SciPlay Corporation (NASDAQ:SCPL) Q4 2022 Earnings Call Transcript

Page 3 of 10

Josh Wilson: Okay. Excellent. Thanks, Matthew. It’s good talking to you. UA, so way I would think about UA right now is their Q1 UA is performing extremely well compared to Q4, but it normally does. But the more encouraging is Q1 looks very, very good to Q3 because that’s a better comp than what it would’ve done to just Q4. We’ve seen really good returns, which has enabled our growth team to continue to elevate the spend in Q1. But we feel very confident we’re going to see those returns throughout the year. As far as the macro environment on UA goes, we do continue to have struggles with IDFA. We’re still hoping at some point that they are going to make some type of shift and open up the entire bucket again, the way it used to be on that platform.

But as everyone knows, Apple is not announced anything as of now. But with the tools that we have been building and the strength of our game right now, it has enabled us to continue to increase our spend on Apple in order to push more users in. We’ve also learned so much from our innovation campaigns last year where we were able to test different buckets, and by testing these different buckets, we were able to find a diverse group of users that enabled us to enact on the innovation campaign that Daniel talked about here in Q1. This innovation like spoiler, this innovation campaign is showing us really great results. We aren’t going to dig into the KPIs for that and tell our next earning call, but I could not be more proud of how our team went, found — innovated, innovated, innovated, and then found something that’s going to be meaningful for the company.

I don’t think we’re ever going to get away from being a payer conversion company because ultimately every dollar we ever spend is about ROI. So for us, we were just talking the other day that we’re converting three-year payers — or sorry, three-year non-payers at 0.5% a day. Like, we’re looking once we have you in our ecosystem and get you in there, it’s about how do we turn you into a valuable payer for the company itself. And this is how we’re going to close that ARPDAU gap that we’ve talked about so many times. I do think that we’re looking at ways of increasing our MAU potential throughout the year and over the next coming years. Most likely it won’t be through our core franchises today. It’ll be through finding new avenues or places where we can bring in users at a significantly cheaper price, but still keep some retention there.

So we get the total SciPlay network to grow, but then also gives us the ability to cross promote where needed. Then I think you said you had a follow-up, Matthew.

Matthew Thornton: Yes. One quick follow-up and actually I think you provided a good transition there. You didn’t talk about some of the titles in the pipeline, so I’m curious how we should think about those. I think Solitaire was in monetization tests. I’m kind of curious how those had performed and how to think about that title and then Spell Spinner I think was approaching soft launch if I’m not mistaken. So again, any early findings there, any update on how to think about full launch timing on those titles, and then I’ll jump back in the queue. Thanks, Josh.

Josh Wilson: Yes, yes, yes. Thanks, Matthew. So I think the reason that you didn’t hear them in the actual script itself is we want to make it very, very clear to everyone that our main focus is our core franchises right now. These are what are driving the growth; these are what are driving the new payers. These — this is what is the core foundation of the company. Now with, we still are looking at, new games, new revenue sources, new ways of bringing to expanding the portfolio. Sci is in the second round of what we call now monetization testing, which is basically marketing testing. It takes a while because we got to wait until we get 30-day baked cohorts. So until you basically wait a month until the end, hoping to have a little bit more information and clarity on that one, probably in Q2, I will admit we’ve seen some ups and downs with it because marketing to new games has been challenging, especially ones that are a little bit more IAP focus.

Page 3 of 10