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Spin Master Corp
TSX:TOY

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Spin Master Corp
TSX:TOY
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Price: 29.45 CAD -0.47% Market Closed
Updated: May 15, 2024

Earnings Call Transcript

Earnings Call Transcript
2021-Q3

from 0
Operator

Good day, and welcome to the Spin Master Third Quarter 2021 Earnings Call. Today's call is being recorded. At this time, I would like to hand the call over to Sophia Bisoukis. Please go ahead.

S
Sophia Bisoukis
Vice President of Investor Relations

Thank you, Maureen. Good morning, everybody, and welcome to Spin Master's financial results conference call for the third quarter ended September 30, 2021. I am joined this morning by Max Rangel, Spin Master's Global President and CEO; and Mark Segal, Spin Master's Chief Financial Officer. For your convenience, the press release, MD&A and condensed consolidated financial statements for the third quarter 2021 are available on the Investor Relations section of our website at spinmaster.com and on SEDAR. Before we begin, please note that remarks on this conference call may contain forward-looking statements about Spin Master's current and future plans, expectations, intentions, results, levels of activity, performance, goals or achievements or any other future events or developments. Forward-looking statements are based on information currently available to management and on estimates and assumptions made based on factors that management believes are appropriate and reasonable in the circumstances. However, there can be no assurance that such estimates and assumptions will prove to be correct. Many factors could cause actual results to differ materially from those expressed or implied by the forward-looking statements. As a result, Spin Master cannot guarantee that any forward-looking statements will materialize, and you are cautioned not to place undue reliance on these forward-looking statements. Except as may be required by law, Spin Master has no obligation to update or revise any forward-looking statements, whether because of new information, future events or otherwise. For additional information on these assumptions and risks, please consult the cautionary statement regarding forward-looking information contained in the company's earnings release dated November 3, 2021. Please note that Spin Master reports in U.S. dollars and all dollar amounts to be expressed today are in U.S. currency. I would now like to turn the conference call over to Max Rangel.

M
Max Rangel
Global President, CEO & Director

Thanks, Sophia. Good morning, and thank you for joining us. Before we begin, I want to take a moment on behalf of Spin Master to express our sympathies to Brian Goldner's family and to all employees at Hasbro. Brian had an incredible impact within the children's entertainment space and his passion, leadership and kindness will be missed. Now turning to our third quarter results. We are pleased with our strong performance, which puts us on very solid footing leading into the holiday season. This past quarter, total revenue climbed by 25% to over $740 million and gross product sales increased by 16% to $681 million. Thanks to the exceptional work of the global Spin Master team, we were able to deliver record profitability in a challenging and volatile supply chain environment. Adjusted EBITDA was just over $217 million, up 55% over 2020. It's rewarding to see that our strategic approach to toy innovation, multi-platform engaging storytelling and open-ended digital play is driving strong diversified global revenue growth across all 3 creative centers. Our digital games and entertainment creative centers had a strong third quarter, growing over 120% on a combined basis compared to last year. Approximately 15% of our total revenue this quarter stems from digital games and entertainment, more than double what it was in 2020. To borrow a phrase from our preschool franchise, PAW Patrol, Spin Master is on a roll. During the quarter, we debuted our first feature film, PAW Patrol: The Movie, which was released in August in theaters globally and on Paramount Plus in the U.S. To date, it has grossed more than $135 million worldwide and the film landed the #1 spot on Paramount Plus at launch, with families watching it on average 3 times. The movie release had a halo effect on our franchise. Our reach among children has increased from 41% to 60%, and awareness of the PAW Patrol has risen globally. There is strong momentum behind the PAW Patrol franchise, and yesterday, we were pleased to announce that together with our partners at Paramount and Nickelodeon Movies, we have begun production on the theatrical sequel, PAW Patrol: Movie 2, which will hit theaters in fall 2023. Additionally, we are broadening the PAW Patrol franchise further and have announced that a new PAW Patrol spin-off series will be coming to Nickelodeon in 2023. Our entertainment creative center is committed to producing at least one new property each year. In addition to the new PAW Patrol movie and spin-off series for 2023, the team has a deep slate of new entertainment series and feature films in development, and we look forward to sharing further announcements in 2022. From the small screen to the big screen, we're creating endearing characters and engaging stories to capture the imagination of kids globally. Our growth in digital games, which nearly doubled in Q3, continues to be driven primarily by the Toca Life World platform. Toca Life World currently has over 47 million monthly active users, and the entire Toca Boca ecosystem has over 65 million monthly active users, up over 70% compared to 38 million last year. Strong user growth continues in core markets, including the U.S. and Western Europe but also increasingly in countries such as Russia, Mexico, Brazil and in Eastern Europe as well. During Q4, we will be dropping new content in advance of the holidays, as we always do, including our Sanrio Furniture pack during the Sanrio event from December 20 to December 31, our first major collaboration with Sanrio, owner of Hello Kitty. Toca Boca provides children with tools to create their own digital world and playgrounds where children's needs, creativity and expression are at the center. During the pandemic, we saw this need grow, and when the world became smaller, the digital world expanded. An important part of Toca Life's success has come from the engagement of fans who create and share Toca Life-related content across social platforms such as YouTube and TikTok. On TikTok alone, fans of the game have generated content that has a total of over 16 billion views. By listening to their feedback and preferences, the studio continues to develop new creator tools and digital playsets leading to incremental revenue inside of the game environment. Now turning to Sago Mini. They increased our subscription base to 305,000 subscribers, up over 40% compared to the 215,000 last year. The subscriber base across our digital games and entertainment offerings continues to be an asset that we can leverage in building and deepening our relationships with our fans and their families, increasing stickiness within our brand portfolio. Our new digital game studio in Stockholm, Noid, has now established a core team and has begun to work on digital games leveraging Spin Master's own IP with 2 games in development currently. In Q2, we acquired Originator, a digital game studio based in San Francisco and a creator and publisher of entertainment-based education mobile apps for kids and families. This acquisition is complementary to Sago Mini's entertainment offering as we can leverage our substantial subscription user base to expand the Originator apps to new audiences. With Toca and Noid in Stockholm, Sago Mini in Toronto and Originator in San Francisco, we are continuing to build and strengthen our global studio model that gives us a strong platform for continued growth in digital games. Our growth in both entertainment and digital games is complemented by double-digit increases in toy gross product sales, which grew by 16% this quarter. This was a great performance under very challenging conditions. Our supply chain and commercial organizations were very successful in working through global supply chain disruptions with our retail partners to ensure we deliver our goods to stores and digital shelves alike. We pulled forward finished goods production to increase capacity, and we invested in more tooling to dual-source manufacturing of certain product lines. We leveraged our diversified third-party manufacturing footprint across China, Vietnam, India and Mexico to optimize availability, and we worked with our logistics providers to secure access to additional ports and shipping lanes. The work we've done since quarter 4 2019 to restructure our supply chain platform is really paying off. We are ready for a strong holiday season, and we will do what we can to meet our strong demand by consumers for our products. Finally, as mentioned last quarter, we successfully implemented price increases in our fall line effective July, which helped to partially offset raw material and ocean freight cost increases. Now let me turn to POS performance. Strong demand for toys continued in Q3. According to NPD, the global toy industry is up single digits through the first 3 quarters of the year. In comparison, our global POS growth was in line with the industry growth and accelerated versus the industry in the month of September. Internationally for NPD, our Q3 POS is up 1% year-over-year, pacing ahead of the industry, which was flat. On a year-to-date basis, internationally, we are slightly ahead of industry growth at 7%. Now in the U.S., our Q3 POS was in line with the industry growth of double digits. This is a significant improvement over the last 2 quarters. This trend accelerated in the month of September when our POS grew nearly 3x the industry in both the U.S. and internationally. Our share of U.S. toy sales in September was above both 2020 and 2019 levels per NPD. We are very encouraged with our turnaround in our POS trend and that we are taking back share, much of which is due to getting our inventory back to reasonable levels, delivering exciting innovation and consumer loyalty to our core toy lines such as Bakugan, PAW Patrol and Kinetic Sand. Supporting this growth was growing momentum in the e-commerce space. During the third quarter of last year, much of the world was still in COVID lockdown. As a result, e-commerce sales increased dramatically. With much of the world now opening, NPD has indicated they are seeing a flattening in e-commerce sales growth for total consumer spend, although it still remains at 27% of our total sales and we are growing in excess of 20% with an expanded market share across key retailers. As brick-and-mortar channels continue to rebound, we will benefit from the impactful retail store displays and increased impulse buying, complemented by strong omnichannel presence from brick to click. And with inventory levels in a better position through Q3, our innovative approach to marketing began to drive our POS turnaround. We continue to put the consumer at the center of our marketing strategy and are bolstering our capabilities to drive decisions based on insights. This season, we've built flexibility into our plans to be able to pull different marketing levers based on supply and demand. Many news reports have cautioned parents by early for the holiday season and they are responding. We are seeing this in our early POS results and expect our consumer demand will continue to grow throughout the season. We believe we are well positioned to capture an increasing share of the toy spending with integrated marketing campaigns that leverage digital, linear and social paid media advertising, supplemented with strong omnichannel activations and robust in-store and online presence. Our key brands and franchises demonstrated broad strength through the third quarter. PAW Patrol: The Movie had a positive impact on our shipments for PAW Patrol toy line, and we are seeing a positive response from consumers in both POS sales and overall brand health. PAW Patrol maintained momentum in Q3, outperforming the preschool category globally and in the U.S. with a successful movie launch and subsequent toy sales. PAW Patrol Q3 POS was up 22% globally and 27% in the U.S. and 19% globally and 20% in the U.S. year-to-date per NPD. PAW Patrol is currently the #1 character in preschool and was the eighth largest toy property globally in Q3 according to NPD. Within boys, Bakugan continues to pose strong POS and is the #1 item in battling toys in France, Italy, the U.K. and Belgium per NPD. POS for Bakugan in Q3 increased 18% globally and over 38% in the U.S. Bakugan's traction continues to be driven by an innovating digital-first marketing plan that immerses kids across Roblox, Netflix and other touch points. Bakugan has seen a great momentum on Roblox in particularly, with over 75 million plays, both our Bakugan game since April and 2.7 million views of our first-of-its-kind Netflix full episode premiere within Roblox in early September. Another highlight from our POS performance includes the Activities, Games & Puzzles and Plush category. While we've seen POS declines in games following the robust period of sales in 2020 during the pandemic, we are experiencing strong POS growth in Kinetic Sand, which, together with our other items, puts us in the second position in the Activities category. Supporting this growth has been the strong performance of Orbeez, which we acquired in 2019 and which saw 70% growth in the U.S. in Q3, compared to the arts and craft super category that was up 2%. This was driven in part by our viral Orbeez challenge activation that has now received over 90 million views on TikTok. GUND also experienced POS gains both in the infant plush category with Flappy the Elephant, which is the #1 item in the plush preschool category for NPD and with strong performance from our innovative new P.Lushes line of fashion/collectible plush. Speaking of innovation, close to 20 Spin Master toys have been named to retailers' holiday top toy list in the U.S. with many more globally. Early POS shows strong performance for newly launched items. According to NPD, Purse Pets was the #1 item in fashion, role-play and accessories in September. We expect to see strong continued momentum on this new brand with an exciting marketing plan in Q4 led by an innovative activation on Roblox with Adopt Me!, the #1 game on the platform, where we sold an incredible 2 million virtual Purse Pet accessories through viral and virtual in-game currency in just 1 week. We've also seen strength in our new Sonic Fin Football endorsed by NFL quarterback, Russell Wilson, which was the #2 product in sports activities and games class in the U.S. in September. Our licensed toy lines have also seen strong momentum. One of the standouts is our new toy partnership with Universal Studios for Gabby's Dollhouse, which longed this summer on Netflix. According to NPD, the Gabby's Dollhouse toy line was the #1 new property in the U.S. in Q3 and the #3 overall property within the playset dolls category in the U.S. and growing. Both our Monster Jam Gem and DC Universe lines were performing very well. In fact, Monster Jam is the #2 brand in the vehicles category year-to-date and has gained significant share since 2019. Spin Master is the #1 toy licensee for DC Universe per NPD. In 2022, we will see 4 DC Universe franchise movies released and our toys for the upcoming spring '22 Batman movie will be launching in January. The Wizarding World toy line, in partnership with Warner Bros., is off to a strong start. Wizarding World has a loyal, multigenerational fan base and is currently the 16th property in toys per NPD. The early performance of the line is gaining interest among a broad base of retailers, and we are developing broad global distribution with strong interest to expand listings and support, which should propel the brand forward in 2022. Spin Master has always been committed to innovating and pushing boundaries in the children's entertainment space. This drive pushed us beyond our initial toy offering into entertainment and eventually, digital games. Last month, we announced the creation of Spin Master Ventures, an initiative that will focus on making strategic minority investments in early-stage companies to further accelerate our growth in our 3 creative centers. We've initially allocated $100 million in capital to invest in entrepreneurs with promising ideas, services and products within the children's entertainment space, giving us access to potentially game-changing thinking and concepts. Our goal is to establish Spin Master Ventures as the partner of choice for entrepreneurs looking for capital to grow. We have built a strong team to lead ventures with an experienced and knowledgeable leader for each creative center venture initiative. Spin Master Ventures will be mutually beneficial for Spin Master and the portfolio companies, providing them with capital and access to our knowledge and expertise to drive their ideas forward while also deepening our understanding of emerging technologies, trends and ideas as well as augmenting our current research and development activities. We launched Spin Master Ventures with initial investments in 2 companies aligned with our digital games creative center. The first investment is in Nørdlight, a mobile game development company based in Stockholm. Nørdlight's team has delivered some of the largest grossing mobile digital games in history. Nørdlight will support our global digital game studio network and will help accelerate our strategy of monetizing Spin Master's owned IP in digital games. The second investment is in Hoot Reading, an online tutoring service based in Canada that provides children with live one-on-one reading lessons with experienced teachers. The service connects kids with real teachers to advance reading skills through a video chat platform that allows for real-time on-screen collaboration between the child and teacher. We feel confident about our performance for the balance of 2021. We are generating positive momentum across all 3 creative centers, realizing our vision of being a fully integrated children's entertainment company. As a result, we are increasing our gross product sales and total revenue outlook for 2021. To conclude, as we look to the balance of 2021, we have continued confidence in our strategic initiatives and performance for the fourth quarter. We have built a strong diversified portfolio of products and brands, entertainment franchises and digital games that are resonating well with consumers. Before I turn it over to Mark, I want to take this opportunity to thank our employees for their exceptional contributions. Our teams remain focused, and we are proud of the results our employees have delivered. Spin Master's commitment to innovation, engaging storytelling and playful digital experiences comes from all our people. I want to call out the work by our supply chain and commercial teams globally who have put in an extraordinary effort to ensure that our toys get to where they need to go to for kids to enjoy this coming holiday season. It's really been a team effort and it's evident in our results. Together, we are delivering profitable growth and creating long-term value for our shareholders. With that, I will turn the call over to Mark.

M
Mark L. Segal
CFO & Executive VP

Thank you, Max. We delivered very strong financial and operational results in the third quarter. The momentum we saw in the first half of 2021 continued through the third quarter with excellent year-over-year performance. Revenue increased 25%, driven by double-digit growth and more in the case of entertainment across all 3 of our creative centers. The combination of higher gross product sales in all our geographies, higher entertainment and licensing revenue and the upward trajectory of our digital games business, combined with the successful execution of operational improvements we have been working on for the past 2 years, led to record profitability levels. In addition, we continue to strengthen our balance sheet, ending Q3 with net cash of just over $360 million. Despite investing over $70 million in acquisitions so far this year. We are pleased to be entering the holiday season with so much operational and financial momentum. Gross product sales rose approximately $94 million or 16% to $681 million with a favorable foreign exchange impact of $3.5 million. On a constant currency basis, gross product sales were up 15.4%. We generated strong sales growth in Pre-School and Girls as well as Outdoor and saw a solid increase in Activities, Games & Puzzles and Plush. Growth occurred across all geographic markets. Europe was the strongest region, growing 20.5%. The rest of the world was up 16.7%, and in North America, gross product sales rose 13.8%. International gross product sales represented approximately 40% of total gross product sales, up from 38%. Including entertainment and licensing revenue and digital games revenue, total revenue was $714.5 million, up 25% from $571.6 million last year. Our Pre-School and Girls segment grew by $68.3 million or 28.1% to $311 million in Q3, driven primarily by strong sales of PAW Patrol, Wizarding World and Purse Pets, which more than offset declines in Present Pets and Hatchimals. PAW Patrol continues to perform exceptionally well, accounting for a significant portion of the growth. The successful launch of the movie has boosted sales not only of products directly related to the forms but the core line as well. Gross product sales in the outdoor segment were up 67.5% to $20.6 million. Gross product sales in Activities, Games & Puzzles and Plush category rose to 8.2% -- rose by 8.2% to $195.8 million. The increase was driven primarily by sales of Kinetic Sand, GUND and Rubik's, offset in part by declines in Games & Puzzles, which continue to face difficult comparisons against 2020 when sales rose sharply during the pandemic. Games & Puzzles continued to show strong growth relative to 2019 pre-pandemic levels. In Boys, gross product sales were up 1.6% to $153.8 million, with higher sales of Monster Jam RC, DC-licensed products and Tech Deck offset by declines in Ninja Bots and DreamWorks Dragons. Sales allowances in the quarter were 10.8% of gross product sales, down slightly from 10.9% last year despite continued growth in Europe, which has a higher overall sales allowance rate than the global average. On a year-to-date basis, sales allowances are 10.9%, compared to last year's 11.7%. Historically, we have operated in the 10% to 12% range. We continue to expect that for 2021 it we'll be towards the upper end of that range. A significant contributor to our strong Q3 performance was other revenue, which grew $58.4 million or 121% to $106.7 million. Both primary components of other revenue, entertainment and licensing and digital games increased significantly. Entertainment and licensing grew 158% to $53 million, primarily from distribution revenue related to the PAW Patrol movie. In Q3, digital games revenue increased 94% to $53.8 million, led by growth in Toca Life World. We've now seen 6 consecutive quarters of record revenue growth in our digital games business. Regarding the PAW movie, as we described in August, we recognized $23 million of distribution revenue from Paramount in Q3, along with $23 million of amortization related to movie production costs, which were previously capitalized. We are pleased to report that because of the strong box office performance of the movie, we also recognized a box office bonus of $3 million this quarter. As mentioned in August, we may see additional revenue relating to our share of movie distribution revenues in early 2022. Licensing and merchandising revenue from the movie will continue to flow into Q4 and into 2022. Outside of licensing and merchandising revenue, there will be no further movie income in 2021. Gross profit for the quarter was $366 million or 51.2% of total revenue, compared to $277.9 million or 48.6%. To help understand the improvement in our margins, it is important that we consider all 3 of our creative centers. Our toy creative center had the most significant positive improvement in gross margin due to continued cost reductions resulting from our operational improvement and productivity initiatives, offset in part by inflationary pressures on product costs and ocean freight. For the quarter, the net negative impact of inflation, partially offset by price increases implemented in Q3 and productivity benefits, was around 80 basis points. In addition, we saw lower closeout sales and improvements in our product mix. As a reminder, in Q3 2020, we identified approximately $7 million in costs within gross profit, which related to inefficiencies from our previous operational issues, which have now been remediated. In entertainment, we recognized distribution revenue from the PAW movie and the box office bonus, which was offset by the amortization of production costs. The net effect of the movie was dilutive to consolidated gross margin by 150 basis points this quarter. Continued growth in digital games was accretive to gross margin by approximately 60 basis points. Selling, general and admin expenses decreased to 26.2% of total revenue, down from 27.9%. The 170 basis point improvement was driven by revenue growth year-over-year and the reduction in distribution costs, which were down 13.5% this quarter. As a percentage of revenue, distribution costs improved by 110 basis points. In 2020, we estimated that we incurred $2.7 million in additional warehousing costs in Q3 relating to the Q4 2019 operational issues. We have now anniversaried those issues and our remediation efforts are driving further efficiencies. Offsetting the improvements in SG&A were higher marketing, admin and selling expenses. Marketing costs increased $9.2 million to 4.8% of revenue, compared with 4.4%. We continue to expect our full year marketing spend to be approximately 10% of revenue. We will manage marketing strategically to support sell-through, share growth, brand momentum and channel country mix goals. Selling costs increased due to the higher proportion of licensed product in our mix. Administrative expenses increased over last year by $13 million or 19.4% to $80 million. The increase was primarily from personnel-related costs and incentive compensation-related accruals due to higher profitability. However, administrative expenses as a percentage of total revenue dropped to 11.2% from 11.7%. Adjusted administrative expenses as a percentage of total revenue declined to 10.6% from 11%. In Q3, we recorded net income of $135.4 million or $1.29 per diluted share, compared to net income of $86.8 million or $0.83 per diluted share last year. Adjusted net income in the quarter was $132.6 million or $1.26 per diluted share, an improvement of $37.5 million when compared with adjusted net income of $95.1 million or $0.91 per share last year. Adjusted EBITDA was $217.3 million compared to $139.9 million, an improvement of $77.4 million. Adjusted EBITDA margin was 30.4%, up from 24.5%. The significant increase in adjusted EBITDA was driven by the contribution of higher gross profit and lower distribution costs, partially offset by higher selling, marketing and administrative expenses. As a reminder, included in adjusted EBITDA was $23 million of distribution revenue from the PAW Patrol movie and $3 million from the box office bonus. The offsetting $23 million related to the amortization of product -- production costs for the movie is not included in adjusted EBITDA. If we were to deduct the movie amortization, adjusted EBITDA and EBITDA margin for the quarter would be $194.3 million and 27.2%, respectively. From a tax perspective, we had an income tax expense of $41.8 million in the quarter, compared to an income tax expense of $14.7 million last year. Our effective tax rate for the quarter was 23.6%, compared to 14.5% last year, which is in line with our historical annual effective tax rate of 25% to 26%. From a liquidity perspective, we continue to be in a very strong position. We ended the quarter with $360.5 million in cash, up $153.2 million from $207.3 million last year. Given the cash on hand at the end of the quarter, cash flow we expect to generate in Q4 and the undrawn capacity on our credit facility, we are very solidly positioned regarding available liquidity. Our third quarter free cash flow was $65.8 million, compared to $96 million, $30.2 million lower as a result of an increase in noncash working capital, partially offset by higher cash flow from operating activities. The change in noncash working capital was primarily driven by increases in the inventory and trade receivables. Inventory ended the quarter at $183.1 million, compared to $155.9 million last year, up $27.2 million or 17%. As a result of the global supply chain issues, at the end of Q3, we had approximately $59 million of in-transit inventory, representing 32% of our total inventory, most of which shipped in October, in comparison to $32 million, representing 19% at the same time last year. Trade receivables ended the quarter at $417.3 million, compared to $350.1 million at the end of Q3 last year, up $67.2 million or 19.2% and slightly above our sales growth. Net operating working capital as a percentage of LTM sales was 15.8% compared to 17.8% last year. Late in the quarter, we entered into an agreement to amend and restate our existing $510 million 5-year revolving credit facility, which is now unsecured, matures in Q3 2026 and contains greater flexibility to make acquisitions and investments as well as improved pricing and financial covenants. The facility also has an accordion feature, which permits us to increase the total amount available by an additional $200 million if we meet certain criteria. As Max mentioned earlier, the creation of Spin Master Ventures will allow us to accelerate growth through strategic minority investments. These investments will have strong correlation with our strategic growth plan across our 3 creative centers. We have allocated $100 million to the venture initiative, which will be funded from existing internal resources. The investment range will be between $500,000 and $10 million at the upper end, but our sweet spot will be around $1.5 million to $3 million per investment. The strategy calls for both early stage of seed investments as well as expansion investments for more mature companies. We are taking a long-term view of this initiative with no need to focus on returning capital within the traditional VC fund time frame of 5 to 10 years. Some of these minority investments may become acquisitions over time and some may be sold. Turning now to our outlook for the balance of 2021. We are seeing robust demand for our deep and innovative toy lineup and are increasing our gross product sales growth outlook. We now expect our growth rate for gross product sales for 2021 to be in the mid-teens compared to the outlook we issued in August for growth of high single digits. From a timing perspective, we are working extremely hard to ensure full product availability during the holiday season and we're doing all we can to meet strong demand. We saw approximately 50 million of orders shipped between Q3 and Q4. Most of these orders shipped in October and the balance are expected to ship early November. The elevated inventory levels we had on hand at the end of Q3 gives us comfort that we have enough domestic inventory to fulfill customer demand for Q4. This revised outlook considers the strength in our business we have seen so far but also recognizes that there continues to be potential supply chain risk and cost pressures for the remainder of the year from port disruptions and container availability. As a result of the increase to gross product sales and continued strength in entertainment and digital games, we now expect growth in our total revenue to be slightly above 20% compared with our prior outlook of mid-teens. Turning to profitability. We have seen increases in input costs, particularly ocean freight accelerate significantly in the latter part of Q2, increased further in Q3 and remain elevated into Q4. We implemented productivity initiatives and price increases to help us offset these inflationary pressures. Our price increases became effective early in Q3, but given the rapid and unexpected rising costs, these increases will not be sufficient to allow us to remain neutral from a margin perspective in our toy business. Fortunately, as a result of our diversified business model, the positive mix effect of digital games and entertainment and licensing has helped offset toy margin pressure. For that reason, despite the increased guidance for gross product sales and total revenue, we are maintaining our previous EBITDA margin guidance and continue to expect 2021 adjusted EBITDA margin to be towards the higher end of the mid- to high-teens range. As a reminder, for Q4, when we talk about the timing of spending and profitability, a significant portion of our annual marketing expenses are incurred in Q4 to maximize the impact on consumer purchases and our ROI. This typically causes a misalignment of sales and marketing spending between Q4 and Q3, resulting in adjusted EBITDA margins in Q4 significantly below those in Q3. Looking ahead to 2022, we will provide gross product sales and total revenue growth, expected seasonality and adjusted EBITDA margin guidance for 2022 when we report our fourth quarter and full year 2021 results in early March. This will allow us to incorporate customer's feedback into our outlook from the critical customer previews that started this past September and continue during January and February of 2022. To conclude, we are committed to our long-term financial framework for value creation, underpinned by our formula for innovation and global growth across toys, entertainment and digital games. Our strong financial position sets a solid foundation for successful growth for 2021 and beyond. That concludes our call. We will now be pleased to take questions. Operator, please open the line.

Operator

[Operator Instructions] We will now take our first question from Adam Shine, National Bank Financial.

A
Adam Shine
MD, Head of Montreal Research & Research Analyst

Congratulations. Obviously, a very strong quarter across the board. And I'm glad, Mark, that you acknowledged that your revised guidance appears conservative because I think, again, my math clearly looks like GPS growth to mid-teens plus run rate on entertainment ex movie and the new digital games levels looks like total revenue growth maybe closer to 24%, 26% growth than the slight above 20%. But I'll leave it to you maybe to address that maybe later on. But I think acknowledging conservative guidance is appropriate. The context of marketing spend, which was alluded to, and I know Max, you've talked quite a bit about changes afoot that you're going to be doing in regards to advertising initiatives, but nevertheless, at a 10%-ish of revenue metric, it certainly reflects somewhere around 40% growth year-over-year into Q4. So maybe we can start there and talk about what is going on, particularly in this Q4 where there seems to be just massive demand out there inherently in the marketplace and the products are certainly resonating. Obviously, a marketing push would be incrementally helpful in that regard. And then number two, maybe more for Mark. It looks as though you guys and the rest of the industry are doing a great job controlling or at least managing these supply chain issues. Is there anything in the Q4 beyond the ongoing trend that causes any incremental concern worth highlighting? I'll leave it there.

M
Max Rangel
Global President, CEO & Director

Thank you for the question. And let me start with marketing and then I'll turn it over to Mark. So what we've done, as I was referring in my remarks, is basically secure the marketing investment in Q4 and to basically drive a lot of the marketing innovation that is really beginning to pay great dividends for us. We mentioned a few times, as kids are now basically playing both physically and digitally and entertaining themselves with social context that actually allow them to share with friends, a marketing plan that is really integrating these 2 spaces very seamlessly. And that is coupled with the fact that we have great innovation across a number of our segments. And so what we're doing is basically segmenting our portfolio to drive the greatest amount of marketing investment on our franchises and core brands, first and foremost, and that is really fueling great growth and will continue through quarter 4 because we have great news across our franchises and our core toy brands. But separate from that, we have a lot of innovation as well in our licensed products. And then to top it off, we have a lot of new items that we brought to market like Purse Pets, and that is just to name one. And so we have secured marketing for each and every one of those initiatives so we can actually secure a clean sell-through, through the actually -- holiday period. We feel very confident that our sell-through is, right now, tracking ahead of what it was last year through the -- actually, a week ago. So we will continue to invest. We are working very closely with our supply chain teammates because we have to make sure that the products are on shelf. And that has been a very important new activity system that we've instituted this year so we can actually maximize our investments and not let parents down when they actually go to look for toys on the shelves. I want to do one more thing, which is to penetrate a bit more new and more efficient and effective ways to invest marketing in our e-commerce space. And so we actually have built tech stacks. That basically combined with our search new efforts and the content agility of actually pivoting to where consumers are actually inquiring about our toys, we've seen significant growth on e-commerce despite the fact that as I shared in my remarks, that, that space, as new doors open, was forecasted to be flat. For us, it's been a source of growth. And parents actually continue to go to the e-commerce sites to actually search first for items and then may still go to purchase in physical stores, and we have benefited significantly from that incremental marketing investment in that space. Mark?

M
Mark L. Segal
CFO & Executive VP

Thanks, Max. Adam, to answer the second part of your question in relation to supply chain and new factors, I would say to you, if you think about what's been driving the supply chain, the macro supply chain issues this year, you've had COVID in China and Vietnam. You've had container availability. You've had West Coast port delays. You've got trucking issues and trucking capacity in the U.S. as well. There's a lot of macro factors that are all actually playing into the supply chain issues. I would say to you that we have not seen any new factors emerge. We haven't yet seen a significant improvement in those factors. We've been managing around them and our supply chain team and commercial teams have done an absolutely outstanding job in navigating those choppy waters. And that's been one of the reasons why we've had such strong results in Q3. But to come back to your previous point, it's one of the reasons why we are remaining cautious. We're optimistic but cautious and that's why we've adopted the tone that we have for our outlook.

A
Adam Shine
MD, Head of Montreal Research & Research Analyst

Great. Much appreciated. Max, could I just do a follow-up on, just on the marketing spend? Is there anything meaningful to highlight just in terms of advertising directed to the digital games?

M
Max Rangel
Global President, CEO & Director

Absolutely. Obviously, we have a growing and very engaged monthly active user base, which we actually also track at the weekly and even daily user base levels. And with the content drops that we have upcoming, which we feel really strongly about, we have a lot of paid user acquisition activity to actually continue to expand that user base. And then importantly, there's also marketing activity to drive engagement within those people in the actual ecosystem which can go to our stores and actually interact with other items as well, so we can increase our engagement and share of heart for our basically, Toca Life World in the case of Toca Life World. In the case of Sago Mini, we also have a lot of great marketing ahead of us as we actually emphasize more the digital gaming aspect of that platform. So we have a lot of digital user acquisition, marketing spending as well on Sago Mini. And that leads me to Originator, which basically we're now trying to transfer our learnings on marketing to that entertainment portfolio, which is really rich and that we have actually a lot of upside with. So we are incredibly encouraged by the marketing activity on our digital gaming platforms, and it's going to continue to be a source of growth for us.

Operator

We will now move on to our next question from Martin Landry, Stifel GMP.

M
Martin Landry
Managing Director of Equity Research

I would like to get more details on your total revenue guidance. For 2021, you're calling for an increase of slightly more than 20%. If I'm trying to deduct what that means for Q4, it could suggest that your Q4 revenues could be down on a year-over-year basis. I'm just wondering if you could give us some color as to the driver of these expectations.

M
Mark L. Segal
CFO & Executive VP

Yes. So Martin, our total revenue guidance, as you said, was slightly over 20%. Again, similar to what I responded with Adam, we're actually taking a cautious tone overall with not only our toy guidance but also in connection with digital games and entertainment. Digital games is in a back-to-school world now whereas in Q3, it wasn't. And so we're actually just taking a cautious moderate approach to everything in the fourth quarter and that's the tone that we've adopted. So there's no issues or concerns there. It's just simply a cautious tone in terms of how we see the year playing out. Just remember that last year as well, Q4 2020 was a strong quarter as well, so we are comping a much stronger quarter than we had previously up to this point.

M
Martin Landry
Managing Director of Equity Research

Okay, that's helpful. And then wondering if you could give us some visibility on your inventory situation at retail. Is there any way for you to quantify how many days of -- how many inventory days you have right now at retail in North America?

M
Mark L. Segal
CFO & Executive VP

Yes. We don't actually quantify days of inventory on hand in terms of the retail inventory. But certainly, and Max, you can add as well after this, I think our retail inventory levels have improved significantly, and that's one of the reasons why we've actually seen a strong Q3 performance. If you remember, through the first 2 quarters of this year, we were significantly behind where we wanted to be at retail relative to demand. And we've actually now started to catch up. In terms of our owned inventory, we've seen our owned inventory at around $183 million compared to $156 million. We're in good shape on days inventory on hand, they're actually down. The reason dollars are up is simply because we've had higher in-transit inventory. We've also seen some inflationary costs as a result of inflation driving inventory up, even though units have not increased at that same rate. And then simply, the business has grown. If you look at our net overall investment in working capital though, we're actually in the best position we've been at in many years at around 15.8%, compared to 17.8% last year. So overall, I'm very pleased with our working capital management position. Max, is there anything you want to add on retail inventory?

M
Max Rangel
Global President, CEO & Director

Martin, as we enter Q3, recall, we have been explicit about we were refilling low inventory levels at retail, and so that's helped us with actually our POS and share performance. And the really great news is that as we actually replenish and began to activate marketing, we have seen the sell-through to be very positive. So I would tell you that you've got to go brand-by-brand or franchise-by-franchise. In some franchises, our sell-through and velocities have been so encouraging that we continue to be in low retail inventory levels, which is positive. Obviously, we can always -- and we're bringing more. So we have basically leaned into a few of these items and brought safety stocks, so we're replenishing as fast as we can. But by and large, we feel very strongly about our positions.

Operator

We will now move on to our next question from Sabahat Khan from RBC Capital Markets.

S
Sabahat Khan
Analyst

Okay. Just a quick follow-up, I guess, on the inventory side. I think Mark mentioned earlier that you have inventory in warehouses to kind of meet demand through Q4. I just want to understand, I guess, whether that's a supply chain. Is it just some risk on maybe late quarter replenishment? Or how are you thinking about major products that you need to sell through Q4? Are those here versus maybe less important ones are on the way? So I want to get some context on what you foresee as a risk related to inventory or supply chains.

M
Max Rangel
Global President, CEO & Director

So we like to think of our inventory in 3 buckets. Bucket #1 is basically toys, that have been coming and basically -- are basically set for the holiday season. Bucket #2 are basically items that actually are replenishable items, so basically, things that will sell tomorrow as they would basically 6 months from now. And bucket #3 will be items that are basically about to ship for the spring season. So we talked about Batman: The Movie and so those items are going to begin to ship between now and the end of the year. So as you can imagine, we feel very strongly about buckets #2 and 3 being things that we have no risk. In fact, we're actually trying to ensure we have enough inventory to get the year 2022 off to a phenomenal start. So we have inventory that we've brought and leaned into so that we can get the year going in the right direction, similarly with our spring '22 innovation. And then bucket #1, we've been working very closely with our retail partners to make sure that we brought those earlier. So as they set their planograms or obviously, digital shelves, we were able to basically capitalize on the activation for those more seasonally supported items that were basically meant for these holidays. So that's the way we're looking at it. We feel very strongly about our positions as to where we are. And we believe that any risk on bucket #1, which is basically our inventory for the toys this holiday season, is very manageable and within the guidance that Mark has provided.

S
Sabahat Khan
Analyst

Okay, great. And then following up on the recent announcement on Spin Master Ventures and the commentary that some of those opportunities or investments over time could become acquisitions. I guess, how are you thinking about your just broader M&A strategy going forward? Does this become a bigger part of it? Is the M&A strategy still in line with what you thought previously? I just want to understand how the 2 kind of go hand in hand.

M
Mark L. Segal
CFO & Executive VP

So Saba, this is an additional strategy that we're going to be working in parallel with our acquisition strategy. Our previously enunciated acquisition strategy continues to operate. We have a full pipeline. We're looking at a lot of opportunities. We just recognize that with the Ventures initiative, there's a ton of activity going on out there, where companies may not be willing to sell at this point in time or not looking to actually sell their entire businesses, and where we actually may be able to take positions that are complementary, both from portfolio company's perspective and from ours in terms of technology, in terms of understanding cutting-edge developments that are happening. And so we really see those strategies working in parallel with each other and being complementary. At some point, some of the investments in our venture strategy may turn out to be acquisitions. Some may actually be sold and become dispositions and some we may hold and continue to work with over a longer period of time. But we really see it as complementary to our acquisition strategy.

S
Sabahat Khan
Analyst

Okay. And then just one quick last one. I think the DC Comics license or the partnership there is through 2023. I guess when should we expect to maybe hear on whether that's renewed? And does the pandemic -- was there some sort of an automatic renewal because of sort of the loss therein between? Just kind of want to get an understanding of the time lines for that license.

M
Max Rangel
Global President, CEO & Director

Yes. So I would expect that by the time that we come back to you guys in March, we would have basically updated news across a number of our license partners. So we're working really hard with them. They're incredibly pleased with our performance. And so you can see, in some cases, we have truly eclipsed where these franchises were just a couple of years ago since we stepped in and so I would just have to tell you, things are incredibly positive, and we feel very strongly. But we also are looking forward to our innovation with them in the next 1.5 years. And so as we actually have presented that, there's a lot of excitement mutually. So hopefully, we can get back to you by the March meeting and then confirm a few things.

Operator

We will now move on to our next question from Gerrick Johnson, BMO Capital Markets.

G
Gerrick Luke Johnson
Senior Toys and Leisure Analyst

Mark, first for you, can you just go over a little bit more on the movie economics, like what other amortization might be coming through, if any?

M
Mark L. Segal
CFO & Executive VP

Sure. So the movie is fully amortized. There's no more amortization on the actual production costs coming through. That was all taken when we actually delivered the movie. So really what happened in Q3 was that we had the distribution revenue, which was now recognized. We had the amortization, which flowed through and that impacted gross margin. We also had a box office bonus of $3 million, which flowed through into income. And then what you're going to see going forward is essentially licensing and merchandising income flowing through into Q4 and into Q1 of '22 and beyond. And potentially, if the movie continues to do really well, there might be some other distribution-related residual income from the movie at some point in 2022. But I wouldn't build that into our model because it's just an unknown at this point, and we're hopeful that it happens but it's hard to predict at this point.

G
Gerrick Luke Johnson
Senior Toys and Leisure Analyst

Okay. Any idea how big that could be?

M
Mark L. Segal
CFO & Executive VP

No. It really depends on the performance of the movie itself and the way that Paramount recoups all their full expenses against that. So it's going to depend on box office. It's going to depend on downloads, to own and home video and all the other revenue sources. But as I said to you, it hopefully is meaningful, but we just do not know at this point, Gerrick, and I would be cautious on that for '22.

G
Gerrick Luke Johnson
Senior Toys and Leisure Analyst

Okay, great. And I just wanted to ask Max one question, please. Max, you discussed at retail how we've been seeing early shopping with fears of shortages, et cetera, and I completely agree. What I was wondering is you were very positive and you expected that spending to continue. Why are you as optimistic as you are on retail continuing through the rest of the season?

M
Max Rangel
Global President, CEO & Director

Yes. So I -- so the reason that I actually expressed my optimism on retail specifically is driven by a number of things. One is, so as we replenish some of the new innovation behind the early sell-through, which we track weekly, as you know, we see that continued sell-through success week-on-week. So if we brought something back in August and we started to support it in September because we had inventory, I can tell you that now in end of October, that sell-through continues to be very, very positive. And that's basically new shoppers that are engaging with the franchise or brand, who weren't before. So we have continued to see continued sell-through success across a number of our innovations and core toy brands. So that's basically what's giving me a lot of optimism. Second, I mentioned, and I referred to our e-commerce platforms. And in one particular case, we have very strong predictive analytics because we're actually getting real-time data daily, hourly. And as we look at that, we also see the rate of sales and the velocities continue to be very positive. And so as we get more people to basically, as the months and days go by, continue to shop, we're just optimistic with that. And we have money in our pockets to continue to support those brands. And that is the other piece, which gives me confidence we can actually trigger that demand, Gerrick, and so it's beginning to -- and it's proving to work beyond our initial days.

Operator

We will now move on to our next question. Please go ahead, Brian Morrison, TD Securities.

B
Brian Morrison
Research Analyst

I just want to follow up on the comment about money in your pockets, clearly a high-class problem to have. I understand your Spin Master Ventures and your acquisition strategy. But at some point in time, Mark, how do you think about your balance sheet and maybe paying out a special or maybe the introduction of a dividend?

M
Mark L. Segal
CFO & Executive VP

So Brian, yes, we have a great balance sheet. We generate strong cash, as you know. We believe that we have a strategy that will, over time, allow us to deploy that cash in an accretive way for shareholders and to create a lot of value. The Ventures initiative, I think, is one more way to allow us to do that in addition to our acquisition strategy. The amount that we've allocated is an initial amount. If we need more, certainly, we can think about allocating more dollars to that as well over time. But I would say to you, we're a company that's a growth company. We're in growth mode and we want to deploy our capital. If at some point in the future, then -- and we can't do that, we'd have to think about a way of returning capital to shareholders. But that's really not something that's on the radar right now. It's not something that we or the Board are thinking about. But it's possible at some point in the future.

B
Brian Morrison
Research Analyst

I want to follow up on that quickly then. It looks like you're going to have north of $400 million and $600 million maybe by the end of next year. Are there opportunities out there to deploy that much capital?

M
Mark L. Segal
CFO & Executive VP

I think on the acquisition side and on the venture side, there's a tremendous amount of opportunities. Just remember on ventures, we're actually now looking across all 3 of our creative centers from a venture perspective. And also on the acquisition front, historically, all the acquisitions that we've done, apart from the one acquisition that allowed us to get into digital games, have been in the toy space. We've never done any acquisitions in the entertainment area and we've done very limited acquisitions in digital games now with Originator, the only one that we've added to that portfolio. There is a huge market out there and a huge number of opportunities for us to tap into. We've put a strong leadership team in place of senior experienced people in each one of our creative centers to lead these initiatives on the acquisition and venture front. And we think there are opportunities out there to do that. And we're going to try our hardest. And if we can't do it, then we'll have to talk about a dividend at some point in time, but that's not where our mind is at now, Brian.

B
Brian Morrison
Research Analyst

Okay. And then last question, Mark, in terms of digital. Maybe you can just comment on the outlook for digital. Clearly, great subscriber traction continues here. But I just wonder how you balance that with the economy reopening and perhaps children being allocated less screen time.

M
Mark L. Segal
CFO & Executive VP

Well, I think COVID definitely had a positive boost in our digital games business. That was part of it. And we've certainly seen a slight shift in kids' behavior now that they're back at school, and so there will be a moderation of that behavior for sure. But if you think about what we're doing in our digital games business, we have so many exciting initiatives that we believe will continue to drive that business. You have Toca Days coming at some point in the future, which is our first multiplayer game. We've got a tremendous amount of potential with Originator to expand that business. It only has around 35,000 subscribers now and with the whole user base that we have across Toca and Sago, there's tremendous potential. And in addition to that, we've got the initiative with Noid that Max has described before, where we're actually going to be monetizing our owned IP. And so the investments that we're making across the broader studio network globally really positions us for continued growth in digital games, and we're very excited about that. Max, is there anything you want to add?

M
Max Rangel
Global President, CEO & Director

No, I wanted to amplify on Noid and our owned IP. And obviously, we're incredibly excited about what they've already begun to show us, that we'll be able to tell you more in 2022. And I want to just double-click on your edutainment space, where we have significant upside potential, particularly with our Originator franchise -- franchises in that group. So -- and we're beginning to see some green shoots. So I think we have a very balanced approach to continue to drive beyond the Toca Life World platform. And then I just want to say that we have now proven that revenue tracks our user base. But I think the team is very, very engaged on basically moving forward with moving up the engagement levels as well, which is another basically area to drive our revenue in that space. And we have some opportunities, and the team is doing a lot of experimentation to continue to basically enhance our model. So we're very excited with the prospect.

Operator

We will now move on to our next question from Jaime Katz, Morningstar.

J
Jaime M. Katz
Senior Equity Analyst

Nice quarter. I hope you can fill us in on what your internal expectations are for inflation and how that plays out over the next few quarters, given that you've recently taken price increases.

M
Mark L. Segal
CFO & Executive VP

Jaime, certainly as part of our planning for 2022, we're taking a very hard look at all the input factors now that impact our cost base. We've seen resin and electronic chips rise. They did moderate in Q4. We've seen a continued increase in ocean freight costs from Q3 -- sorry, from Q2 into Q3 and again remained at elevated levels into Q4. We're actually studying what we think is going to happen in 2022. I would say to you, it's one of the top few things that we're looking about as we -- looking at when we formulate our budget. I don't want to give you numbers or prediction at this point in time. I think it would be better if we actually go through the process we're going through now and provide guidance when we have our customer previews back as well through January and February, and we'll come back to you in March with a more articulated view of how we see things playing out. But certainly, it is a very strategic issue for us now, which is top of our agenda.

J
Jaime M. Katz
Senior Equity Analyst

Okay. And then I think there were some comments on working capital efficiency gains during the prepared remarks. Would you be able to give us any insight into continued opportunities you see in the space to gain traction on that?

M
Mark L. Segal
CFO & Executive VP

I think managing our working capital is something that we've, for the last few years, been very heavily focused on. If you look at where we were a year ago, we were at 17.8% net working capital as a percentage of LTM sales. That's down now to 15.8% so we're continuing to drive that. And I think if you look at that metric relative to the rest of the industry that we operate in, we are significantly ahead of our competitors when it comes to managing net working capital investments. So it's something that we will continue to focus on. We're looking at technology. We're looking at automation. We're looking at better integration across all of our platforms to drive better information, which will allow us to continue to do that. And so that's something that I think we're proud of and we'll continue to focus on.

Operator

We will now take our next question from Pulkit Sabharwal from Canaccord Genuity.

P
Pulkit Sabharwal
Associate

I was just wondering, could you expand on Toca Life and the digital platform and the growth you're seeing there? What is your customer acquisition strategy like there? And then what is the mix between new users versus users that are coming from previous games on your platforms?

M
Max Rangel
Global President, CEO & Director

Pulkit, over the last year, as we expressed in our prepared remarks, we've actually increased our user base materially. Quite a bit of that user acquisition increases come just from basically organic kids sharing on platforms that basically invite other players to come. So we have a really wonderful model by where kids are sharing socially on platforms like TikTok and that basically gets people into the space. On top of that, we have a user acquisition strategy as well to go and basically source more kids to come into the ecosystem. And then to top it off, we have basically other Toca ecosystem properties that actually resource into, to kind of bring to our Toca Life World platform just to use an example. Now to be clear, that will continue to go forward into the next few quarters. And one thing you actually have to think about is that we are a global platform, and one of the things that is really encouraging for us is that a lot of our growth at the beginning was really North America-centric. And what we've seen with this game is that it has a global appeal. So now we have many other countries who were not basically providing user base people into our platform. I mean as recent as 3 months ago, we've seen significant growth in places that perhaps we have been surprised, and that is -- that speaks to the wonderful appeal of this franchise. So we're super encouraged. We're going to other places to get more and more users into our ecosystem. And the thing now that we're turning our attention to is precisely what you're hinting, which is how do we then engage these kids to basically interact with the platform beyond what they see as they actually play and basically hang out, as they say themselves, they are doing. So lots of opportunities. We see continued growth. Some geographies are exploding. I mean they're bringing users at very astronomical rates and so we're excited about that. And we're just managing this funnel in a very productive way. The team has done a terrific job, has a good model, which we keep perfecting. And with, think about 16 billion views in just 1 platform, there's a lot of learning that we're basically now feeding into how we develop new creator tools, which will appeal to geographies and kids which we may have not appealed to yet. Think about the Sanrio tie-up coming up now in December. When you look at the user acquisition in Asia, you would argue we have a huge opportunity. Hello Kitty in Asia, it's been there for 10-plus years. It's a massive property, so we're super excited to basically lean into properties like such to be able to get more people into our ecosystem. So I hope that answers your question.

P
Pulkit Sabharwal
Associate

Yes, that was very helpful. That's it for me.

M
Mark L. Segal
CFO & Executive VP

I think we have time for one more question. Operator, make this the final question, please?

Operator

Yes, no problem. Our last question comes from David McFadgen from Cormark Securities.

D
David John McFadgen
Director of Institutional Equity Research

A couple of questions, if I may. There have been some questions about digital games because obviously, the growth has been spectacular. And I'm just wondering, how easy is it for you to forecast that business? And I'm just wondering, how long can you sustain these kind of growth rates? I mean they're obviously quite high. And then secondly, just on when you look to 2022, it looks like 2021 is shaping up to be a phenomenal year. And I'm just wondering, is it reasonable to expect growth in 2022, just given how strong 2021 has been or is expected to be?

M
Max Rangel
Global President, CEO & Director

So there were 2 questions there and so I'll start to address the questions and then pass it over to Mark. I think part of your question is digital games growth, sustainability, and then your second question is really more on 2022 overall growth, if I understood your question. So I'll start with the first question. Our digital games portfolio continues to expand. So a lion's share of the growth right now has been Toca Life World, and that has driven a significant portion of our total digital games' growth. And we're super excited about that, and we have great plans to organically continue to basically drive that growth. That growth, as I mentioned, has been really following our user acquisition and our user growth. And as that user growth continues to grow, which we track daily, we expect revenue to follow that and revenue to strengthen as we actually get more engagement, which will reflect basically people coming to our stores in more quantities than they currently do and spending more on our stores than they currently do. So that's basically a revenue growth algorithm that we're perfecting. Beyond that, we talked about expanding our user base from where we are today, and we still have plenty of geographies to actually be able to help us with that. And then on top of that, we have line extensions on that property, which is our biggest that we believe will get us into the multiplayer ecosystem, which is very exciting for us, and again, the team has done a terrific job to get that into 2022. That's Toca Life World. On top of that, we have Sago Mini, which basically increased their user base to over 300,000 subscribers, which was a massive increase over a year ago, and that number continues to grow up. As we actually look at that subscriber base and we apply that subscriber base to actually get our properties within our Originator portfolio and to basically cross-sell that platform, we see huge opportunity for growth as well. And then we have now also entered into an agreement with a partner in Turkey who's helping us with even further sources of wonderful ways to engage children and help children in areas that are white space for us. So last but not least, we have significant development within our Noid studio to actually get some of our owned IP and digitize that into basically digital games. So all this to tell you, we are taking a portfolio approach. We're not letting the gas off the accelerator on Toca Life World, which has been our driver, but rather complementing that with other sources of digital games' growth opportunities. And then on top of that, our Spin Master Ventures digital games group is very active, sourcing candidates to continue to help us with that. One example of that is the investment in Nørdlight, which we have already benefited from as they actually have jumped in and helped us in accelerating the development of one of our IP properties in-house. We're super excited and we'll be able to tell you more when we actually have our next call in March. Let me turn it to Mark for 2022, which has a great slate of toy innovation, and I'll let him get more into it.

M
Mark L. Segal
CFO & Executive VP

Thanks, Max. Just to add, David, to what Max said on the digital games front, just some macro points. Just keep in mind that kids aged 2 to 12, 94% of kids in that age category are playing digital games right now. It's a huge market. It's actually bigger than the toy market. And we're very small relative to the overall market, and we think there's a tremendous amount of white space for us to grow into with Toca, with Originator, with Sago, with Noid. And so we feel very excited about the future growth potential in that digital game space. Digital games now are actually becoming a social destination rather than just a game themselves, and it's where kids actually play. So we are leaning into it. We feel very comfortable with it and we're going to continue to believe that we'll see some strong growth in that space. As it relates to 2022 overall, our innovation pipeline continues. We have 5 movies coming on board for 2022, 4 in the DC Universe franchise and then there's the Wizarding World movie that's coming in 2022. There's a lot of exciting things happening in 2022. It's completely reasonable to believe that we will continue to grow in 2022, David. But at this point, I would say to you that we'll come back to you in March with a more formulaic view of how we see that growth manifesting where we've actually been through our customer previews in January and February globally. But we feel good in general about our performance and very good in general about our prospects for 2022 and beyond.

D
David John McFadgen
Director of Institutional Equity Research

Okay. If I could just maybe push you a little bit. I mean in the past, you've given long-term growth targets. I'm just wondering, would 2022 be in line with those long-term growth targets or is it just too early to say right now?

M
Mark L. Segal
CFO & Executive VP

Well, our long-term growth target is mid- to high-single-digits top line growth. We haven't changed that and we'll come back to you on 2022, as I said, in March. Thank you very much. Operator, I think we're going to have to end the call at this point, so let me thank everybody for their participation. And Max and I look forward to talking to you again in March with our fourth quarter and full year 2021 results. Thank you.

Operator

Thank you. Ladies and gentlemen, that concludes today's call. Thank you for your participation. You may now disconnect.