Showing posts with label Merge And Acquistion. Show all posts
Showing posts with label Merge And Acquistion. Show all posts

Friday, June 7, 2024

Do M&A deals create value for acquirers in Media & entertainment industry, with a focus in gaming industry

 

Literature review

This chapter introduces theories that formulate the foundation of the thesis. It highlights core theoretical principles and assumptions that inform the empirical analysis. The first two chapters introduce literature on mergers and acquisition research and efficient market hypothesis.  The chapters form the foundation for the applied method and elaborate on assumptions and theories backing the method. The subsequent two subchapters present the characteristics of the gaming industry to analyse the result.  The last subchapter summarizes academic theories and analyses M&A growth opportunities and challenges.

 

 Background on Merge and Acquisition   

Fundamentally, the terms mergers and acquisition are utilized interchangeably; however, some differences are quite salient. A merger is a combination between two, in most cases smaller size, enterprises and organizations. In a narrow view, it is a friendly transaction where top-level management in each organization seeks the shareholder's organization's approval to partake in decision-making.  The deal is negotiated within an elongated duration since there is a deep consideration of different company structures and philosophies. On the other hand, acquisitions can be defined as a hostile process enforcing the absorption of another company that ceases to exist after the process.  Therefore, acquisition undertakings are referred to as mergers even though it is debatable (Majaski, 2020). According to Moeller & Brady (2014), M&A is central to the global strategic and financial business landscape.  There is a strong correlation between the transactions and the natural evolution of organizations. Furthermore, there are powerful mechanisms to foster cooperative growth when operating in a conducive environment. For many investors, the assumptions are that such deals create value for companies underscoring the value creation aspect although the outcome can be different.

 There exists a myriad of reasons for involvement in M&A activities as well as how they are grouped differs significantly between the authors.  Trichterbon et al., (2016) argue that prior M&A experience impact positively on its general performance. They hypothesize and indicate that the M&A function, a segregated dedicated company department, rapidly enhances merger and acquisition performance. The department functions as the centre of all the M&A-related information and critically makes them proactive instead of reactive in M&A deals. Furthermore, it facilitates nursing prerequisite learning mechanisms and equips the M&A process with the necessary experience and capacity.

According to Aloke Ghosh (2001) in his study, his argument points out the vast majority of value creation found in the previous merger an acquisition researcher was biased. He argues that since the companies engaging in M&A are from a period of above-average profit they are therefore incomparable to the mean of the market but to the threat of the matching organization. In his study, he did not explore how merging firms were in a position to balloon cash flow after the merger. He did however conclude that in situations when cash was utilized as payment after the merger, there was an increment of cash flows.

 

Efficient market hypothesis

The efficient market hypothesis theory (EMH) also known as Random Walk Theory was created by Eugene Fama in the 1960s.  The theory is pegged on propositions that the prevailing price of stocks reflects on every available information at the moment such as the value of the firm (Glimne et al., 2021). It deals with the fundamentals in finance on the reason for the changes in prices in security markets and the way changes are occurring. It purports that there is a high degree of complexity in dealing with the market consequently, risk is adjusted using the market available information since the information is available to all parties and they are expected to make decisions based on it immediately. Berk et al., (2017) stated that security with equal risk should reciprocate returns, however, the statement is considered incomplete since the non-existence of the definition of equal risk. And because people from different backgrounds have different opinions and beliefs, they have differing judgements on riskiness.

 The EMH argues that profiting from the act of predicting price movements tends to be complex and not likely.  Thus, the fundamentals of price changes are the introduction of new information. A market is classified as efficient if there are prompt price adjustments without inclining towards price information (Ţiţan, 2015). The outcome thus is on the prevailing prices of securities having a reflection of information in entirety at a specific juncture. Furthermore, with all consideration factors, there is no reason to believe the prices are either unprecedentedly high or low. In other words, the security price adjustment occurs before an investor trades or makes a profit using new information.

The significance of an efficient market is due to high-intensity competition among investors ready to generate profits from the availability of new information. Precisely, the ability to figure out under and overpriced stocks is imperative (Clarke et al., 2001). Consequently, many people spend a considerable amount of time and capital in the effort to detect wrong-priced stocks.  Thus, naturally, as many of the analysts compete against each other the effort to exploit each other of over or -valued securities and the likelihood of the ability to find and capitalize on such mispriced securities diminishes.  Understandably, in equilibrium, only a relatively small percentage of the analysts will be able to profit from the exploitation of mispriced securities, mostly in an expected way (Ţiţan, 2015). For many investors, the information analysis payoff has the highest chance of not outweighing the transaction costs.

 The most salient implication of the EMH can be stated in the form of a slogan: To begin with is ‘Trust market prices’ at a given time, prices of securities in a market that is working correctly reflect all the available information to investors. Consequently, there is no opportunity for double-playing investors and therefore the outcome is that all investments in a market that are working efficiently are ‘fully priced’ which is normal because the investors are getting exactly what they have spent money on (Clarke et al., 2001).  However, the fair pricing of all securities will not that the performance of all will be equal, similarly, the chance of rising or falling in price is expected to be fairly for all securities. Thus, according to the capital markets theory, the expected outcome from security is a fundamental function of its risk.  It is worth noting that the price of the security reflects the current price value of the expected cash flows shortly and it involves various factors that include but are limited to volatility, liquidity as well as the risk of going bankrupt. Nevertheless, while the prices are rated in terms of rational, the expected changes in prices are supposed to be random and out of range of predicting since it is classified as new information using its very nature and it should be unpredictable. In a nutshell, stock prices are opinions to follow a random walk. Based on these findings, the report would like to test whether the hypothesis the report would like to test so that it can determine the importance of EMH in developing theoretical on the merger and acquisition

Hypothesis (i)

 EMH is claiming that no new information is used in making M&A decisions and is reflected in the market prices. But it can be observed the time is fluctuating all the time, thus EMH is incorrect.

Gaming industry and M&A

The gaming industry is in the midst of a period of rapid growth and diversification. The worldwide games market as of 2021   has generated $ 175.8 billion, however, despite the slight decline in revenue generation the market was poised to generate more than $ 200 billion within 4 years. The growth of the market is majoring attributed to the prevalent adoption of mobile devices, the increasingly widespread female gamers and also the democratization of the accessibility of gaming via cloud-based services. In the contemporary world, while digital content and subscription-based models are gaining popularity there is still a significant percentage of the market for physical games and hardware upgrades. Consequently, as the gaming industry continues to develop, evolve and attract a diverse range of players, the investors need to have profound insights to facilitate their understanding and catering of specific preferences and needs of underserved audiences.

Thus, considering the developing nature of the gaming industry, there are few academic research work that instigate value creation, especially in the media and entertainment industry covering the gaming sub-sector. However, there are various studies available. Markus Schiefs's (2013) research work titled “Business Models in the Software Industry “defines the business model traits and their impact on the company and M&A performance. By classification, the outcome reflects the current situation in other sectors.  He argued that the value added to the acquired company is positive and, in most cases, there is considerable emphasis that organizations are ready to pay high premiums to seize technological opportunities.  The information for company acquisition however is not conclusive. Consequently, Schief in his findings came up with three characteristics of positive M&A performance for the acquirer. The market seems to have a positive reaction to what he terms software companies that are majoring in application software, the software firms that are utilizing M&A not as an initial source of innovation for the updating of their portfolio and M&A events from an organization based in the consumer software sector.

The thesis study by Tatiana Abromava “Stock price reactions on M&A, Dividends and Game Releases. Evidence from Gaming Industry (2013)” researched 55 M&A pronouncements in the gaming industry sector for five years starting from 2008. The study found that the events positively impacted the CAR of the acquirer and the organization being acquitted stock prices and that the process of buying a near stake in a company affected positively the acquirer's stock during and after the event duration.  the increasing change in dynamics of the gaming industry is driven by innovation and lucrative virtual products and convinced the investors to seek M&A-driven growth opportunities within the sector. Thus, the strategic decisions to exploit the opportunities and be profitable may be through a combination of companies, the acquisition of profitable iPs to seek loyalty; gaining a customer base, or whether the acquisition will be central in enhancing the human capital a talent pool within the organization. Based on these findings we will conduct regression analysis to ascertain the hypothesis below.

Hypothesis

Hypothesis (ii); the Acquirers in the gaming industry are exposed to more favourable conditions compared to the rest in the music and entertainment industry

 

 

 

Characteristics of gaming industry

According to Marchand et al., (2013), the gaming and software turnover are cyclically attached to the hardware that they used for their operations.  It means that a new console is needed when games are sold and thus many people will have the get a new console until it reaches the peak before starting to experience a decline while waiting for the arrival of the new generation of consoles. Furthermore, their study argues that the demand for gaming has been taking significant market share and it may impact the wellbeing of video gaming sales. Matt Gardner (2020) states that the gaming industry is expected to experience a new level of growth for the next half a decade but it is not attributed to the gross sales revenue of the next generation consoles such as PlayStation 5. Instead, the growth of the revenue in gaming sales is expected to be the result of mobile and cloud-based gaming.

 Leverage

 The impact of leverage as for the time of M&A announcement, various studies have found it has impacted negatively on the company’s leverage on the chances of success in the process of completing acquisition even when operating under favorable conditions. Harrison et al., (2014) that companies with higher leverage tend to possess fewer resources that are prerequisites in value creation including post-announcement undertakings, which are generally a high-cost activity with the ability of adverse effects that may be not correct under specific debt agreements. Their study also found that a trading strategy that shorts acquirers with unprecedented levels of leverage and purchasing rivals of those companies results in considerable positive buy-and-hold high-level returns of at least 35% over 2 years after the acquisition announcement. Also, Jankowitsch et al., (201) indicate that even though the increased risk of debt utilized in financing the acquisition in a situation where the acquirer is highly leveraged at the time of the M&A announcement, the bonds of such a company tends to surpass the performance of bonds of acquirers with lower leverage, nonetheless both of their returns are not positive.  Cardoso's (2020) study employs dummy variables to aid in expressing the levered nature of the acquirers and their targets. The outcome of the study stressed that “results that pointed a ‘negative and statistically significant at the1%and 10% level”.  Nevertheless, the study further indicates that long-term variations, become weak drastically indicating that there is more than one factor such as the ‘management quality and macroeconomic context’.  That addresses various post-merger performances.

 Stakeholder performance implications

The theoretical framework based on the stakeholder theory level is that management and organizations are not only mandated to create the best resources for their investors but need to have a panoramic view of the interests of the customer base, and suppliers inter alia to maintain success in the long run. The theory is the result of the necessity for managers to deal with the ever-evolving business environment and the quest to have a broad framework that looks beyond the interests of the stockholders (Clarke et al., 2001). In other words, it was designed to have a deep comprehension of the needs of all parties involved who in one way or another could affect the success of the company’s objectives and goals. The implementation is through actively managing the relationship and the surroundings regarding and revolving around the business.

 The extensive studies regarding the implications of M&A result in mixed outcomes on the advantages of M&A on outcomes for the acquirers. According to Rau et al., (1998), the Acquirers and the company may be disadvantaged by overpayment, while the target company shareholder may benefit from a short period, although some researchers are claiming that the question remains unanswered. Agrawal et al (1192) in their deep research teaching Jensen et al., (1983)   findings, tried to determine the EMH, which argues that M&A should be profitable for shareholders, the findings remained unsolved, the findings that the acquirers and the firm are estimated to be losing at least 10% of their market value in the 5 years after M&A announcement instead of gaining. Another research work, utilizing a control group of non-acquired organizations concluded that after an M&A announcement the performance for both non-acquired and the ragged firms is akin. the acquiring firm shareholders among the rest tend to benefit less or experience similar returns that the returns are neutral since they incur the entire cost of acquisition, the issue of interaction and the serving debt.

Growth Opportunities

 Since there are low entry barriers, there are many game publishing companies making their entry into the market but many are struggling to reach the point of break-through. According to data from Statista (2016) close to 19000 games were released in the market at the beginning of 2016. Thus, for most of these companies to have a future they must either be acquired or forced to exit the market due to a high level of competition.  Further, since game technology is rapidly developing and competition is becoming stiffer, the cost of game production has also been increasing.  For big companies, it may become more profitable through the acquisition of small potential companies rather than engaging their developers to develop a game from scratch. Consequently, the amount of media time and consumption via the video industry has gained steady momentum in recent times since large companies have created a tendency to acquire games to increase their intellectual properties and practice business diversification.  For instance, Disney organization acquired social game development firm  Playdom I in a deal worth $ 762 million whereas Warner Bros  Home Entertainment purchased “Rocksteady and Studios” and “Midway Games”.

 Challenges and risks in the gaming industry

Despite a myriad of successful cases in gaming industry M&A, the deals also faced numerous challenges and risks. They include but are not limited to integration issues, cultural issues and the overestimation of the synergies.  For example, Blizard’sacquistion of King Digital Entertainment faced the challenge of integration, and in return, it impacted negatively on the anticipated synergies and financial performance.  Consequently, the gaming industry's foundation is based on technology.  Technology is increasingly evolving at a faster pace and therefore it is upon the firms to keep up with the pace. The fast-paced nature of the gaming industry means that the technological obsolesce and frequent shifting of customer preferences can result in the eroding of the value of the acquired firms and results in losses to the acquirer shareholders.   Thus, the acquirers must mitigate the risks to realize sustainable value creation.

 Post merger transition may result to conflict-of-interest regarding the organization culture. The merger and acquisition mean that new employees from the acquirer company come with a different culture that may conflict with the already existing culture.  If the situation is not well addressed it may lead to dwindling of performance post the M&A. therefore, the acquirer company must be interested in the organizational culture and how to deal with it. The interest is pegged on how the organizational culture may evolve o change since there is adjustment in the human capital and in most cases replacing the existing employees.

Summary

 The literature on the gaming industry M&A used the EMH theoretical approach to build argument on M&A.   therefore, using the empirical findings the report nexus is capturing of new findings. The report extensively covered gaming industry and the implications of its characteristics. The employment of leverage, challenges and opportunities provide the report with strong foundation to testing its hypotheses.

 References

References

Abramova, T., 2013. Stock Price Reactions on M&A, Dividends and Game Releases. Evidence from Gaming Industry.

Agrawal, A., Jaffe, J.F. and Mandelker, G.N., 1992. The post‐merger performance of acquiring firms: a re‐examination of an anomaly. The Journal of finance47(4), pp.1605-1621.

Berk, J., & DeMarzo, P. 2017. Corporate Finance. Pearson Education. 978-1-292-16016-0

Clarke, J., Jandik, T. and Mandelker, G., 2001. The efficient markets hypothesis. Expert financial planning: Advice from industry leaders7(3/4), pp.126-141.

Cardoso, M. M., 2020. Impact of Leverage in Mergers & Acquisitions Performance: Evidence fromUS Public Firms. [Online] Available at: https://repositorio.ucp.pt/bitstream/10400.14/29851/1/152418067_ManuelCardoso_DPDFA.pdf [Accessed 17 March 2023].

Gardner, M. (2020, Sep 19). Report: Gaming Industry Value To Rise 30%–With Thanks To Microtransactions. Forbes. https://www.forbes.com/sites/mattgardner1/2020/09/19/gaming-industry-value-200-bi llion-fortnite-microtransactions/?sh=6f94af452bb4

 

Ghosh, A. 2001. Does operating performance really improve following corporate acquisitions? Journal of corporate finance, 7(2), 151-178.

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Glimne, V. and Stålheim, J., 2021. Mergers and Acquisitions in The Video Gaming Industry.

Harrison, J.S., Hart, M. and Oler, D.K., 2014. Leverage and acquisition performance. Review of Quantitative Finance and Accounting43, pp.571-603.

Jankowitsch, Rainer, and Florian Pauer. 2021. The Effect of Credit, Liquidity and Rollover Risk on Bondholder Wealth in Mergers and Acquisitions. Amsterdam: SSRN.

Jensen, M.C., 1996. Agency costs of free cash flow, corporate finance, and takeovers. Corporate bankruptcy76(2), pp.11-16.

 

Majaski, C. 2020, Sep 30. What are the Differences Between Mergers and Acquisitions?

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Marchand, A., & Hennig-Thurau, T. (2013). Value Creation in the Video Game Industry: Industry Economics, ConsumerBenefits, and Research Opportunities. Journal of interactive marketing, 27(1), 141-157. https://www.researchgate.net/publication/255995598_Value_Creation_in_the_Video

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Moeller, S. & Brady, C., 1947 2014, Intelligent M&A: navigating the mergers and acquisitions minefield, 2nd / Scott Moeller and Chris Brady.;2nd;2nd; edn, Wiley, Chichester, West Sussex, United Kingdom.

Rau, P.R. and Vermaelen, T., 1998. Glamour, value and the post-acquisition performance of acquiring firms. Journal of financial economics49(2), pp.223-253.

Schief, M. (2013). Business Models in the Software Industry. Springer Gabler.

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Schief, M., Buxmann, P. D. P., & Schiereck, P. D. D. (2013). Mergers and Acquisitions in the Software Industry. Business & Information Systems Engineering, 6(1).

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Trichterborn, A., Knyphausen-Aufseb, D. Z., & Schweizer, L. (2016). How to improve acquisition performance: The role of a dedicated M&A function, M&A learning process, and M&A capability. Strategic Management Journal, 37(4), 763-773. https://doi-org.ezproxy.ub.gu.se/10.1002/smj.2364

Ţiţan, A.G., 2015. The efficient market hypothesis: Review of specialized literature and empirical research. Procedia Economics and Finance32, pp.442-449.

 

 

 

 

 

 

 

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