Tony Bartel
Analyst · Credit Suisse
Thanks, Rob, and good morning. As Paul mentioned earlier, investments that we made in prior years are paying off at digital revenue growth, and we saw all digital areas continue to grow during the quarter. We remain on target to deliver above 50% digital growth for the year, as our digital revenue grew 53% in the first quarter. Console digital revenue grew 50%, while PC digital revenue grew 62%. I would like to provide you with an update of our digital initiatives and their results during the first quarter. At our Investor Conference, we announced that we had purchased Spawn Labs, a game streaming company and had entered into an agreement to purchase Impulse, a PC digital download company. We officially closed on Impulse two weeks ago, and we are actively working on integrating both Spawn and Impulse into the GameStop ecosystem. The integration of Impulse has already begun, as we are integrating the download engine into GameStop.com. As with everything that we do, PowerUp Rewards will also be fully integrated into Impulse. Both processes should be completed by the end of the second quarter. The Impulse catalog currently has over 1,200 games available at impulsedriven.com, and conversations with our publishing partners have already yielded significant additions to our catalog. Spawn is readying their product for the first of two betas that we will perform this year, with the first beta scheduled for early July. This private beta will test our data center infrastructure and will be limited to GameStop associates. The second beta will test our nationwide cloud infrastructure to provide service across the United States. As a reminder, our publisher-friendly business model provides an extension of the gaming experience for our PowerUp Rewards members to Internet connected devices, as well as providing a try-before-you-buy service, all with no additional modification required by the game publishers. Clearly, the implementation of our digital strategy will take close partnership with our publishing partners, and last week we completed our first round of discussions with our top publishers and platform holders to discuss our digital initiatives. We are encouraged by their response to our initiatives and will continue to partner with them as we roll out these products. They understand that our focus remains on selling physical games and extending the gaming experience into the digital space, as we have done with downloadable content. So we are confident of our ability to deliver content to gamers in an increasingly digital world. Kongregate continues to grow at a rapid pace as it leveraged our store and digital assets to drive traffic to the site. Traffic is up 58% over last year, resulting in revenue that is 65% higher than prior year. Our focus on adding highly monetizing free-to-play games, many of which are migrating from the Facebook platform, has more than doubled our virtual goods revenue, which represents the majority of total revenue for Kongregate. We also have hundreds of thousands of people utilizing our Android app, Kongregate Arcade, on a weekly basis. Our sale of downloadable content continues to provide substantial growth. Year-to-date, our revenue from downloadable content sales exceeds the full amount of downloadable content revenue that we generated all of last year. Working with Microsoft and Sony, we are now able to presell all major DLC content and deliver codes to a PowerUp Reward member's digital locker on the day of launch. We also expanded internationally, as we are now selling DLC in our French stores. The popularity of DLC at retail is growing quickly and the successful launch of these titles is becoming as important as full game physical title launches. Based on this, we're working closely with our publishing partners to launch these DLC titles with the same support that we are offering physical goods, including full marketing plans, presell incentives and go big exclusive content. A key example of this strategy is the recent launch of the Escalation pack for the Xbox 360 version of Call of Duty: Black Ops. We worked together with Microsoft and Activision to launch this game in our stores and on our website, building demand and capturing this demand through preselling the game prior to launch. On the day of launch, we delivered over 50,000 presold codes to our PowerUp Reward members at the time it became available on Xbox live. During the first week, we sold more than 200,000 codes of this DLC in our stores and online, making this our largest DLC launch of all time. We look forward to working with our publishing partners to great many successful DLC product launches this year. On GameStop.com, we saw 20% U.S. growth in the quarter, fueled in large part by increases in the sale of DLC and the growth of online advertising, which drove digital sales online to increase by 50%. We now have international sites up in France, Italy, Germany, Spain, Ireland, Australia and Canada, and our global e-commerce sales grew 22% during the quarter. During the quarter, we also launched an updated digital version of our Game Informer Magazine. As we mentioned during Investor Day, digital magazines are projected to be a large source of digital growth over the next few years. And Game Informer, already the third largest physical magazine in the nation, is also one of the largest digital magazines, with 400,000 digital paying subscribers. With that, I'll turn it over to the moderator for questions.