Tony D. Bartel
Analyst · Janney
Thanks, Rob. The second quarter continued a negative trend in the console category, as evidenced by a 26% category decline due to a fall-off in the handheld category, large declines in console sales and a 29% decrease in software sales. In spite of the category decline, our unique offerings such as exclusive content, informed associates and buy-sell-trade model, helped us grow share by 173 basis points in the quarter. In software alone, we outpaced all of our competitors by over 11 points as they declined over 32%, while we declined 21% during the quarter. As we look forward to the next 3 quarters, we see an increasing number of key title launches, all of which are reserving better than their predecessors. In fact, many of the major titles are reserving up double digits over prior year, giving us confidence that the back half of the year will be significantly better than prior quarters. Strong launch titles for Q3 include EA's Madden NFL 13, FIFA Soccer 13 and Medal of Honor: Warfighter, 2K Games, Borderlands 2, Blizzard's World of Warcraft expansion pack, Mists of Pandaria; Nintendo's Pokemon Black and White Version 2, Activision's Skylanders Giants and Capcom's Resident Evil 6. Q4 launches includes Activision's Call of Duty: Black Ops II, which is on track to be our largest game launch of all time. Ubisoft Assassin's Creed 3, Microsoft's Halo 4, Ubisoft's Just Dance 4 and the launch of Nintendo's Wii U Console and related software and accessories. Q1 announced titles include Konami's Metal Gear Solid Rising, Sony's God of War: Ascension, Square Enix Tomb Raider and Take-Two's Bioshock Infinite. Based on the strength of these launches, we see a shrinking category decline in quarters 3 and 4, culminating in one of the strongest first quarter growth numbers that we've seen in a number of years. As Paul and Rob mentioned earlier, our digital receipts grew 27% over last year. Console digital grew 9%, and PC digital grew 76%. Although we expected console digital in the second quarter to be less than our 50% annual growth rate due to tough comparisons driven by the acceleration of Activision's Call of Duty ELITE sales end of 2011, our digital console growth rate was lower than expected. The overall decline in console-related traffic significantly impacted our sale of Xbox LIVE and PlayStation Network points cards. As we have discussed, the success that we are having attaching DLC on the day that a new titles launches as part of our integrated launch campaigns, we are now seeing most major software titles providing sellable DLC content at the time of launch. We expect this to provide a significantly higher attach rate in our fourth quarter. As part of our ongoing process to improve discovery and delivery of digital content to our customers, we recently simplified the delivery method of codes to customers purchasing Microsoft DLC. Leveraging our PowerUp Rewards program, we are now providing those customers with a streamlined, simple way to download digital items for Xbox. This new process allows these customers the ability to immediately begin their DLC download from any connected device, including a smartphone inside of our stores. Customers can immediately start their download by clicking on 2 simple links from an e-mail that they received at their time of purchase. By removing the number one consumer friction point of inputting a 25 digit code via a game controller, we have made this process significantly simpler. Also, we can now sell a broader assortment of DLC, and we can sell it earlier, allowing us to incorporate DLC pre-orders with nearly all major title pre-ordered campaigns. Finally, we expect increased console traffic to drive stronger growth of Xbox LIVE, PlayStation Network and Nintendo points cards in the back half of the year. Our PC digital download business more than doubled in the second quarter, as we streamlined our PC offerings in store and moved PC sections to more prominent locations. Our strategy of offering over 1,700 games digitally is resonating with our customers and resulting in sustained growth. In addition, we launched the ability to fund Steam Wallets in our stores, and this has been a strong addition to our digital offerings. Enabled by our proprietary digital code delivery system, the sale of this currency is bringing in new customers who are eager to take advantage of our associate knowledge and our buy-sell-trade model. Also, we are currently reserving the digital version of Blizzard's new world of War Craft sequel, Mists of Pandaria in both the standard and the deluxe edition as part of our expanding digital relationship with Blizzard. Kongregate grew 50% as we added 42 games that monetized through in-game transactions. Revenue from in-game transactions grew 108% during the quarter. Game Informer continues to grow at a strong rate, and we recently announced that Game Informer's physical magazine grew 38% to 8.2 million subscribers, making it the third largest physical magazine in the nation. In addition, with 2 million paid digital subscribers, it is also the largest paid digital subscription in the world. We're in the process of rolling out digital Game Informer in all countries internationally. Spawn has completed its national private beta, and we are confident in our game virtualization and low latency technology. Based on consumer feedback, our success in selling mobile devices and the imminent launch of new consoles, we have decided to move our technology to a PC-based model. Customers tell us that they prefer to leverage cloud gaming to power their mobile locations, and we are in active conversations with publishers and developers to leverage our patented game virtualization technology to deliver hundreds of games to PCs, tablets and connected TVs. We expect to launch this new service in the summer of 2013. Our mobile business continues to ramp, generating $29 million of revenue, which is more than double our sequential run rate over the first quarter and on track to deliver our full year goal of $150 million to $200 million that we have previously communicated. We now sell Android-based tablets in over 1,600 stores domestically and 800 internationally. During the quarter, tablets sales are bolstered by the sale of the Google Nexus 7 tablets. In spite of limited supply, we were the first retailer to accept pre-orders on the tablet, and we have established ourselves as one of the top-selling retailers of this high-demand tablet. We expect the supply to improve dramatically in the back half of the year, and we look forward to meeting the strong demand that we see for this tablet. We have applied our buy-sell-trade heritage to iDevices and other mobile devices and are seeing increasing trades, as well as strong consumer demand. Trades of iDevices represent 10% of trades that we received during the quarter, and have been increasing weekly. We also began to take the most popular 43 Android devices and the Kindle Fire in trade. During the quarter, we executed a successful national marketing campaign aimed at driving awareness of our trade-in program that resulted in a significant lift in trades. We are leveraging our 185,000 square-foot refurbishment center to test and wipe all iDevices with state-of-the-art proprietary processes designed to get product back into our stores as quickly as possible. Finally, we have expanded the number of stores selling iDevices to over 3,800 stores, and we'll be selling in all domestic stores before the holiday season. All stores globally are accepting trades. Based on our trade and sales result to date, we expect to achieve our full year projection of $150 million to $200 million of revenue this year with at least a 30% margin. With that, I'll turn the call back to a moderator for any questions.