Total
Gaming
Virtual
Sports
Interactive
Leisure
Corporate
Net Income/ (loss)
$ 20.6
$ 23.1
$ 41.0
$ 8.6
$ 9.9
$ (62.0 )
Pension charges (1)
SG&A
$ 0.7
0.7
Acquisition and integration
related transaction expenses (7)
SG&A
$ 0.5
0.5
Acquisition and integration
related transaction expenses (7)
Cost of Sale
$ 0.6
0.3
0.3
Litigation Settlement(8)
SG&A
$ 0.5
0.5
Stock-based compensation expense (4)
Stock-based compensation expense
$ 10.8
1.6
0.7
0.7
0.6
7.2
Depreciation and amortization (4)
Stock-based compensation expense
$ 39.9
19.6
2.7
2.0
13.5
2.1
Interest expense net (4)
Interest expense net
$ 25.3
25.3
Profit on disposal of trade & assets (5)
Profit on disposal of trade & assets
$ (0.9 )
(0.9 )
Other finance expenses / (income) (4)
Other finance expenses / (income)
$ (1.1 )
(1.1 )
Income tax (4)
Income tax
$ 2.1
2.1
Adjusted EBITDA
$ 99.0
$ 43.7
$ 44.9
$ 11.3
$ 24.3
$ (25.2 )
Adjusted EBITDA
£ 80.3
£ 35.3
£ 36.5
£ 9.1
£ 19.7
£ (20.3 )
Exchange Rate - $ to £
(6)
1.23
Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical; these are shown in the Corporate category.
Notes
to Adjusted EBITDA reconciliation tables above:
(1)
“Pension
charges” are profit and loss charges included within selling, general and administrative expenses, relating to a defined benefit
scheme which was closed to new entrants in 1999 and to future accrual in 2010. As well as the amortization of net loss, the figure
also includes charges relating to the Pension Protection Fund (which were historically borne by the pension scheme) and a small amount
of associated professional services expenses. These costs are included within Corporate Functions.
(2)
“Cost
of Group Restructure” include redundancy costs, payment in lieu of notice costs and any associated employer taxes. To qualify
as being an adjusting item, costs must be part of a large restructuring project, which will net save ongoing future costs or be in
relation to the exit of an Executive.
(3)
“Cost
of Group Restatement” includes accounting advice associated with the restatement of the 2020, 2021 and 2022 annual
accounts and the 2023 Q1 and Q2 interim accounts. To qualify as being an adjusting item, costs must be specific
to the event and be neither normal nor recurring in nature.
56
(4)
Stock-based
compensation expense, Depreciation and amortization, Total other expense, net and Income tax are as described above in the Results
of Operations line item discussions. Total expense, net includes interest income, interest expense, change in fair value of earnout
liability, change in fair value of derivative liability and other finance income.
(5)
“Profit
on disposal of trade & assets” — In January 2022, the Company sold its Italian VLT business, including all terminals
and other assets, staff costs and facilities and contracts to a non-connected party, recognizing a profit on this disposal.
(6)
Exchange
rate in the table is calculated by dividing the USD Adjusted EBITDA by the GBP Adjusted EBITDA, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.
(7)
Acquisition
and integration related transaction expenses, are as described above in the Results of Operations line item discussions. For 2022
this includes a write-off of inventory items related to the integration of Gaming Technology Group of Novomatic UK Ltd
(8)
“Litigation
Settlement” refers to full and final settlement of a contractual dispute relating to a Development Services and Management
Agreement.
Reconciliation
to Adjusted Revenue
We
believe that accounting for Low Margin hardware sales in conformance with U.S. GAAP can result in a distorted presentation of our revenue
and growth. Therefore, we use Revenue Excluding Low Margin Sales, or Adjusted Revenue, to internally analyze our operating performance.
A reconciliation from revenue, as shown in our Consolidated Statements of Operations and Comprehensive Loss included elsewhere in this
report, to Adjusted Revenue is shown below.
For
the Twelve-Month
Period
ended
(In
millions)
December 31, 2023
December 31 2022
Net revenue
$ 323.0
$ 281.6
Less Low Margin Gaming
Sales
(30.6 )
-
Adjusted Revenue
$ 292.4
$ 281.6
Adjusted Revenue
£ 234.7
£ 229.0
Exchange Rate - $ to £
1.25
1.23
57
Liquidity
and Capital Resources
Twelve
Months ended December 31, 2023, compared to Twelve Months ended December 31, 2022
Cash
Flow Summary - A Two Year Comparative
Twelve
Months ended
Variance
(in millions)
Dec
31,
Dec
31,
2023
2022
2023
to 2022
Net
profit
$ 7.6
$ 20.6
$ (13.0 )
Non-cash interest expense relating to senior debt
2.0
1.8
0.2
Change in
fair value of derivative liabilities and stock-based compensation expense
11.5
11.5
-
Profit on
sale of Gaming business
-
(0.9 )
0.9
Contract
cost additions
(10.3 )
(7.2 )
(3.1 )
Depreciation
and amortization (incl RoU assets)
43.7
43.4
0.3
Other net
cash utilized by operating activities
(9.0 )
(44.5 )
35.5
Net cash
provided by operating activities
45.5
24.7
20.8
Net cash
used in investing activities
(48.4 )
(32.6 )
(15.8 )
Net cash
generated/(used) by financing activities
16.2
(11.0 )
27.2
Effect of
exchange rates on cash
1.7
(3.9 )
5.6
Net increase/(decrease)
in cash and cash equivalents
$ 15.0
$ (22.8 )
$ 37.8
Net
cash provided by operating activities
For
the twelve months ended December 31, 2023, net cash inflow provided by operating activities was $45.5 million, compared to a $24.7 million
inflow for the twelve months ended December 31, 2022, representing a $20.8 million increase in cash generation. This increase was driven
primarily by an improved working capital position with favorable movements in inventory which was expanded in the twelve months ended
December 31, 2022 to safeguard future supply for production after the COVID-19 pandemic. Favorable movements were also seen in accounts
receivable and accounts payable due to timing and varying levels of production activity including the installation of 2,500 machines
into Greece during the last few months of 2023.
Amortization
of debt fees increased by $0.2 million, to $2.0 million, due to the marking to market for short term currency contracts held at the end
of 2023.
Change
in the fair value of derivative and warrant liabilities and stock-based compensation expense was unchanged at $11.5 million. A higher stock-based compensation expense ($0.2 million) was partly offset by a lower gain relating to terminated cross
currency swaps ($0.2 million) as these terminated at the end of September 2023.
The
twelve-months ended December 31, 2022, included a $0.9 million gain on disposal of business due to the sale of part of our Italian Gaming
operations.
Contract
cost additions increased by $3.1 million to $10.3 million for the twelve months ended December 31, 2023 as compared to the twelve months
ended December 31, 2022.
Depreciation
and amortization increased by $0.3 million, to $43.7 million, with increases of $2.0 million in amortization of intangible assets and
$0.3 million in amortization of right of use assets offset by a $2.0 million decrease in machine depreciation.
Other
net cash utilized by operating activities improved by $35.5 million, to an outflow of $9.0 million. The relative movements between
the twelve months ended December 31, 2023 and the twelve months ended December 31, 2022 resulted in a $16.3 million inventory
improvement following Inspired making the strategic decision to secure components to protect future sales resulting in inventory
levels increasing during the prior year. Accounts receivable saw a $13.8 million improvement due to the timing of machine sales resulting
in a high balance at the end of the twelve months ended December 31, 2022. Another area that showed improvement in cash utilization
for the twelve months ended December 31, 2023 was deferred revenue creditors, $9.1 million.
These were partly offset by a relative outflow in prepayments and accrued income, $4.3
million.
58
Net
cash used in investing activities
Net
cash utilized in investing activities increased by $15.8 million, to $48.4 million in the twelve months ended December 31, 2023. This
was driven by higher spend on plant, property and equipment (a $10.6 million increase compared to 2022 driven by the updating of machines
in Greece with 2,500 terminals installed) and capitalized software (a $3.9 million increase compared to 2022). The twelve months ended
December 31, 2022 included a $1.3 million disposal relating to assets sold as part of the sale of our Italina Gaming operations.
Net
cash (used)/generated by financing activities
During
the twelve months ended December 31, 2023, net cash generated by financing activities was $16.2 million due to the draw down of £15.0
million ($18.9 million) of the Company’s revolving facility. This was offset by the Company’s repurchase of its
common shares under the Share Repurchase Program, $1.6 million, and finance lease spend of $1.1 million. During the twelve months ended
December 31, 2022, financing activities utilized $11.0 million of cash due to the Company’s repurchase of its common shares under
the Share Repurchase Program, $10.4 million, and finance lease spend of $0.6 million.
Funding
Needs and Sources
To
fund our obligations, historically we have relied on a combination of cash flows provided by operations and the incurrence of additional
debt or the refinancing of existing debt. As of December 31, 2023, we had liquidity consisting of $40.0 million in cash and a further
$6.4 million of undrawn revolver facility. This compares to $25.0 million of cash as of December 31, 2022, with a further $24.1 million
of revolver facilities undrawn. We had a working capital outflow of $9.0 million for the twelve months ended December 31, 2023, compared
to a $44.5 million outflow for the twelve months ended December 31, 2022.
The
level of our working capital surplus or deficit varies with the level of machine production we are undertaking and our capitalization
as well as the seasonality evident in some of the businesses. In periods with minimal machine volumes and capital spend, our working
capital is typically more stable. In periods where significant numbers of machines are being produced, the levels of inventory and creditors
are typically higher and there is a natural timing difference between converting the stock into sellable or capitalized plant and settling
payments to suppliers. These factors can result in significant working capital volatility. In periods of low activity, our working capital
volatility is reduced. Working capital is reviewed and managed with the aim of ensuring that current liabilities are covered by the level
of cash held and the expected level of short-term receipts.
Some
of our business operations require cash to be held within the machines. As of December 31, 2023, $3.1 million of our $40.0 million of
cash were held as operational floats within the machines. At December 31, 2022, $2.5 million of our $25.0 million of cash
were held as operational floats within the machines
Management
currently believes that the Company’s cash balances on hand, cash flows expected to be generated from operations, and the ability
to control and defer capital projects will be sufficient to fund the Company’s net cash requirements through April 2025.
59
Long
Term and Other Debt
(In
millions)
December
31, 2023
December
31, 2022
Cash held
£ 31.4
$ 40.0
£ 20.8
$ 25.0
Revolver drawn
(15.0 )
(19.1 )
-
-
Original principal senior
debt
(235.0 )
(299.6 )
(235.0 )
(282.9 )
Cash interest accrued
(1.6 )
(2.0 )
(1.5 )
(1.8 )
Finance
lease creditors
(1.9 )
(2.4 )
(1.8 )
(2.2 )
Total
£ (222.1 )
$ (283.1 )
£ (217.6 )
$ (261.9 )
Debt
Covenants
Under
our debt facilities in place as of December 31, 2023, we are not subject to covenant testing on the Senior Secured Notes. We are, however,
subject to covenant testing at the level of Inspired Entertainment Inc., the ultimate holding company, on our Super Senior Revolving
Credit Facility which requires the Company to maintain a maximum consolidated senior secured net leverage ratio of 6.25x on the test
date for the relevant period ending June 30, 2021, stepping down to 6.0x on March 31, 2022, 5.75x on March 31, 2023 and 5.50x from March
31, 2024 and thereafter (the “RCF Financial Covenant”). The RCF Financial Covenant is calculated as the ratio of consolidated
senior secured net debt to consolidated pro forma EBITDA (defined as net loss excluding depreciation and amortization, interest expense,
interest income and income tax expense) for the 12-month period preceding the relevant quarterly testing date and is tested quarterly
on a rolling basis, subject to the Initial Facility (as defined in the RCF Agreement) being drawn on the relevant test date. The RCF
Financial Covenant does not include a minimum interest coverage ratio or other financial covenants. Covenant testing at December 31,
2023 showed covenant compliance.
The
Indenture contains covenants and certain reporting requirements including the requirement to provide the Lender, within 60 days after
the close of the quarter, unaudited quarterly financial statements with footnote disclosures. The Company was unable to comply with this
requirement as of September 30, 2023 due to the requirement to restate previously reported financial statements as reported in a Current
Report on Form 8-K filed with the SEC on November 8, 2023. The debt agreement allows the Company a 30-day grace period to provide such
financial information once they receive any notice of non-compliance. No such notice was received and concurrent with the filing
of the September 30,2023 10Q with the SEC on February 27, 2024, the reporting requirement was met.
There
were no other breaches of the debt covenants in the periods ended December 31, 2023 or December 31, 2022.
Liens
and Encumbrances
As
of December 31, 2023, our senior secured notes were secured by the imposition of a fixed and floating charge in favor of the lender over all
the assets of the Company and certain of the Company’s subsidiaries.
Share
Repurchases
The
Board of Directors has authorized that the Company may use up to $25.0 million to repurchase Inspired shares of common stock, subject
to repurchases being effected on or before May 10, 2025. Management has discretion as to whether to repurchase shares of the Company
and as of December 31, 2023, an aggregate of $12.0 million of our shares of common stock had been repurchased.
60
Contractual
Obligations
As
of December 31, 2023, our contractual obligations were as follows:
Contractual
Obligations (in millions)
Total
Less
than
1
year
1-2
years
3-5
years
More
than
5
years
Operating activities
Interest on long term debt
$ 59.0
$ 23.6
$ 23.5
$ 11.9
$ -
Purchase of Vantage machines
12.6
12.6
-
-
-
Financing activities
Revolver repayment
20.1
20.1
-
-
-
Senior secured notes - principal repayment
299.6
-
-
299.6
-
Finance lease payments
2.4
0.7
0.9
0.8
-
Operating lease payments
14.5
4.7
3.0
4.2
2.6
Interest on non-utilization
fees
0.6
0.2
0.4
-
-
Total
$ 408.8
$ 61.9
$ 27.8
$ 316.5
$ 2.6
Off-Balance
Sheet Arrangements
As
of December 31, 2023, there were no off-balance sheet arrangements, as defined in Item 303(a)(4)(ii) of Regulation S-K, promulgated by
the U.S. Securities and Exchange Commission.
Critical
Accounting Policies and Accounting Estimates
The
preparation of our audited consolidated financial statements in conformity with U.S. GAAP requires management to make estimates and assumptions. We exercise considerable judgment with respect
to establishing sound accounting policies and in making estimates and assumptions that affect the reported amounts of our assets and
liabilities, our recognition of revenue and expenses, and our disclosure of commitments and contingencies at the date of the consolidated
financial statements. On an on-going basis, we evaluate our estimates and judgments. We base our estimates and judgments on a variety
of factors, including our historical experience, knowledge of our business and industry and current and expected economic conditions,
that are believed to be reasonable under the circumstances, the results of which form the basis for making judgments about the carrying
values of assets and liabilities that are not readily apparent from other sources. We periodically re-evaluate our estimates and assumptions
with respect to these judgments and modify our approach when circumstances indicate that modifications are necessary. While we believe
that the factors we evaluate provide us with a meaningful basis for establishing and applying sound accounting policies, we cannot guarantee
that the results will always be accurate. Since the determination of these estimates requires the exercise of judgment, actual results
could differ from such estimates.
For
a discussion of other recently issued accounting standards, and assessments as to their impacts on the Company, see Note 1 “Nature
of Operations, Management’s Plans and Summary of Significant Accounting Policies” in the Notes to Consolidated Financial
Statements included in Part II, Item 8 of this report.
Revenue
Application
of GAAP related to the measurement and recognition of revenue requires us to make judgments and estimates. Specifically, complex arrangements
with nonstandard terms and conditions may require significant contract interpretation to determine the appropriate accounting. The Company
often enters into contracts with customers that consist of a combination of services and products that are accounted for as one or more
distinct performance obligations. Management applies judgment in evaluating the contractual terms and conditions that impact the identification
of performance obligations and the pattern of revenue recognition. For these arrangements that contain multiple promises, judgement is
also required to determine the stand-alone selling price (“SSP”) for each distinct performance obligation. In instances where
SSP is not directly observable, such as when we do not sell the product or service separately, we determine the SSP using information
that may include market conditions, size of the customer, geography and other observable inputs or, as necessary, unobservable considerations
such as historical experience, knowledge of our business and industry and our current or expected selling practices.
Revenue
recognition is also impacted by our ability to estimate variable consideration, including, for example, rebates, service-level penalties,
and other incentive payments. We consider various factors when making these judgments, including a review of specific transactions, historical
experience and market and economic conditions. Evaluations are conducted each quarter to assess the adequacy of the estimates.
Other
significant judgments include determining whether the Company is acting as the principal or the agent in a transaction.
The
Company recognized service and product revenue of $261.2 million and $61.8 million, respectively, for the year ended December 31,2023.
The Company’s revenue recognition policy, which requires significant judgments and estimates, is fully described in Note 1 “Nature
of Operations, Management’s Plans and Summary of Significant Accounting Policies” in the Notes to Consolidated Financial
Statements included in Part II, Item 8 of this report.
61
Goodwill
Impairment Assessment
In
accordance with ASC 350, Intangibles—Goodwill and Other, we allocate goodwill to reporting units based on the reporting unit expected
to benefit from the business combination. We evaluate our reporting units on at least an annual basis and, if necessary, reassign goodwill
upon reorganization using a relative fair value allocation approach. We determined that we have five reporting units: Virtual Sports,
Interactive, Leisure, and two reporting units within our Gaming segment. As of December 31, 2023, total goodwill with the Virtual Sports,
Interactive, and two Gaming reporting units is $44.8 million, $1.8 million, $9.3 million, and $2.9 million, respectively. There is no
remaining goodwill within the Leisure reporting unit. Goodwill is tested for impairment at the reporting unit level (operating segment
or one level below an operating segment) annually on the last day of our fiscal period or between annual tests if an event occurs or
circumstances change that would more likely than not reduce the fair value of a reporting unit below its carrying value. These events
or circumstances could include a significant change in the business climate, legal factors, operating performance indicators, competition,
or sale or disposition of a significant portion of a reporting unit.
Goodwill
is reviewed for impairment using either a qualitative assessment or a quantitative one-step process. If we perform a qualitative assessment
and determine that the fair value of a reporting unit more likely than not exceeds the carrying value, no further evaluation is necessary.
For reporting units where we perform the quantitative test, we are required to compare the fair value of each reporting unit, which we
primarily determine using an income approach based on the present value of discounted cash flows, to the respective carrying value, which
includes goodwill. If the fair value of the reporting unit exceeds its carrying value, the goodwill is not considered impaired. If the
carrying value is higher than the fair value, we recognize an impairment charge for the amount by which the carrying value exceeds the
reporting unit’s estimated fair value.
Application
of the goodwill impairment test requires judgment, including the identification of reporting units, assignment of assets and liabilities
to reporting units, assignment of goodwill to reporting units, and determination of the fair value of each reporting unit. Performance
of the qualitative goodwill assessment requires judgment in identifying and considering the significance of relevant key factors, events
and circumstances that affect the fair value or carrying amount of the reporting units. Such events and circumstances that we have considered
include macroeconomic conditions, industry specific and market considerations, and reporting unit-specific factors such as overall actual
and projected financial performance, among other factors. We also considered the results from the most recent date that a fair value
measurement was performed as a part of a quantitative goodwill assessment and specifically the cushion between each reporting unit’s
fair value and carrying value. The estimates used to calculate the fair value of a reporting unit as a part of a quantitative goodwill
assessment change from year to year based on operating results, market conditions, and other factors. Changes in these estimates and
assumptions could materially affect the determination of fair value and goodwill impairment, if any, for each reporting unit.
We
performed our annual goodwill impairment test as of December 31, 2023 using a qualitative assessment for all of our reporting units.
Based on the results of our qualitative impairment assessments, we concluded that it is more likely than not that the fair values of
each of our reporting units substantially exceeded their respective carrying values and there were no reporting units requiring further
assessment.
62
Long-lived
Assets and Finite-lived Intangible Assets
We
evaluate the recoverability of intangible assets and other long-lived assets with finite useful lives by comparing the carrying value
of the asset group to the estimated undiscounted future cash flows that we expect the asset to generate if events or changes in circumstances
indicate that these assets are not recoverable. If the asset group fails the recoverability test, an impairment loss is measured as the
amount by which the carrying amount of the asset group exceeds its fair value. The fair value is determined using a discounted cash flow
approach where projections of future cash flows generated by those assets are discounted using an estimated discount rate. Significant
judgment is required to estimate the amount and timing of future cash flows and the relative risk of achieving those cash flows. We also
make judgments about the remaining useful lives of intangible assets and other long-lived assets that have finite lives. While we believe
our estimates of future operating results and projected cash flows are reasonable, any significant adverse changes in key assumptions
(i.e., adverse change in the extent or manner in which an asset or asset group is being used or expectation that, more likely than not,
an asset or asset group will be sold or otherwise disposed of before the end of its useful life) or adverse changes in economic and market
conditions may cause a change in our evaluation of recoverability or our estimation of fair value and could result in an impairment charge
that could be material to our financial statements. Any impairment loss shall be allocated to the long-lived assets of the group on a
pro rata basis using the relative carrying amounts of those assets, except that the loss allocated to an individual long-lived asset
of the group shall not reduce the carrying amount of that asset below its fair value.
Management
determined that there were no new indicators of impairment for the years ended December 31, 2023 and 2022 and the Company concluded that
there was no impairment of the Company’s intangible and long-lived assets as of December 31, 2023 and 2022.
Software
Development Costs
Software
development costs represent costs incurred to develop internal-use software, including software developed to deliver our cloud-based
offerings to customers, as well as external-use software to be used in the products we sell, lease or license to customers. Such costs
primarily consist of salaries and payroll related costs for employees and external contractors directly involved in the corresponding
software development efforts. We determine the appropriate guidance to apply to software development costs on a project-by-project basis,
based on the nature of the underlying software.
Certain
direct costs incurred to develop new internal-use software, as well as certain software enhancements that provide new functionality,
are capitalized once the project has been approved by management and is in the application development stage. Costs incurred in the preliminary
planning stage and the post implementation operational stage are expensed as incurred.
Costs
incurred in developing external-use software are expensed as incurred until technological feasibility has been established, after which
costs are capitalized up to the date the software is available for general release to customers. Technological feasibility is established
upon completion of a detailed program design or, in its absence, upon completion of a working model.
The
Company must apply judgement in determining the amount of software development costs that should be capitalized. Specifically, we must
evaluate, on a project by project basis, whether the resultant product or platform will be completed and generate ongoing economic benefits,
principally through revenue from our customers, which is subject to uncertainties.
Once
the software is substantially complete or available for general release, capitalized internal-use and external-use software costs are
amortized on a straight-line basis over the estimated economic useful life of the software, which ranges from two to five years. There
is judgement involved in estimating the useful life of developed software and the two-to-five-year period was determined based on factors
such as the continuous development in the technology, obsolescence, and anticipated life of the service offering before significant upgrades.
Management evaluates the useful lives of these assets on a recurring basis and tests for impairment whenever events or changes in circumstances
occur that could impact the recoverability of these assets.
63