\nAdjusted EBITDA margin %<\/td>\n | 11.3%<\/td>\n | 13.1%<\/td>\n | 8.9%<\/td>\n | 9.8%<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n As of Q2 2022, proforma metrics are reported directly to the agent <\/em>as per<\/em> terms and conditions of the senior secured callable fixed rate bonds ISIN: SE0015837794. <\/em><\/p>\nC<\/strong>o-CEO <\/strong>Umut<\/strong> Akpinar<\/strong> said: <\/strong>\u201cThis quarter our delivery remained <\/em>strong<\/em> and we are increasing our <\/em>focus on costs <\/em>to strengthen our resilience in the evolving<\/em> macroeconomic<\/em> environment<\/em>. At the same time, our priority remains to offer the best service and products to our customers, continuously improving our operational efficiency and excellence. With a focus on value over volume, we are also growing direct sales from our local offices to advertisers and <\/em>high-grading<\/em> our publisher inventory. As we accelerate the integration of <\/em>acquisitions, we expect more value to be unlocked for Azerion. We remain on track to deliver at least EUR<\/em> 450 million revenue this year.\u201d<\/em><\/p>\nCo-CEO Atilla Aytekin said:<\/strong> \u201cIn the second quarter we continued actively working on our acquisition funnel to complement our organic growth with a strong forward visible pipeline, which is demonstrated by the acquisitions we have completed so far this year. We also raised capital and will continue exploring options to fund acquisitions, including raising more equity.\u201d<\/em><\/p>\nAzerion Holding B.V. – Financial overview Q2 2022<\/strong><\/p>\nRevenue<\/strong><\/p>\nQ2 2022 Net Revenue amounted to EUR 103.9 million, compared to EUR 52.7 million in Q2 2021. This reflects higher revenue from both the Platform and Premium Games segments, driven by acquisitions and organic growth.<\/p>\n Earnings<\/strong><\/p>\nAdjusted EBITDA was EUR 11.7 million in Q2 2022, compared to EUR 6.9 million in Q2 2021, reflecting improved net revenue and gross profit margin.<\/p>\n The operating loss amounted to EUR 16.1 million, which includes a charge of EUR 16.1 million related to De-SPAC expenses, compared to an operating profit of EUR 1.3 million in Q2 2021.<\/p>\n Cash flow <\/strong><\/p>\nCash flow from operating activities in Q2 2022 was EUR 10.9 million, excluding the impact of employee SARs related cash outflows associated with the De-SPAC transaction, which amounted to EUR 5.9 million. Including those employee SARs related cash outflows, cash flow from operating activities was EUR 5.0 million. Cash flow from investing activities was an outflow of EUR 41.6 million, mainly due to acquisitions. Cash flow from financing activities totalled EUR 33.3 million.<\/p>\n Capex <\/strong><\/p>\nWe capitalize development costs related to asset development, a core activity to support innovation in our platform. These costs primarily relate to developers\u2019 time devoted to the development of games, platforms and other new features. In Q2 2022 we capitalized EUR 4.2 million, which is equivalent to 17.0% of gross personnel costs.<\/p>\n Financial position and financing<\/strong><\/p>\nOur net interest-bearing debt1<\/sup> amounted to EUR 183.7 million as at 30 June 2022, mainly comprising our outstanding bond loan with a nominal value of EUR 200 million (part of an in total EUR 300 million framework) and lease liabilities with a balance of EUR 17.5 million less the cash and cash equivalents position of EUR 39.0 million.<\/p>\nAzerion Holding B.V. – Segment information Q2 2022<\/strong><\/p>\nPlatform <\/strong><\/p>\nOur Platform segment includes casual games distribution, advertising and e-commerce, which are fully integrated through our technology. It generates revenue mainly by displaying digital advertisements in both game and non-game content, as well as selling and distributing AAA games through our e-commerce channels. Platform is also integrated with our Premium Games segment, leveraging inter-segment synergies.<\/p>\n Platform \u2013 Selected Financial KPIs <\/strong><\/p>\n\n\n\n<\/td>\n | Q2<\/strong><\/td>\nH1<\/strong><\/td>\n<\/tr>\n\nEURm<\/strong><\/td>\n2022<\/strong><\/td>\n2021<\/strong><\/td>\n2022<\/strong><\/td>\n2021<\/strong><\/td>\n<\/tr>\n\nNet Revenue<\/td>\n | 82.0<\/td>\n | 41.4<\/td>\n | 154.6<\/td>\n | 75.6<\/td>\n<\/tr>\n | \nGross profit<\/td>\n | 30.7<\/td>\n | 14.8<\/td>\n | 53.1<\/td>\n | 24.8<\/td>\n<\/tr>\n | \nOperating expenses<\/td>\n | (26.0)<\/td>\n | (11.3)<\/td>\n | (46.8)<\/td>\n | (21.0)<\/td>\n<\/tr>\n | \nOperating profit \/ (loss)<\/td>\n | (3.1)<\/td>\n | 1.3<\/td>\n | (14.5)<\/td>\n | (2.0)<\/td>\n<\/tr>\n | \nEBITDA<\/td>\n | 3.0<\/td>\n | 4.3<\/td>\n | (3.5)<\/td>\n | 4.5<\/td>\n<\/tr>\n | \nAdjusted EBITDA<\/td>\n | 7.8<\/td>\n | 5.2<\/td>\n | 9.8<\/td>\n | 6.4<\/td>\n<\/tr>\n | \nRevenue growth %<\/td>\n | 98.0%<\/td>\n | <\/td>\n | 104.5%<\/td>\n | <\/td>\n<\/tr>\n | \nGross profit margin %<\/td>\n | 37.4%<\/td>\n | 35.7%<\/td>\n | 34.3%<\/td>\n | 32.8%<\/td>\n<\/tr>\n | \nAdjusted EBITDA growth %<\/td>\n | 50.0%<\/td>\n | <\/td>\n | 53.1%<\/td>\n | <\/td>\n<\/tr>\n | \nAdjusted EBITDA margin %<\/td>\n | 9.5%<\/td>\n | 12.6%<\/td>\n | 6.3%<\/td>\n | 8.5%<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n Financial data for Q2 and H1 2021 has been revised to reflect reporting segments adopted as of Q3 2021. 2021 comparative information has been updated to include the allocation of head office costs to segments.<\/em><\/p>\nPlatform<\/strong> Net Revenue was EUR 82.0 million in Q2 2022, an increase of 98.0% compared to Q2 2021, mainly due to acquisitions and organic growth.<\/p>\nAdjusted EBITDA was EUR 7.8 million in Q2 2022, increasing by 50.0% compared to Q2 2021. This reflected higher net revenue and stronger gross profit margin, mainly driven by increased direct sales from our local offices to advertisers, which accounted for approximately 47% of total Platform revenue in Q2 2022, compared to some 35% in Q2 2021.<\/p>\n Results also benefited from increased user engagement, with users spending more time playing casual games. In addition, we have grown our casual games distribution portfolio during Q2 2022, adding approximately 790 new titles and 36 new publisher partners.<\/p>\n Advertising – Selected <\/strong>O<\/strong>perational <\/strong>KPIs<\/strong><\/p>\n\n\n\n<\/td>\n | Q2 2022<\/strong><\/td>\nQ1 2022<\/strong><\/td>\nQ4 2021<\/strong><\/td>\nQ3 2021<\/strong><\/td>\nQ2 2021<\/strong><\/td>\n<\/tr>\n\nAvg. Digital Ads Sold per Month (bn)<\/strong><\/td>\n8.3<\/strong><\/td>\n8.8<\/strong><\/td>\n9.9<\/strong><\/td>\n6.1<\/strong><\/td>\n5.3<\/strong><\/td>\n<\/tr>\n\nAdvertising auction platform<\/em> (bn)<\/em><\/td>\n3.8<\/em><\/td>\n3.9<\/em><\/td>\n4.4<\/em><\/td>\n3.6<\/em><\/td>\n3.2<\/em><\/td>\n<\/tr>\n\nPublisher monetisation services<\/em> (bn)<\/em><\/td>\n4.5<\/em><\/td>\n4.9<\/em><\/td>\n5.5<\/em><\/td>\n2.5<\/em><\/td>\n2.1<\/em><\/td>\n<\/tr>\n\nAvg. Gross Revenue per Million Ad Requests from advertising auction platform (EUR)<\/strong><\/td>\n6.2<\/strong><\/td>\n6.1<\/strong><\/td>\n9.8<\/strong><\/td>\n7.2<\/strong><\/td>\n6.7<\/strong><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n\n- The Average number of digital ads sold per month <\/strong>(paid impressions) increased to 8.3 billion from 5.3 billion in Q2 2021, reflecting higher user engagement from our owned and operated content, as well as increased audiences for non-game content. This was partly offset by a deliberate reduction in certain impressions, driven by the continuous high-grading of our publisher inventory and margin optimisation of digital advertisements.<\/li>\n
- The Average gross revenue per million ad requests<\/strong> was EUR 6.2 in Q2 2022, compared to EUR 6.7 in Q2 2021, showing relative stability in efficiency and profitability of our advertising auction platform, which is continuously managed for value.<\/li>\n<\/ul>\n
Premium Games<\/strong><\/p>\nOur Premium Games segment includes nine game titles of social card games and metaverse, stimulating social interaction among players and building communities. The segment generates revenue mainly by offering users the ability to make in-game purchases for extra features and virtual goods to enhance their gameplay experience.<\/p>\n Premium Games \u2013 Selected Financial KPIs<\/strong><\/p>\n\n\n\n<\/td>\n | Q2<\/strong><\/td>\nH1<\/strong><\/td>\n<\/tr>\n\nEURm<\/strong><\/td>\n2022<\/strong><\/td>\n2021<\/strong><\/td>\n2022<\/strong><\/td>\n2021<\/strong><\/td>\n<\/tr>\n\nNet Revenue<\/td>\n | 21.9<\/td>\n | 11.3<\/td>\n | 43.7<\/td>\n | 22.7<\/td>\n<\/tr>\n | \nGross profit<\/td>\n | 11.2<\/td>\n | 6.0<\/td>\n | 21.7<\/td>\n | 11.0<\/td>\n<\/tr>\n | \nOperating expenses<\/td>\n | (7.3)<\/td>\n | (4.6)<\/td>\n | (14.0)<\/td>\n | (8.3)<\/td>\n<\/tr>\n | \nOperating profit \/ (loss)<\/td>\n | 0.2<\/td>\n | 0.0<\/td>\n | (0.4)<\/td>\n | 0.2<\/td>\n<\/tr>\n | \nEBITDA<\/td>\n | 2.8<\/td>\n | 1.3<\/td>\n | 5.4<\/td>\n | 2.4<\/td>\n<\/tr>\n | \nAdjusted EBITDA<\/td>\n | 3.9<\/td>\n | 1.7<\/td>\n | 7.8<\/td>\n | 3.2<\/td>\n<\/tr>\n | \nRevenue growth %<\/td>\n | 93.8%<\/td>\n | <\/td>\n | 92.5%<\/td>\n | <\/td>\n<\/tr>\n | \nGross profit margin %<\/td>\n | 51.1%<\/td>\n | 53.1%<\/td>\n | 49.7%<\/td>\n | 48.5%<\/td>\n<\/tr>\n | \nAdjusted EBITDA growth %<\/td>\n | 129.4%<\/td>\n | <\/td>\n | 143.8%<\/td>\n | <\/td>\n<\/tr>\n | \nAdjusted EBITDA margin %<\/td>\n | 17.8%<\/td>\n | 15.0%<\/td>\n | 17.8%<\/td>\n | 14.1%<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n Financial data for Q2 and H1 2021 has been revised to reflect reporting segments adopted as of Q3 2021<\/em>. 2021 comparative information<\/em> has been <\/em>updated to include the allocation of head office costs to segments.<\/em><\/p>\nPremium Games<\/strong> Net Revenue was EUR 21.9 million in Q2 2022, an increase of 93.8% compared to Q2 2021, primarily due to the acquisition of Whow Games and organic growth.<\/p>\nAdjusted EBITDA was EUR 3.9 million in Q2 2022, increasing by 129.4% compared to Q2 2021, mainly reflecting higher contributions from Governor of Poker 3, which was primarily driven by new features and events that enhanced the user gameplay experience. This was partly offset by lower average daily users.<\/p>\n Premium Games \u2013 Selected<\/strong> Operational<\/strong> KPIs <\/strong><\/p>\n\n\n\n<\/td>\n | Q2 2022<\/strong><\/td>\nQ1 2022<\/strong><\/td>\nQ4 2021<\/strong><\/td>\nQ3 2021<\/strong><\/td>\nQ2 2021<\/strong><\/td>\n<\/tr>\n\nAvg. Time in Game per Day (min)<\/strong><\/td>\n80<\/td>\n | 81<\/td>\n | 80<\/td>\n | 79<\/td>\n | 79<\/td>\n<\/tr>\n | \nAvg. DAUs (thousands)<\/strong><\/td>\n567<\/td>\n | 607<\/td>\n | 599<\/td>\n | 616<\/td>\n | 693<\/td>\n<\/tr>\n | \nAvg. ARPDAU (EUR)<\/strong><\/td>\n0.40<\/td>\n | 0.38<\/td>\n | 0.42<\/td>\n | 0.37<\/td>\n | 0.34<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n Note: Whow Games included for the full historical period for comparability purposes<\/em><\/p>\n\n- The Average time in game per day <\/strong>from our Premium Games players was at a similar level as in Q2 2021.<\/li>\n
- The Average daily active users<\/strong> (DAUs)<\/strong> decreased by almost 18% compared to Q2 2021, reflecting the reset in the number of users post Covid-19 elevated levels, partly offset by new users in France, following a user acquisition campaign.<\/li>\n
- The Average revenue per daily active user (ARPDAU) <\/strong>increased by over 17% compared to Q2 2021, primarily driven by new features and events that enhanced the user gameplay experience.<\/li>\n<\/ul>\n
Other<\/strong><\/p>\nReporting segment Other only contains EUR 13.2 million De-SPAC related expenses not allocated to the Platform or Premium Games segments. Those costs impact the reported operating profit\/loss, but are removed from Adjusted EBITDA.<\/p>\n Azerion Holding B.V. \u2013 <\/strong>Other information <\/strong><\/p>\n | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |