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Business Overview
−Removed: Turtle Beach Corporation (“Turtle Beach” or the “Company”), headquartered in White Plains, New York and incorporated in the state of Nevada in 2010, is a premier audio and gaming technology company with expertise and experience in developing, commercializing and marketing innovative products across a range of large addressable markets under the Turtle Beach® and ROCCAT® brands.
+Added: Turtle Beach Corporation (“Turtle Beach” or the “Company”), headquartered in White Plains, New York and incorporated in the state of Nevada in 2010, is a premier audio and gaming technology company with expertise and experience in developing, commercializing and marketing innovative products across a range of large addressable markets under the Turtle Beach® and ROCCAT®.
Turtle Beach is a worldwide leader of feature-rich headset solutions for use across multiple platforms, including video game and entertainment consoles, handheld consoles, personal computers (“PC”), tablets and mobile devices.
−Removed: ROCCAT is a gaming keyboards, mice and other accessories brand focused on the PC peripherals market.
+Added: Under the ROCCAT brand, the Company creates award-winning keyboards, mice, headsets, mousepads, and other computer accessories.
+Added: The recently acquired, Neat Microphones® brand creates high-quality USB and analog microphones for gamers, streamers, and professionals that embrace cutting-edge technology and design.
Business Trends
Gaming Headset Market
−Removed: Gaming headsets are part of a global software and accessories gaming market that is expected to grow to $175 billion by the end of 2020, a 19.6% year-over-year increase.
+Added: Gaming headsets are part of a global software and accessories gaming market which is expected to grow to $196 billion by the end of 2021, a roughly 7% year-over-year increase.
The global gaming audience now exceeds global cinema and music markets with over 2.9 billion active gamers worldwide.
−Removed: Gaming peripherals, such as headsets, are expected to grow to a $5.1 billion business globally with over 75% of that market in the Americas and Europe, where the Company’s business is focused.
−Removed: Gaming headsets represent more than a $3.2 billion global market, or more than 60% of the total gaming peripherals market.
+Added: Gaming peripherals, such as headsets, keyboards, mice and controllers are estimated to be a $7.9 billion business globally with over 75% of that market in the Americas and Europe where the Company’s business is focused.
+Added: Gaming headsets are expected to represent more than a $2.9 billion global market in 2021, or more than 35% of the total gaming peripherals market.
Competitive esports is a global phenomenon where professional gamers train and compete to win prize money, partner with major brands, and attract/gain dedicated fans–similar to traditional professional sports.
−Removed: There were approximately 443 million esports viewers in 2019, and that is expected to surge to roughly 495 million viewers in 2020 (11.7% YOY), according to a report from Newzoo.
−Removed: Of those 495 million projected viewers, 272 million will identify as “occasional viewers” and 223 million will consider themselves “esports enthusiasts.”
−Removed: Many gamers play online, where a gaming headset (which typically includes a microphone and allows players to communicate in real-time) provides a more immersive experience in the industry’s most popular games and franchises.
−Removed: Xbox and PlayStation® consoles are still the dominant gaming platforms in North America and Europe;
−Removed: however, Nintendo’s Switch™ console continues to perform well three years into its lifecycle.
−Removed: In addition to consoles, personal computers are a popular gaming platform where players utilize a similar style headset.
−Removed: Gaming on mobile/tablet devices represents about a third of the global gaming market, and while headsets can be used for mobile gaming, console and PC gaming are by far the largest drivers of gaming headset use.
−Removed: Historically, Microsoft and Sony have gone through cycles where their respective consoles changed significantly or were updated to a new version.
−Removed: When Microsoft and Sony launched Pro versions of their existing consoles in 2016 and 2017, respectively, that did not result in the same levels of disruption as previous cycles in the gaming headset business.
−Removed: Turtle Beach believes this is a good indication that any potential future console transitions will not be as disruptive.
−Removed: In 2019, Microsoft and Sony confirmed plans to release their next generation consoles, Xbox Series X and PlayStation®5, respectively, in late 2020.
−Removed: Further, industry guidance suggests that with the launch of the new systems, and continued sales of the current consoles, combined console hardware sales will drive market growth in 2021 and 2022.
−Removed: In 2019, the Nintendo Switch™ completed its second full year in the market with more than 52 million units sold through the end of December 2019, during which there has been an expanding library of games and an increased number of multiplayer chat-enabled games.
−Removed: In addition, Nintendo launched a follow-on product, the Nintendo Switch™ Lite, which is the handheld-only version of their popular gaming console.
−Removed: In addition to console sales, we believe the Xbox, PlayStation ® , Nintendo, and PC gaming markets are driven by major game launches and franchises that encourage players to buy equipment and accessories.
−Removed: On Xbox and PlayStation ® , flagship games like Call of Duty ® , Destiny, Star Wars:
−Removed: Battlefront, Battlefield, Grand Theft Auto , and battle royale games like Fortnite, Apex Legends and PlayerUnknown’s Battlegrounds , are examples of major franchises that prominently feature online multiplayer modes which encourage communication and tend to drive increased gaming headset sales.
−Removed: Many of these established franchises launch new titles annually leading into the holidays and as a result, more than 45% of headset business revenues are generated during the period from September through December.
+Added: There were approximately 398 million esports viewers in 2019, and that was expected to surge to roughly 436 million viewers by 2020 (9.6% YOY), according to a report from Newzoo.
+Added: This is expected to go up to 474 million viewers (YoY increase of 8.7%).
+Added: Of those 474 million projected viewers, 240 million are expected to identify as “occasional viewers” and 234 million are expected to consider themselves “esports enthusiasts”.
+Added: Many gamers play online where a gaming headset (which typically includes a microphone allowing players to communicate in real-time) provides a more immersive experience and a competitive advantage in the industry’s most popular games and franchises.
+Added: PlayStation® and Xbox consoles continue to be dominant gaming platforms in North America and Europe for games that drive headset
+Added: Consistent with a historical pattern of major new console launches every 7-8 years, Microsoft and Sony released their next generation consoles, Xbox and PlayStation®5 platforms just ahead of holiday 2020.
+Added: Demand for the new consoles has been very strong and exceeded supply which is a good indicator of the enthusiasm for the latest consoles.
+Added: Further, industry guidance suggests that with the launch of the new systems, and continued sales of the current consoles, combined console hardware sales will set records in 2021 and 2022.
+Added: In 2020, the Nintendo Switch™ completed its third full year in the market with more than 70 million units sold through the end of
+Added: December 2020, during which there has been an expanding library of games and an increased number of multiplayer chat-enabled games.
+Added: addition, Nintendo launched a follow-on product, the Nintendo Switch™ Lite, which is the handheld-only version of their popular gaming console.
+Added: While gaming on mobile/tablet devices represents about 50% of the global gaming market and headsets can be used for mobile gaming, console and PC gaming are by-far the largest drivers of gaming headset use.
PC Accessories Market
PC gaming in the U.S.
−Removed: has seen a resurgence in popularity the past few years as it continues to be a main gaming platform internationally, driven by big AAA game launches, PC-specific esports leagues, teams and players, content creators and influencers, cross-platform play, and more.
−Removed: While most games are available on multiple platforms, gaming on PC offers advantages that included improved graphics, increased speed and precision of mouse/keyboard controls, and more.
−Removed: Gaming mice and keyboards are engineered to provide gamers with higher-end performance and a superior gaming experience through benefits including faster response times, improved materials and build quality, programmable buttons and keys, software suites to customize and control devices and settings, and more.
−Removed: PC gaming mice come in a variety of different ergonomic shapes and sizes, are available in both wired and wireless models, offer options for different sensors (optical and laser) and responsiveness, and often feature integrated RGB lighting and software to unify with the lighting on other devices for a visually pleasing PC gaming appearance.
−Removed: Similarly, PC gaming keyboards deliver a competitive advantage by registering keystrokes faster than others, offer options for mechanical key switches that feel and sound different, and utilize customizable lighting.
−Removed: The $2.5 billion market for PC gaming headsets, mice and keyboards grew at 6.2% in 2019 and is forecasted to grow by another 35% in 2020 to almost $3.4 billion.
+Added: has seen a resurgence in popularity the past few years and continues to be a main gaming platform internationally,
+Added: driven by big AAA game launches, PC-specific esports leagues, teams and players, content creators and influencers, cross-platform play, and
+Added: While most games are available on multiple platforms, gaming on PC offers advantages that include improved graphics, increased speed
+Added: and precision of mouse/keyboard controls, and the ability for customization.
+Added: Gaming mice and keyboards are engineered to provide gamers with
+Added: higher-end performance and a superior gaming experience through benefits including faster response times, improved materials and build
+Added: quality, programmable buttons and keys, and software suites to customize and control devices and settings.
+Added: PC gaming mice come in a variety of different ergonomic shapes and sizes, are available in both wired and wireless models, offer options
+Added: for different sensors (optical and laser) and responsiveness, and often feature integrated RGB lighting and software to unify with the lighting on
+Added: other devices for a visually pleasing PC gaming appearance.
+Added: Similarly, PC gaming keyboards deliver a competitive advantage by registering
+Added: keystrokes faster than others, offer options for mechanical key switches that feel and sound different, and utilize customizable lighting.
+Added: The $3.6 billion market for PC gaming headsets, mice and keyboards grew at 42% in 2020 and is forecasted to drop by 9% in 2021 to almost $3.3 billion.
+Added: The same gaming, work-from-home, and school/learn-from-home factors benefitted the accessories market where headsets, keyboards, mice and other accessories developed for PC gaming have seen an increase in consumer demand.
+Added: In 2021, the numbers are likely to fall off since the same COVID-19 related surges as 2020 are not expected.
+Added: PC and console gaming markets are also driven by major game launches and franchises that encourage players to buy equipment and
+Added: On Xbox, PlayStation®, and PC flagship games like Call of Duty®, Destiny, Star Wars:
+Added: Battlefront, Battlefield, Grand Theft Auto,
+Added: and battle royale games like Fortnite, Call of Duty Warzone, Apex Legends and PlayerUnknown’s Battlegrounds, are examples of major
+Added: franchises that prominently feature online multiplayer modes which encourage communication and tend to drive increased gaming headset
+Added: Many of these established franchises launch new titles annually leading into the holidays and as a result which can cause an additional
+Added: boost to the normally strong holiday sales of gaming accessories.
+Added: Microphone Market
+Added: The microphone market is estimated to be $2.3 billion in size with roughly $700 million of that estimated to be for digital USB microphones.
+Added: The market for high-quality microphones, specifically digital microphones is experiencing significant growth as consumers on YouTube, Twitch and other popular platforms are gravitating toward using high-quality professional equipment for their workstations.
+Added: Additionally, with the increasing trend to remote work furthered by stay-at-home orders, the need for a great sounding desktop microphone has become an important tool when it comes to working from home, as well as learning from home and staying connected with family and friends.
+Added: The 2021 acquisition of Neat Microphones expands Turtle Beach’s reach into the global microphone market, including, in particular, the market for digital/USB microphones which are often used by gamers, streamers, and influencers who also use other PC accessories.
COVID-19 Outlook
−Removed: The effects of the global pandemic and the measures being taken in response are uncertain and difficult to predict.
−Removed: As a result of government mandated stay-at-home orders, the Company’s March through September 2020 revenues have exceeded historical levels as the overall gaming and headset markets have experienced an unprecedented surge in demand.
−Removed: However, the risk of a global economic recession may adversely impact the long-term demand and/or pricing for our products, constrain retail sales of our products, constrain supply of our products, or delay the launch or supply at launch of the next generation Xbox and PlayStation consoles.
+Added: During 2020, as the pandemic created stay-at-home guidance, the gaming accessory market experienced a significant surge in demand
+Added: as existing gamers began gaming more and new gamers entered the market.
+Added: In addition, the increase in working from home and learning from home created additional demand for accessories, particularly gaming headsets which work well for video and audio calls.
+Added: As a result, the
+Added: Company’s 2020 revenues exceeded historical levels as the overall gaming and headset markets experienced an unprecedented surge
+Added: Going forward, the effects of the global pandemic and the measures being taken in response are uncertain and difficult to predict.
+Added: While there were likely certain one-time purchases caused by the stay-at-home orders, we believe millions of new gamers have joined
+Added: the market which should create an ongoing, larger installed base of players.
Key Performance Indicators and Non-GAAP Measures
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These metrics, however, are not measures of financial performance under accounting principles generally accepted in the United States of America (“GAAP”) and, given the limitations of these metrics as analytical tools, should not be considered a substitute for gross profit, gross margins, net income (loss) or other consolidated income statement data as determined in accordance with GAAP.
−Removed: We consider the following non-GAAP measures, which may not be comparable to similarly titled measures reported by other companies, to be key performance indicator
+Added: We consider the following non-GAAP measures, which may not be comparable to similarly titled measures reported by other companies, to be key performance indicators:
Adjusted EBITDA is defined as net income (loss) before interest, taxes, depreciation and amortization, stock-based compensation (non-cash) and certain special items that we believe are not representative of core operations.
Cash Margin is defined as gross margin excluding depreciation and amortization, and stock-based compensation.
−Removed: Adjusted EBITDA (and a reconciliation to Net income, the nearest GAAP financial measure) for the three and nine months ended September 30, 2020 and 2019 , are as follows:
+Added: Adjusted EBITDA (and a reconciliation to Net income, the nearest GAAP financial measure) for the three months ended March 31, 2021 and 2020, are as follows:
Three Months Ended
−Removed: Nine Months Ended
−Removed: September 30,
−Removed: September 30,
(in thousands)
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Stock-based compensation
−Removed: Income tax expense
−Removed: Unrealized gain on financial instrument obligation
−Removed: Acquisition-related settlement
+Added: Income tax expense (benefit)
Change in fair value of contingent consideration
Business transaction expense
+Added: Non-recurring business costs
Adjusted EBITDA
−Removed: Comparison of the Three Months Ended September 30, 2020 to the Three Months Ended September 30, 2019
−Removed: Net income for the three months ended September 30, 2020 was $17.8 million with Adjusted EBITDA of $27.6 million, compared to net loss of $3.1 million with Adjusted EBITDA of $0.3 million for the prior year, due to higher revenue and favorable business mix as consumer demand for gaming accessories increased as a result of state and local stay-at-home orders related to COVID-19.
−Removed: Comparison of the Nine Months Ended September 30, 2020 to the Nine Months Ended September 30, 2019
−Removed: Net income for the nine months ended September 30, 2020 was $22.4 million with an adjusted EBITDA of $37.8 million compared to net loss of $2.4 million with adjusted EBITDA of $6.2 million in the prior year period, due to higher revenue and favorable business mix as consumer demand for gaming accessories increased as a result of state and local stay-at-home orders related to COVID-19.
+Added: Comparison of the Three Months Ended March 31, 2021 to the Three Months Ended March 31, 2020
+Added: Net income for the three months ended March 31, 2021 was $8.8 million with Adjusted EBITDA of $15.3 million, compared to net loss of $3.6 million with Adjusted EBITDA of ($2.7) million for the prior year, due to higher revenue and favorable business mix as consumer demand for gaming accessories has remained above pre-pandemic levels.
Results of Operations
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Three Months Ended
−Removed: Nine Months Ended
−Removed: September 30,
−Removed: September 30,
(in thousands)
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Interest expense
−Removed: Other non-operating expense (income), net
+Added: Other non-operating expense, net
Income (loss) before income tax
−Removed: Income tax expense
+Added: Income tax expense (benefit)
Net income (loss)
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Three Months Ended
−Removed: Nine Months Ended
−Removed: September 30,
−Removed: September 30,
(in thousands)
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(1) Excludes depreciation and amortization, and stock-based compensation
−Removed: Comparison of the Three Months Ended September 30, 2020 to the Three Months Ended September 30, 2019
−Removed: Net revenue for the three months ended September 30, 2020 was $112.5 million, a $65.8 million increase from $46.7 million in the comparable prior year period due to increased demand from a continued surge in gaming activity resulting from stay-at-home orders and, the success of the Recon 70 series wired headsets, plus our newly revealed Gen 2 Stealth 600 and Stealth 700 headsets.
−Removed: For the three months ended September 30, 2020, gross profit as a percentage of net revenue increased to 41.0% from 32.2% in the comparable prior year period.
−Removed: Margins were positively impacted by volume-driven fixed cost leverage, lower than normal promotional activity given surging demand and favorable business mix, partially offset by higher freight costs to replenish channel supply and facilitate new product introductions.
−Removed: Comparison of the Nine Months Ended September 30, 2020 to the Nine Months Ended September 30, 2019
−Removed: Net revenue for the nine months ended September 30, 2020 was $227.2 million, a $94.3 million increase from $132.9 million in the comparable prior year period.
−Removed: This is due to a surge in gaming activity, including an influx of new gamers, returning gamers and non-gaming headset use, ignited by state and local stay-at-home orders in place for a significant part of 2020.
−Removed: For the nine months ended September 30, 2020, gross profit as a percentage of net revenue increased to 37.9% from 32.4% in the comparable prior year period.
−Removed: Margins were positively impacted by favorable business mix, volume-driven fixed costs leverage and lower promotional activity, partially offset by certain air freight to enable retail supply and higher tariffs costs.
+Added: Comparison of the Three Months Ended March 31, 2021 to the Three Months Ended March 31, 2020
+Added: Net revenue for the three months ended March 31, 2021 was $93.1 million, a $58.0 million increase from $35.0 million in the comparable prior year period due to increased demand as our GEN 2 models continued as top-selling models and encouraging growth in our expanding PC product line.
+Added: For the three months ended March 31, 2021, gross profit as a percentage of net revenue increased to 37.5% from 30.8% in the comparable prior year period.
+Added: The increase was primarily due to margins that were positively impacted by volume-driven fixed cost leverage and lower than normal promotional activity.
Operating Expenses
Three Months Ended
−Removed: Nine Months Ended
−Removed: September 30,
−Removed: September 30,
(in thousands)
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Selling and Marketing
−Removed: Selling and marketing expenses for the three months ended September 30, 2020 totaled $11.9 million compared to $10.2 million for the three months ended September 30, 2019.
−Removed: This increase was primarily due to volume-based direct sales related fees and commissions, partially offset by lower marketing event spend.
−Removed: Selling and marketing expenses for the nine months ended September 30, 2020 totaled $29.1 million compared to $24.6 million for the nine months ended September 30, 2019.
−Removed: This increase was primarily due to the inclusion of acquired ROCCAT-related headcount, volume-based direct sales related fees and commissions, and increased media spend, partially offset by decreases in marketing event spend, retail marketing initiatives and advertising display depreciation.
+Added: Selling and marketing expenses for the three months ended March 31, 2021 totaled $11.5 million compared to $7.6 million for the three months ended March 31, 2020.
+Added: This increase was primarily due to volume-based direct sales related fees and commissions, and certain ROCCAT brand marketing initiatives.
Research and Development
−Removed: Research and development costs for the three and nine months ended September 30, 2020 were $3.3 million and $8.7 million, respectively, compared to $2.2 million and $5.4 million for the three and nine months ended September 30, 2019, respectively.
−Removed: The year-over-year increases were primarily due to the expansion of PC accessories development and patent transition expenses.
+Added: Research and development costs for the three months ended March 31, 2021 were $4.0 million compared to $2.4 million for the three months ended March 31, 2020.
+Added: The year-over-year increases were primarily due to the expansion of PC accessories development capabilities.
General and Administrative
−Removed: General and administrative expenses for the three months ended September 30, 2020 totaled $6.8 million compared to $5.2 million for the three months ended September 30, 2019.
−Removed: Excluding the acquisition integration costs of $0.6 million in the prior year, the year-over-year increase was primarily due to certain legal settlements and higher variable compensation costs.
−Removed: General and administrative expenses for the nine months ended September 30, 2020 totaled $19.2 million compared to $16.1 million for the nine months ended September 30, 2019.
−Removed: Excluding the acquisition integration costs of $3.0 million in the prior year, the year-over-year increase was primarily due to the inclusion of acquired ROCCAT-related expenses, certain legal settlements, higher variable compensation costs and, increased professional and legal services.
−Removed: Other Non-Operating Expense (Income)
−Removed: Other non-operating income totaled $1.5 million for the nine months ended September 30, 2020, which included a $1.7 million acquisition-related settlement gain partially offset by a $0.5 million in contingent consideration revaluation, compared to other non-operating income of $1.4 million for the nine months ended September 30, 2019, which included a $1.6 million unrealized gain related to the change in fair value of a financial instrument obligation.
−Removed: Income tax expense for the three and nine months ended September 30, 2020 was $6.4 million at an effective rate of 26.5% and $7.9 million at an effective tax rate of 26.0%, respectively.
−Removed: Income tax expense for the three and nine months ended September 30, 2019 was $0.1 million at an effective tax rate of (2.1%) and $0.3 million at an effective tax rate of (11.5%), respectively.
−Removed: The effective tax rate for the three and nine months ended September 30, 2020 was primarily impacted by permanent items including global intangible low income taxed income and executive compensation, and certain state tax expense.
+Added: General and administrative expenses for the three months ended March 31, 2021 totaled $7.0 million compared to $5.7 million for the three months ended March 31, 2020.
+Added: The year-over-year increase was primarily due to increased legal defense costs, higher variable compensation costs and incremental Neat Microphones-acquisition related expense, offset by reduced professional fees.
+Added: Income tax expense for the three months ended March 31, 2021 was $2.8 million at an effective rate of 23.8%.
+Added: Income tax benefit for the three months ended March 31, 2020 was $1.8 million at an effective tax rate of 33.9%.
+Added: The effective tax rate for the three months ended March 31, 2021 was primarily impacted by the tax effect of disallowed compensation and state income tax expense, offset by benefits on stock option exercises.
Liquidity and Capital Resources
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The following table summarizes our sources and uses of cash:
−Removed: Nine Months Ended
−Removed: September 30,
+Added: Three Months Ended
(in thousands)
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Net cash used for investing activities
−Removed: Net cash used for financing activities
+Added: Net cash provided by (used for) financing activities
Effect of foreign exchange on cash
1 unchanged sentence
Operating activities
−Removed: Cash provided by operating activities for the nine months ended September 30, 2020 was $32.6 million, an increase of $5.3 million as compared to $27.3 million for the nine months ended September 30, 2019.
−Removed: The increase is primarily the result of higher gross receipts, partially offset by increased product purchases, and related air freight costs, to align inventory levels with elevated consumer demand.
+Added: Cash provided by operating activities for the three months ended March 31, 2021 was $21.1 million, an increase of $3.6 million as compared to $17.5 million for the three months ended March 31, 2020.
+Added: The increase is primarily the result of higher gross receipts, partially offset by increased raw material procurements and product purchases to maintain inventory levels with elevated consumer demand.
Investing activities
−Removed: Cash used for investing activities was $3.9 million for the nine months ended September 30, 2020 related to certain capital investments compared to $14.3 million for the nine months ended September 30, 2019, which included the $12.7 million ROCCAT acquisition.
+Added: Cash used for investing activities was $4.8 million for the three months ended March 31, 2021 related to certain capital investments, including $2.5 million related to the Neat Microphones acquisition, compared to $0.9 million for the three months ended March 31, 2020.
Financing activities
−Removed: Net cash used for financing activities was $9.3 million during the nine months ended September 30, 2020 compared to $12.8 million during the nine months ended September 30, 2019.
−Removed: Financing activities during the nine months ended September 30, 2020 consisted of net repayments on our revolving credit facility of $15.7 million, equity sales totaling $4.4 million under our existing at-the-market program and stock option exercise proceeds of $2.2 million.
−Removed: Financing activities during the nine months ended September 30, 2019 consisted of net repayments on our revolving credit facility of $10.8 million and $1.9 million of common stock repurchases.
+Added: Net cash provided by financing activities was $0.7 million during the three months ended March 31, 2021 compared to $15.4 million during the three months ended March 31, 2020.
+Added: Financing activities during the three months ended March 31, 2021 primarily included stock option exercise proceeds of $0.9 million.
+Added: Financing activities during the three months ended March 31, 2020 consisted of net repayments on our revolving credit facility of $15.4 million.
Management assessment of liquidity
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Significant assumptions underlie this belief, including, among other things, that there will be no material adverse developments in our business, liquidity or capital requirements.
−Removed: Foreign cash balances at September 30, 2020 and December 31, 2019 were $5.5 million and $5.9 million, respectively.
+Added: Foreign cash balances at March 31, 2021 and December 31, 2020 were $6.8 million and $5.9 million, respectively.
At-the-Market Common Stock Issuance
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The Company intends to use the net proceeds from the offering, after deducting the Sales Agent’s commissions and the Company’s offering expenses, to support its strategic growth plans, as well as for general corporate purposes.
−Removed: During the three months ended September 30, 2020, the Company sold a total of 237,813 shares of its common stock under the Sales Agreement in the open market at an average gross selling price of $18.39 per share for net proceeds of $4.4 million.
+Added: There was no activity under this agreement during the three months ended March 31, 2021.
Revolving Credit Facility
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In addition, Turtle Beach is required to pay a commitment fee on the unused revolving loan commitment at a rate ranging from 0.25% to 0.50% and letter of credit fees and agent fees.
−Removed: As of September 30, 2020, interest rates for outstanding borrowings were 3.75% for base rate loans and 3.00% for LIBOR rate loans.
+Added: As of March 31, 2021, interest rates for outstanding borrowings were 3.75% for base rate loans and 3.00% for LIBOR rate loans.
+Added: As of March 31, 2021, there were no outstanding borrowings under the Credit Facility.
The Company is subject to quarterly financial covenant testing if certain availability thresholds are not met or certain other events occur (as defined in the Credit Facility).
2 unchanged sentences
Obligations under the Credit Facility are secured by a security interest and lien upon substantially all of the Company’s assets.
−Removed: As of September 30, 2020, the Company was in compliance with all financial covenants under the Credit Facility, as amended, and excess borrowing availability was approximately $79.8 million.
+Added: As of March 31, 2021, the Company was in compliance with all financial covenants under the Credit Facility, as amended, and excess borrowing availability was approximately $49.7 million.
Critical Accounting Estimates
−Removed: Our discussion and analysis of our results of operations and capital resources are based on our consolidated financial statements, which have been prepared in conformity with GAAP.
+Added: Our discussion and analysis of our results of operations and capital resources are based on our consolidated financial statements, which have been prepared in conformity with U.S.
The preparation of these consolidated financial statements requires management to make estimates and assumptions that affect the reported amounts of assets, liabilities, revenue and expenses and the disclosure of contingent assets and liabilities.
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The Company does not use derivative financial instruments for speculative or trading purposes.
−Removed: As of September 30, 2020 and December 31, 2019, we did not have any derivative financial instruments.
+Added: As of March 31, 2021 and December 31, 2020, we did not have any derivative financial instruments.
Foreign Currency Exchange Risk
−Removed: The Company has exchange rate exposure primarily with respect to the British Pound.
−Removed: As of September 30, 2020 and December 31, 2019, our monetary assets and liabilities that are subject to this exposure are immaterial, therefore the potential immediate loss to us that would result from a hypothetical 10% change in foreign currency exchange rates would not be expected to have a material impact on our earnings or cash flows.
+Added: The Company has exchange rate exposure primarily with respect to the British Pound and Euro.
+Added: As of March 31, 2021 and December 31, 2020, our monetary assets and liabilities that are subject to this exposure are immaterial, therefore the potential immediate loss to us that would result from a hypothetical 10% change in foreign currency exchange rates would not be expected to have a material impact on our earnings or cash flows.
This sensitivity analysis assumes an unfavorable 10% fluctuation in the exchange rates affecting the foreign currencies in which monetary assets and liabilities are denominated and does not take into account the offsetting effect of such a change on our foreign currency denominated revenues.
2 unchanged sentences
Although the Company does not believe that inflation has had a material impact on its financial position or results of operations to date, a high rate of inflation in the future may have an adverse effect on the Company’s ability to maintain current levels of gross margin and selling, general and administrative expenses as a percentage of net revenue if the selling prices of products do not increase with these increased costs.
−Removed: Item 4 - Control s and Procedures
−Removed: Disclosure Controls and Procedures
−Removed: Disclosure controls and procedures (as defined in Rules 13(a)-15(e) and 15(d)-15(e) of the Securities Exchange Act of 1934, as amended (the “Exchange Act”)), are designed to ensure that (1) information required to be disclosed in reports filed or submitted under the Exchange Act is recorded, processed, summarized and reported within the time periods specified in SEC rules and forms;
−Removed: and (2) that such information is accumulated and communicated to management, including the principal executive officer and principal financial officer, to allow timely decisions regarding required disclosures.
−Removed: At the conclusion of the period covered by this Quarterly Report on Form 10-Q, we carried out an evaluation, under the supervision of our Chief Executive Officer (our principal executive officer, or PEO) and our Chief Financial Officer (our principal financial officer, or PFO), of the effectiveness of the design and operation of our disclosure controls and procedures.
−Removed: Based upon that evaluation, our PEO and PFO concluded that our disclosure controls and procedures, as defined in Rule 13a-15(e) of the Exchange Act, were effective as of September 30, 2020.
−Removed: Changes in Internal Control over Financial Reporting
−Removed: There have been no changes in our internal control over financial reporting during the period covered that have materially affected, or are reasonably likely to materially affect, our internal control over financial reporting.
−Removed: Our process for evaluating controls and procedures is continuous and encompasses constant improvement of the design and effectiveness of established controls and procedures and the remediation of any deficiencies, which may be identified during this process.
−Removed: Because of the inherent limitations of internal control over financial reporting, including the possibility of collusion or improper management override of controls, material misstatements due to error or fraud may not be prevented or detected on a timely basis.
−Removed: Accordingly, even effective disclosure controls and procedures can only provide reasonable assurance of achieving their control objectives.
−Removed: Also, projections of any evaluation of the effectiveness of the internal control over financial reporting to future periods are subject to the risk that the controls may become inadequate because of changes in conditions, or that the degree of compliance with the policies or procedures may deteriorate.
−Removed: OTHER INFORMATION
−Removed: Item 1 - Legal Proceedings
−Removed: Please refer to Note 14, “Commitments and Contingencies” in the notes to the unaudited condensed consolidated financial statements included in Part I, Item 1 of this Report on Form 10-Q, which is incorporated into this item by reference.
Compared sentence by sentence after normalising whitespace, quotation marks, case and digits, so re-formatting and restated figures do not read as changed language. Wording changes appear as one removal and one addition. The current filing and the prior one are authoritative.