Good
day,
and
welcome
to
the
Spin
Master
Corp.
Fourth
Quarter
2021
Earnings
Call.
Today's
conference
is
being
recorded.
At
this
time,
I
would
like
to
turn
the
conference
over
to
Sophia
Bisoukis.
Please
go
ahead.
S
Sophia Bisoukis
Thank
you,
John.
Good
morning,
and
welcome
to
Spin
Master's
financial
results
conference
call
for
the
fourth
quarter
and
full
year
ended
December
31, 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
audited
consolidated
financial
statements
are
available
on
the
Investor
Relations
section
of
our
website.
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
earning
release
dated
February
28, 2022.
Please
note
that
Spin
Master
reports
in
US
dollars
and
all
dollar
amounts
to
be
expressed
today
are
in
US
currency.
I
would
now
like
to
turn
the
conference
call
over
to
Max
Rangel.
M
Max Rangel
Good
morning
and
thanks
for
joining
us
today.
In
2021,
we
delivered
very
strong
performance
for
the
fourth
quarter
and
full
year,
showcasing
the
power
of
our
three
creative
centers
comprising
Toys,
Entertainment
and
Digital
Games.
We've
continued
to
build
on
both
the
legacy
that
our
founders
created
and
our
demonstrated
leadership
within
children's
entertainment.
Our
creative
centers
structure
allowed
us
to
remain
focused
on
being
where
children
are,
ensuring
our
presence
in
their
lives
is
in
ever-connected
world
with an
ever-expanding
options.
The
most
significant
element
of
our
excellent
performance
in
2021
was
the
broad,
diversified
way
we
achieved
it
across
all
our
creative
centers
and
all
our
geographies.
The
efforts
we've
made
to
grow
our
global
footprint,
develop
our
entertainment
capability,
as
well
as
the
early
investment
we
made
in
digital
games
through
the
acquisition
of
Toca
Boca
and
Sago
Mini
are
paying
off.
Gross
product
sales
grew
over
20%,
highlighting
the
strength
of
our
brands
on
a
global
scale.
Total
revenue
grew
30%,
exceeding
$2
billion
for
the
first
time.
Approximately
15%
of
our
total
revenue
in
2021
resulted
from
digital
games
and
entertainment.
EBITDA
exceeded historical
levels
in
both
dollars
and
margin.
Against
the
backdrop
of
our
strong
financial
and
operational
performance,
we've
demonstrated
our
commitment
to
creating
engaging
play
experiences.
We
provided
magical
experiences
for
kids
and
their
families
at
home,
in
playrooms,
on
small
and
big
screens
and
in
digital
playgrounds
around
the
world.
We
are
very
proud
of
Spin
Master's
performance
and
I
want
to
commend
our
global
team
for
delivering
these
exceptional
results.
I
now
want
to
touch
on
each
of
our
creative
centers,
beginning
with
Toys.
Toy
gross
product
sales
growth
was
driven
by
the
global
success
of
new
and
innovative
items,
and
enthusiastic
fandom
for
our
newest
licensed
story
properties.
Our
commercial
teams
navigated
a
complex
supply
chain
environment
to
deliver
on
time
throughout
the
year
to
meet
customer
demand,
providing
the
foundation
to
grow
share
in
key
markets.
These
teams
work
diligently
to
bring
forward
production
earlier
in
the
season
to
ensure
inventory
was
available
for
the
key
shopping
period.
We
saw
the
effects
of
these
in
improved
POS
in
the
backup
of
the
year.
As
we
discussed
in
November,
we
observed
a
meaningful
turnaround
in
POS
trends
where
we
regained
share
through
their
combination
of
improved
inventory
[ph]
flows (00:04:35),
the
introduction
of
new
innovative
items
and
strength
in
our
core
brands
compared
to
the
POS
deficit
we
saw
in
the
early
part
of
2021,
when
our
inventory
levels
hamper
our
POS
results.
We
were
pleased
to
see
this
momentum
continue
to
the
whole
fourth
quarter,
resulting
in
meaningful
share
gains
for
Spin
Master.
According
to
NPD,
in
Q4,
our
global
POS
grew
9%
compared
to
5%
for
the
industry.
In
North
America,
we
outperformed
the
industry
in
Q4,
growing
by
12%
compared
to
the
industry
at
8%.
Internationally,
in
Q4,
we
grew
POS
6%,
while
the
industry
was
flat.
In
Q4,
according
to
NPD,
Spin
Master
was
the
fastest-growing
toy
manufacturer
globally
among
the
top
five.
We
were
particularly
pleased
with
the
diversified
nature
of
our
POS
growth
in
Q4,
with
share
growth
in
5
out
of
the
11
categories
measured
by
NPD
compared
to
2
out
of
11
in
Q2.
The
success
of
PAW
Patrol:
The
Movie,
continue
to
have
a
positive
impact
on
the
performance
of
our
PAW
Patrol
toy
line,
which
outperformed
the
Preschool
category,
finishing
as
a
number
one
Preschool
property
globally
in
2021.
POS
in
Q4
was
up
28%
over
the
prior
year,
per
NPD.
PAW
Patrol
ended
the
year
ranked
as
the
eighth
largest
toy
property
globally,
according
to
NPD.
We
have
continued
to
keep
the
franchise
fresh
with
new
themes
and
worlds
for
preschoolers
to
explore.
In
Activities,
Kinetic
Sand,
which
experienced
tremendous
growth
during
the
pandemic,
continued
its
upward
trajectory
in
2021
with
44%
POS
growth
in
Q4,
gaining
greater
international
brand
awareness
and
increasing
share
in
the
Activities
category.
Per
NPD,
Kinetic
Sand
is
now
the
number
two
reusable
compound
property
and
has
become
a
staple
creative
toy
for
kids
and
kids
at
heart.
With
new
innovative
product
introductions
and
always-on
marketing
for
Kinetic
Sand,
we
expect
to
continue
to
grow
the
brand
and
we
feel
there
is
more
growth
potential
within
the
category
internationally.
Our
Games
&
Puzzles
product
category
saw
mixed
results
in
Q4.
Our
core
game
brands
outperformed
while
Cardinal
was
down
compared
to
2020,
driven
by
strong
pandemic-led
demand
last
year.
Within
Wheels &
Action,
we
saw
strong
performance
from
many
of
our
core
brands
including
Bakugan,
which
beat
the
industry
in
the
battling
toy
class
for
2021.
Gearing
up
for
2022,
we're
continuing
to
lean
into
marketing
platforms
that
deliver
the
strongest
conversion
for
Bakugan,
which
includes
stacking
new
entertainment
content
on
Netflix
with
engaging
integrations
and
experiences
within
Roblox
to
reach
fans
of
the
franchise
within
the
platforms
they
interact
with
every
day.
In
Q4,
our
Toy
license
for
Monster
Jam
ended
the
year
as
the
number
four
property
in
vehicles
and
number
one
license
in
vehicles
per
NPD.
With
more
international
experiential
events
and
live
Monster
Jam
shows
ramping
up
in
2022,
we
expect
more
kids
will
be
inspired
to
recreate
real
Monster
Jam
action
in
their
homes
and
backyards.
In
addition
to
our
evergreen
brands,
our
design
teams
are
also
constantly
reimagining,
inventing
and
bringing new
toys
to
market.
For
NPD
in
2021,
we
had
two
of
the
top
five
new
toy
properties
in
North
America.
The
first
is
Purse
Pets,
a
line
of
interactive
fashion
purses.
This
item
was
introduced
in
August
2021
and
quickly
rose
to
the
top
of
toy
lists.
According
to
NPD,
Purse
Pets
was
the
number
one
selling
toy
in
the
fashion,
role-play
and
dress-up
class
in
the
US.
We're
continuing
to
evolve
this
brand
in 2022
with
new
characters,
retailer
exclusive
and
micro
versions
for
fans
to
wear
and
collect.
The
second
was
Gabby's
Dollhouse,
building
off
the
success
of
DreamWorks
popular
Netflix
series.
We
debuted
the
Gabby's
Dollhouse
toy
line
in
Q3,
and
it
quickly
became
one
of
the
most
sought
after
toys
this
past
holiday
season.
In
2022,
we
will
launch
a
toy
line
in
Europe
and
elsewhere
internationally
and
will
introduce
new
themes
that
complement
the
ongoing
storyline
and
adventures
of
Gabby.
In
2021,
we
saw
great
results
from
new
and
existing
license
partnerships,
including
Gabby.
POS
in
our
total
license
portfolio
grew
over
20%
in
Q4
according
to
NPD.
We
revealed
an
epic
second
year
of
Batman
and
DC
toys,
making
Spin
Master,
the
number
one
toy
licensee
for
the
DC
Universe,
per
NPD
in
2021.
Just
yesterday,
we
were
thrilled
to
announce
that
we
have
renewed
our
initial
contract
with
Warner
Brothers
that
will
see
Spin
Master
retain
the
DC
franchise
globally
for
toy
rights
of
the
boys
category,
as
well
as
games,
outdoor
and
seasonal
and
vehicles,
including
films
for
a
further
four-year
term
beginning
2023
through
2026.
2022
is
a
blockbuster
year
for
the DC
franchise,
with
four
feature
films
hitting
the
big
screen.
We
will
have
innovative
custom
toy
collections
launching
in
conjunction
with
the
Batman
movie
coming
to
theaters
on
March
4,
followed
by
Black
Adam,
THE
FLASH
and
Aquaman
later
in
the
year.
Also
with
Warner
Brothers,
we
launched
the
first
of our
innovative
toys
inspired
by
the
Wizarding
World
stories
and
characters
from
the
Harry
Potter
and
Fantastic
Beast
films.
The
performance
of
these
products
from
an
innovative
playset
to
an
interactive
Hedwig,
exceeded
our
expectations
and
demonstrated
that
a
strong
following
of
these
stories
and
characters
have.
Spin
Master
is
now
the
two
licensee
for
Wizarding
World
globally,
per
NPD.
Between
our
strong
showings
for
Purse
Pet, and
Wizarding
World
and
Gabby's,
Spin
Master
outperformed
the
US
Dolls
category
for
2021,
with
POS
growth
of
21%
compared
to
4%
for
the
industry,
per
NPD.
This
is
an
area that
Spin
Master
has
been
under-represented
in
for
the
last
few
years.
It's
encouraging
to
see
results
like
this
in
one
of
the
most
competitive
categories
of
the
Toy
business.
Industry
e-commerce
growth
is
moderating
as
COVID
eases,
but
has
become
a
significant
larger
portion
of
the
overall
industry
POS
when
compared
to
just
a
few
years
ago.
We
are
continuing
to
invest
in
our
e-commerce
business
to
ensure
we
grow
our
share
in
this
important
retail
channel.
With
some
sales
shifting
back
to
bricks
and
mortar,
we
believe
we
are
having
definitely
opportunities
to
elevate
our
in-store
displays
in
partnership
with
our
retail
customers
and
are
taking
a
moderate
approach
to
pricing
and
promotions,
investing
where
it
makes
sense
to
remain
competitive
while
also
preserving
our
profitability.
Now
turning
to
Entertainment.
We
continue
to
take
a
multi-pronged
approach
to
our
Entertainment
content
creation
led
by
exceptional
storytelling
that
will
resonate
with
kids
globally.
Our
Entertainment
Creative
Center
achieved
a
historical
milestone
in
August
with
our
first
ever
feature
film
for
our
leading
Preschool
franchise,
PAW
Patrol
in
partnership
with
Paramount
Pictures
and
Nickelodeon.
The
film
success
had
a
halo
effect
on
the
franchise
overall,
significantly
raising
PAW
Patrol
awareness
around
the
world.
Franchise
penetration
increased
15
points
among
kids,
following
the
movie
release,
deepening
engagement
with
existing
fans,
evidenced
by
increased
viewing
minutes
and
also
attracting
new
fans,
particularly
on
streaming
platforms
such
as
Paramount+.
We
currently
have
10
regional
shows
and
multiple
short-form
series
airing
or
streaming
in
more
than
190
countries
in
30 languages.
While
PAW
Patrol:
The
Movie
was
our
first
feature
film,
it
will
not
be
the
last,
with
other
film
concepts
in
development,
including
a
second
PAW
Patrol
movie
to
debut
in
fall
2023.
PAW
Patrol
will
also
get
a
spin-off
series
in
2023,
which
has
been
green
lit
by
Nickelodeon.
And Entertainment
has
a
rich
development
slate
currently
in
production,
including
several
new
properties,
which
will
launch
in
2022
and
2023
with
multiple
broadcast
networks
and
streaming
services.
We're
excited
to
build
a
diversified
offering
appealing
to
different
audiences
and
age
groups.
We
continue to
experience
record
growth
in
2021
in
our
Digital
Games
Creative
Center,
primarily
driven
by
Toca
Life
World
with
revenue
growth
of
over
127%
and
culminating
in
Toca
Life
World
being
recognized
as
the
App
Store's
2021
iPhone
App
of
the
Year,
an
amazing
achievement
for
Toca
Boca
studio
as
it
celebrates
its
10th
anniversary.
Digital
Games
continues
to
create
expansive
digital
play
experiences
for
our
kids.
If
you
have
children,
you
know
how
integral
Digital
Games
have
become
to
their
lives.
Digital
Games
have
now
become
digital
playgrounds,
where
kids
explore
and
engage with
their
friends
and
favorite
characters,
new
content
releases,
and
tools
that
allow
them
to
create,
connect,
share
and
express
themselves,
are
driving
strong
global
engagement.
Monthly
active
users
for
Toca
Life
World
more
than
doubled
in
2021,
increasing
from
25
million
in
January
to
56
million
in
December.
The
entire
Toca
Boca
ecosystem
now
has
over
74
million
monthly
active
users
compared
to
45
million
in
Q4
2020.
In
Q4,
the
team
introduced
their
first
in-app
licensing
integration,
welcoming
global
lifestyle
brand
Sanrio
and
its
Hello
Kitty
&
Friends
franchise
into
the
digital
playground
with
great
results.
In
2022,
the
team
has
more
exciting
branded
partnerships
in
the
works
and
new
content
releases,
which
will
keep
kids
engaged
and
give
them
more
options
for
customization
and
creativity.
Sago
Mini,
which
focuses
on
the
younger
demographic
where
play-to-learn
is
a
key
driver
for
parents,
has
helped
fuel
our
Digital
Games
growth
as
well,
with
an
expanding
subscription
base
that
saw
a
29%
increase
in
2021
to
311,000
subscribers
compared
to
2020.
Sago
is
working
closely
with
the
originator
which
we
acquired
in
Q2
to
expand
our
comprehensive
play-to-learn
subscription-based
Digital
Games
offering,
building
on
existing
platforms
and
with
new
product
launches
in
2022
and
2023.
We
are
continuing
to
make
progress
building
[ph]
Nørd
(00:14:54), our
new
studio
in
Stockholm.
[ph]
Nørd
(00:14:56) is
focused
on
developing
Digital
Games
using
Spin
Master's
own
IP.
Our
first
game
will
launch
in
2023
and
we
are
very
excited
about
the
growth
possibilities
for
Digital
Games
that
are
emerging
from
this
initiative.
Now
turning
to
our
outlook
for
the
year,
there
are
several
macroeconomic
and
geopolitical
variables
we
are
monitoring
closely
and
which
we
built
into
our
outlook
and
Mark
will
discuss
shortly.
From a
consumer
perspective,
the
removal
of
stimulus
payments
combined
with
rising
interest
rates
and
inflation,
could
put
pressure
on
families'
disposable
incomes.
As
we
know
from
history,
the
Toy
category
is
somewhat
insulated
from
periods
of
economic
downturn,
but
it
is
something
we
need
to
consider,
especially
for
higher
price
point
products.
We
expect
there
will
continue
to
be
challenges
and
disruptions
in
the
global
supply
chain
in
2022
ranging
from
transportation
bottlenecks
to
cost
inflation.
COVID
remains
an
unknown
variable
in
Asia,
and
we
will
continue
to
implement
advanced
planning
techniques
and
seek
to
remain
responsive,
collaborative
and
agile
in
both
production
and
logistics.
Now,
having
said
all
this,
with
our
clear
vision
for
the
future,
a
strong
global
operating
platform
and
firm
financial
foundation,
we
are
optimistic
about
our
growth
opportunities
in
2022.
We
believe
we
are
well-positioned
to
capitalize
on
the
momentum
from
2021.
We
will
continue
to
seek
opportunities
to
harness
the
potential
of
our
three
creative
centers.
And
as
we
continue
to
grow
the
business,
we
are
seeing
the
power
of
our
operating
model
where
each
creative
center
acts
independently,
but
also
in
concert
with
each
other
when
it
makes
sense,
to
exploit
the
full
potential
of
our
creating
talent,
innovation
and
intellectual
property.
Let
me
conclude
by
thanking
our
global
team
members
for
their
outstanding
contributions
in
2021.
The
management
team
at
Spin
Master
remains
inspired
and
encouraged
by
the
passion,
knowledge,
competitive
drive
and
commitment
to
innovation
that
each
of
our
team
members
embodies.
As
we
begin
2022,
we
see
even
greater
potential
to
connect,
engage
and
reach
even
more
kids
and
families
with
magical
and
memorable
Toy,
Entertainment,
and
Digital
Games
experiences.
I
will now turn it over to Mark.
M
Mark L. Segal
Thank
you,
Max.
In
the
fourth
quarter,
we
delivered
very
strong
financial
and
operational
results,
representing
significant
year-over-year
improvements.
We
entered
the
year
acutely
aware
of
our
needs
to
address
the
global
supply
chain
challenges
brought
on
by
COVID.
We
maintained
strict
cost
management
discipline,
leveraged
our
diversified
third-party
manufacturing
footprint
to
optimize
production
and
worked
with
our
logistics
partners
to
gain
access
to
additional
ports
and
shipping
lines.
We
were
able
to
methodically
execute
our
plan,
as
evidenced
by
a
full-year
2021
adjusted
EBITDA
of
$414
million,
an
increase
of
$234
million,
130%
over
2020.
Looking at
Q4,
we
were
able
to
build
on
the
momentum
established
through
the
first
three
quarters
and
deliver
significantly
stronger
results
compared
to
last
year.
Q4
revenue
climbed
26.5%,
driven
by
double-digit
growth
across
all
three
of
our
creative
centers
and
product
categories.
The
combination
of
higher
gross
product
sales
in
all
geographies,
improvements
in
sales
allowances,
higher
Entertainment
and
Licensing
Revenue,
and
the
strength
and
momentum
of
our
Digital
Games
business
combined
with
our
operational
execution,
produced
record
profitability
levels.
Gross
product
sales
rose
approximately
$116
million,
or
22.6%,
to
$627
million. On
a
constant
currency
basis,
gross
product
sales
were
up
22.9%.
Geographically,
we
delivered
solid
growth
across
all
markets,
especially
in
North
America,
which
was
up
nearly
33%.
Europe
saw
growth
in
gross
product
sales
of
nearly 12%,
and
the
rest
of
the
world
was
up
just
under
10%.
International
gross
product
sales
declined
to
42.4%
of
total
gross
product
sales,
down
from
46.8%
last
year,
driven
by
strong
growth
in
North
America.
The
growth
in
gross
product
sales
for
the
fourth
quarter
was
primarily
driven
by
customer
demand
and
our
ability
to
successfully
manage
through
the
supply
chain
disruptions,
which
ensured
steady
inventory
flow
and
availability
both
on
shelf
and
online.
We
did
this
by
implementing
safety
stock
and
safety
lead
time
programs
using
innovative
transportation
methods
and
close
collaboration
between
customer-focused
teams
and
sales
team
to
prioritize
orders
and
drive
the
best
possible
Q4
results.
Turning
to
category
performance,
I
want
to
call
out
that
we
renamed
certain
Toy
product
categories.
What
we
used
to
call
Preschool
and
Girls
has
now
been
renamed
Preschool
and
Dolls
&
Interactive.
And
what
we
used
to
call
Boys,
we
now
call
Wheels
&
Action.
Our
Preschool
and
Dolls
&
Interactive
product
category
grew
by
$51.6
million,
or
25.8%,
to
$251.8
million
in
Q4.
PAW
Patrol
continued
to
perform
exceptionally,
contributing
significantly
to
the
growth
of
the
product
category,
together
with
the
success
of
new
product
launches
for
Wizarding
World,
Gabby's
Dollhouse
and
Purse
Pets.
Gross
product
sales
in
Activities,
Games,
Puzzles
and
Plush
category
rose
by
18.7%
to
$206.5
million.
Sales
of
Kinetic
Sand,
as
well
as
Orbeez
and
Rubik's,
both
of
which
were
recent
acquisitions,
positively
contributed
to
growth.
In
Wheels
&
Action,
gross
product
sales
were
up
nearly
20%
to
$146.1
million,
driven
by
higher
sales
of
DC
licensed
products
in
advance
of
the
Batman
movie
in
theaters
on
March
the
4th.
And
continued
momentum
for
Tech
Deck.
Q4
sales
allowances
were
13.6%
of
gross
product
sales,
down
from
15.1%
last
year,
driven
primarily
by
low
and
non-compliance
charges
and
reduced
markdowns
and
promotions
due
to
strong
inventory
sell
through.
In
addition,
we
saw
a
higher
proportion
of
sales
in
North
America
in
Q4
compared
to
Europe.
North
America
has
a
lower
overall
sales
allowance
rate
than
the
global
average.
We've
now
seen
eight
consecutive
quarters
of
strong
revenue
growth
in
Digital
Games.
In
Q4,
Digital
Games
revenue
increased
57.2%
to $50
million,
driven
primarily
by
growth
in
Toca
Life
World
in
app
purchases.
Entertainment
and
Licensing
revenue
grew
16%
to
$28.5
million,
primarily
from
licensing
and
merchandising
revenue
from
the
PAW
Patrol
movie
release.
Gross
profit
for
the
quarter
was
$323.3
million,
or
52.1% of
total
revenue,
compared
to
$241
million,
or
49.1%.
Toys
had
the
most
significant
positive
improvement
in
gross
margin
due
to
lower
close-out
sales,
favorable
changes
in
product
mix
and
cost
reductions
resulting
from
productivity
initiatives.
These
improvements
were
offset
in
part
by
inflationary
pressures
on
product
costs
and
ocean
freight,
partially
mitigated
by
the price
increases.
For
the
quarter,
the
net
negative
impact
of
inflation
partially
offset
by
pricing,
was
around
290
basis
points.
In
both Digital
Games
and
Entertainment,
we
achieved
higher
revenue,
which
was
accretive
to
gross
margin
by
approximately
70
basis
points
and
60
basis
points,
respectively.
Selling,
general
and
admin
expenses
were
$55.6
million
higher
due
to
increased
marketing
and
administrative
expenses.
Marketing
increased
due
to
higher
media
and
commercial
production
spend.
Administrative
expenses
increased
over
last
year
by
$27.1
million
to
$103.8
million.
The
increase
was
primarily
from
personnel
and
incentive
compensation related
accruals
due
to
higher
profitability
in
2021.
However,
SG&A,
as
a
percentage
of
total
revenue
remained
consistent
at
43.1% compared
to
43.2%
last
year.
Adjusted
SG&A
declined
to
41.9%
from
42.2%.
In
Q4,
we
recorded
net
income
of
$26.5
million,
or
$0.25
per
diluted
share,
compared
to
net
income
of
$300,000,
or
essentially
breakeven
per
diluted
share,
last
year.
Adjusted
net
income
in
the
quarter
was
$38.7
million,
or
$0.37
per
diluted
share,
an
improvement
of
$24.1
million
compared
to
$14.6
million,
or
$0.14
per
diluted
share,
last
year.
Adjusted
EBITDA
was
$78.3
million
compared
to
$51.5
million,
an
improvement
of
$26.8
million,
or
52%.
Adjusted
EBITDA
margin
was
12.6%,
up
from
10.5%.
The
increase
in
adjusted
EBITDA
was
driven
by
higher
gross
profit
and
lower
distribution
costs,
partially
offset
by
higher
selling,
marketing
and
administrative
expenses.
From
a
tax
perspective,
we
had
an
income
tax
expense
of
$9.5
million
in
the
quarter
compared
to
an
income
tax
recovery
of
$4.7
million
last
year.
Our
effective
tax
rate
for
Q4
was
24.2%.
Turning
now
briefly
to
full-year
2021,
I
will
call
out
a
few
items
of
note.
Sales
allowances
as
a
percentage
of
gross
product
sales
were
11.8%,
down
100
basis
points
from
12.8%.
This
highlights
our
strong
sell
through
an
improved
operational
performance,
which
drove
lower
markdowns
on
non-compliance
charges,
as
well
as
geographic
mix
which
favored
North
America.
Digital
Games
revenue
increased
127.6%
to
$174.8
million
from
$76.8
million.
Entertainment
and
Licensing
revenue
increased
73.7%
to
$135.8
million
from
$78.2
million.
Gross
margin
represented
51.7%
for
2021
compared
to
46.3%.
The
increase
in
gross
margin
was
a
function
of
cost
reductions
resulting
from
operational
improvements
and
productivity
initiatives,
favorable
product
mix,
lower
close-out
sales
and
lower
sales
allowances.
These
improvements
were
offset
in
part
by
inflation
on
product
costs
and
ocean
freight,
which
were
partially
mitigated
by
price
increases
implemented
in
Q3.
In
addition,
the
higher
revenue
in
both
Digital
Games
and
Entertainment
was
accretive
to
gross
margin
in
2021
by
approximately
90
basis
points
and
70
basis
points,
respectively.
SG&A
decreased
by
390
basis
points
as
a
percentage
of
revenue
as
we
continue
to
generate
operating
leverage
through
increased
volume,
cost
management
and
productivity.
Higher
selling,
marketing
and
administrative
expenses,
largely
driven
by
increased
incentive
compensation
were
more
than
offset
by
leverage
from
higher
volume
and
lower
distribution
costs.
Adjusted
net
income
for
2021
was
$221.3
million
compared
with
$53.4
million
last
year,
with
adjusted
diluted
EPS
of
$2.10
compared
to
$0.51.
Adjusted
EBITDA
for
2021
was
$414.1
million
compared
to
$180.6
million,
an
increase
of
$233.5
million,
or
129.3%,
over
2020.
Adjusted
EBITDA
margin
was
20.3%
compared
to
11.5%.
As
a
reminder,
included
in
adjusted
EBITDA
was
$26
million
of
distribution
revenue
and
the
box
office
bonus
from
the
PAW
Patrol
movie.
If
we
were
to
deduct
the
$26
million,
adjusted
EBITDA
and
adjusted
EBITDA
margin
would
be
$388
million
and
19.2%,
respectively.
Inventory
ended
the
year
at
$137
million
compared
to $102
million
last
year,
up
$35
million.
At
the
end
of
Q4,
because
of
the
global
supply
chain
disruption
and
in
anticipation
of
growth
in
Q1,
we
had
approximately
$45
million
of
in-transit
inventory,
representing
32%
of
total
inventory
compared
to
$19
million,
or
19%,
at
the
end
of
2020.
Trade
receivables
ended
2021
at
$327.9
million
compared
to
$277
million
at
the
end
of
2020,
an
increase
of
18%,
which
is
below
revenue
growth.
Net
operating
working
capital
as
a
percentage
of
LTM
revenue
was
9.3%
compared
to
13.1%
last
year.
We
lead
the
industry
in
our
working
capital
management
by
a
significant
margin.
Q4
free
cash
flow
was
$211.3
million,
$87.6
million
up
compared
to
$123.7
million
a
year
ago,
driven
by
improved
profitability
and
lower
net
working
capital.
For
the
year,
free
cash
flow
was
$339.6
million,
up
46%
compared
to
$232.1
million
in
2020,
driven
by
higher
net
income
and
lower
working
capital.
From
a
liquidity
perspective,
we
continue
to
build
on
our
strong
position.
We
ended
the
year
with
$563
million
in
cash,
up
$242
million
from
$321
million
last
year,
despite
investing
over
$70
million
on
acquisitions
during
the
year.
Given
our
cash
position
going
into
2022
and
the
capacity
on
our
credit
facility,
we
are
in
by
far
the
strongest
liquidity
position
we've
ever
been
in,
with
immediately
available
liquidity
of
over
$1
billion.
Let's
now
turn
to
our
outlook
for
2022.
As
a
reminder,
in
your
guidance
statements
are
based
in
line
with
our
quarterly
reporting
cycle
March,
May,
July,
and
November.
At
each
stage,
we
revisit
our
annual
guidance
with
increasingly
solid
data
based
on
shipments
and
the
flow
of
orders.
Our
2021
performance
allowed
us
to
achieve
our
best
sell
through
and
the
cleanest
retail
inventory
levels
in
many
years
in
most
key
markets.
This
allowed
us
to
exit
the
year
with
strong
demand
and
brand
momentum,
which
positions
us
well
for
2022.
So
far
this
year,
we
continue
to
see
robust
demand
for
our
deep
and
innovative
Toy
lineup.
We
have
actually
never
carried
so
much
strong
momentum
going
into
the
first
quarter.
However,
we
do
need
to
be
mindful
of
macroeconomic
and
other
risk
factors.
The
removal
of
stimulus
payments
in
the
US,
rising
interest
rates
and
inflation,
may
put
pressure
on
disposable
incomes.
We
are
carefully
watching
the
situation
between
Ukraine
and
Russia.
For
context,
though,
please
note
that
less
than
2%
of
our
gross
product
sales
is
derived
from
Russia
and
we
are
credit-insured.
Whilst
demand
in
the
toy
industry
is
relatively
inelastic,
we
need
to
be
prudent
this
early
in
the
year.
Taking
this
all
into
account
for
2022,
we
expect
our
growth
rate
for
gross
product
sales
to
be
in
the
mid-to
high single-digits
compared
to
2021.
As
a
result
of
the
increases
in
gross
product
sales
and
continued
strength
in
Digital
Games,
we
also
expect
growth
in
our
total
revenue
to
increase
mid-to-high
single-digits
over
2021,
when
one
excludes
the
$26
million
distribution
revenue
directly
related
to
the
PAW
Patrol
movie,
which
will
not
be
repeated
in
2022.
Turning
to
profitability,
in
2021,
we
saw
increases
in
input
costs,
particularly
ocean
freight
accelerates
significantly
in
the
latter
part
of
2021
and
remain
elevated
through
Q4
and
into
2022.
We
implemented
productivity
initiatives
and
price
increases
to
help
us
partially
offset
these
inflationary
pressures.
For
2022,
we
expect
to
see
some
costs
remain
at
elevated
levels
and
other
costs
rising,
although
not
at
the
same
rate
as
2021.
We
will
continue
to
take
pricing
selectively
and
implement
other
measures
to
allow
us
to
remain
neutral
from
a
margin
perspective
in
our
Toy
business.
These
actions
include
ongoing
collaboration
with
our
suppliers
in
Asia,
pre-buying
electronic
components,
evaluating
part
substitutions,
facilitating
inventory
prebuilds
strategically
to
reduce
the
impact
of
COVID
lockdowns
and
finally,
increasing
multi-carrier
ocean
freight
sourcing
for
cost
and
predictability.
Through
a
commitment
to
operational
excellence
and
focus
on
finding
value
within
the
supply
chain,
we
expect
to
hold
adjusted
EBITDA
margin
consistent
with
2021,
excluding
the
$26
million
benefit
from
the
PAW
movie
distribution
revenue.
In
addition,
we
expect
depreciation
and
amortization
to
be
down
slightly
compared
to
2021
to
approximately
$100 million.
Of
that, $30
million
results
from
deliveries
of
Entertainment
content.
We
expect
marketing
cost
to
be
between
9%
to
10%
of
revenue.
And
for
SG&A
as
a
percentage
of
revenue,
to
be
slightly
higher
than
2021
as
we
invest
in
growth
for
2023
and
beyond.
Finally,
we
expect
our
effective
tax
rate
to
be
between
25%
and
26%
and
capital
expenditures
are
expected
to
be
between
5%
and
6%
of
total
revenue.
To
conclude,
as
we
look
to
the
balance
of
2022,
our
team
is
fully
aligned.
We
remain
deeply
committed
to
growth
with
disciplined
cost
management,
operational
efficiency,
and
productivity.
We
will
continue
the
momentum
we
developed
in
2021,
leveraging
the
significant
improvements
we
achieved
to
propel
us
forward.
We
continue
to
believe
in
our
long-term
financial
framework
and
that
at
its
core,
our
formula
for
innovation
and
growth
across
Toys,
Entertainment,
and
Digital
Games
is
stronger
than
ever.
That
concludes
our
prepared
remarks. We
will
now
be
pleased
to
take
questions.
Operator,
please
open
the
line.
Operator
Thank
you.
[Operator Instructions]
We
will
take
our
first
question
from
Sabahat
Khan.
Please
go
ahead,
your
line
is
open.
S
Sabahat Khan
Analyst, RBC Capital Markets
Right.
Great.
Thanks.
I
guess
just
on
the
outlook
for
2022
and
some
of
the commentary
around
the
movie
releases
expected
for
this
year,
can
you
maybe share
some
color
on
maybe
quarterly
seasonality
that
we
can
expect
for
this
year?
M
Mark L. Segal
So,
Sabahat,
we're
going
to
tighten
up
our
outlook
on
seasonality
in
May
when
we
release
our
Q1
results.
But
what
I
can
tell
you
is
that
we
expect
to
see
strong
momentum
going
into
Q1
and
Q2.
So
strong
H1
and
we
will
actually
give
you
formal
guidance
for
the
actual
balance
of
the
year
when
we
go
out
in
May
with
our
Q1
results
–
with
our
Q1
results,
yes,
in
May.
S
Sabahat Khan
Analyst, RBC Capital Markets
Okay.
Great.
And
then,
with
the
digital
platform,
quite
a
bit
of
growth
over
the
course
of
2021,
how
should
we think
about
the
growth
in
that
platform
relative
to
kind
of
the
overall
guidance.
Total
guidance
looks
like
it's
from
mid-to-high-single
digits
year-over-year
on
revenue,
but
just
wondering
how
that
line
item
is
expected
to
do
this
year?
M
Mark L. Segal
So,
Saba,
Digital
Games
is
part
of
our
overall
growth
outlook,
as
we
said.
We
do
expect
Digital
Games
to
continue
to
grow,
and
it's
actually
going
to
be
interesting
in
Q1
when
we
actually
break
that
out
further.
But
certainly,
Digital
Games'
growth
is
an
important
component
of
our
total
revenue
growth
of
mid-to-high-single
digits
in
total
revenue
for
this
year.
Max,
is
there
anything
you
want
to add
on
Digital
Games?
M
Max Rangel
Well,
it's
just
early
days
for
us,
Sabahat.
And
so
Digital
Games
are
becoming
even
now
a
more
important
social
destination
for
gamers
and
for
kids
alike.
And
so,
I
think
you
can
expect
that
our
properties,
Toca
Life
World
or
even
our
subscription
properties,
will
continue
to
attract
new
users,
and
we
will
be
able
to
keep
them
engaged
with
new
contents
that
we're
dropping.
And
so
we're
seeing
momentum
going
into
Q1.
S
Sabahat Khan
Analyst, RBC Capital Markets
Okay, great.
And then
just
last
one
from
me,
I
was
looking
at
your
cash
balance
here,
in
the
$560
million
range,
any
updated
thoughts
on
capital
allocation,
whether
it's
M&A
or
return
on
capital,
anything
you
can
share
on
that
front?
M
Mark L. Segal
Yeah.
So
we
do
have
strong
liquidity.
We
have
a
very
clean
and
strong
balance
sheet,
Sabahat,
as
you
call
out.
Our
primary
focus
is
to
use
our
cash
for
acquisitions
and
we're
very
active
on
that
front,
both
in
terms
of
traditional
acquisitions
but
also
in
terms
of
venture
activity.
Our
pipeline
is
strong
and
full.
We
don't
have
any
plans
at
this
point
to
return
any
capital.
We
continue
to
believe
in
our
growth
story
and
our ability
to
use
the
cash.
If
at
some
point
that
changes
in
the
future,
we'll
certainly
talk
about
either
a
dividend
or
a
share
buyback
or
something
of
that
nature.
But
at
this
point,
nothing
to
report
on
that
front.
S
Sabahat Khan
Analyst, RBC Capital Markets
Okay,
great.
Thank
you.
Operator
We
will now
take
our
next
question
from
Jamie
Katz.
Please
go
ahead,
your
line
is
open.
J
Jaime M. Katz
Analyst, Morningstar, Inc. (Research)
Hi.
Good
morning.
Nice
quarter.
I
hope
you
can
help
us
think
about
e-commerce
going
forward.
It
sounds
like
that
channel
has
slowed,
but
can
you
fill
us
in
on
maybe
what
that
was
as
a
percentage
of
total
sales
for
the
year?
And
then,
I
know
you
guys
mentioned
you
had
only
2%
of
sales
in
Russia,
but
I
think
you
have
maybe
a
distribution
center
there.
And
so,
is
there
any
impact
to
distribution
in
Eastern
Europe
that
might
be
of
a
greater
magnitude?
Thanks.
M
Mark L. Segal
So,
Jamie,
e-commerce
for
the
year
was
around
27%
of
our
sales.
But
in
the
fourth
quarter
it
was
as
much
as
40%.
Max,
I'm
going
to pass
to you
to
talk
about
e-commerce
just
in
terms
of
what's
going
on
with
that
and
then
I'll
take
Russia.
M
Max Rangel
Sure.
So,
Jamie,
our
growth
in
e-commerce
was
pretty
broad-based.
We
beat
the
market
in
Q4
as
Mark
suggested
and
in
2021
as
well,
we
beat
every
competitor.
We
did
so
because
we
put
a
lot
of
effort
in
different
tech
stocks
and
ways
in
which
we're
working.
And
honestly,
we are
the
biggest
pure
play
player,
we
were
the
runaway
winners
for
the
year.
So
we
have
a
lot
of
effort
that
has
gone
into
that
space.
And
for
us
this
has
been
a
great
source
of
growth
and it
has
been
a
source
of
great,
more
profitable
growth.
So
we've
made
a
lot
of
interventions
to
make
sure
that
profitability
is
in
line
with
our
overall
portfolio
M
Mark L. Segal
And
in
terms
of
your
question
around
Russia,
as
you
pointed
out
and
as
I
mentioned
in
my
script,
less
than
2%
of
our
sales
in
Russia,
just
a
couple
of
million
dollars
in
Ukraine
through
a
third-party
distributor.
In
terms
of
our
distribution
mechanisms,
we
do
have
a
small
warehouse
in
Moscow
that
actually
services
our
Russian
business,
but
our
primary
distribution
centers
are
actually
in
Central
Europe
and
in
northern
Europe,
so
not
that
connected
to
Russia
directly.
J
Jaime M. Katz
Analyst, Morningstar, Inc. (Research)
Okay.
And
then
if
you
have
any
color
on
the
profit
profile
on
that
digital
business
versus
the
above
the
line
or
above
other
revenue
business,
the
delta
between
the
two
would
be
really
helpful
to
understand.
M
Mark L. Segal
Yeah.
So,
let
me
just
make
one
macro
comment,
and
then
I'll
point
you
to
our
upcoming
Q1
results
where
we're
excited
to
actually
break
out
our
creative
centers
in
more
detail.
So,
you're
going
to
have
to
wait
to
see
P&Ls
for
Toys,
Entertainment
and
Digital
Games
until
Q1
results are
out,
and
we'll
be
doing
that
going
forward.
But
what
I
can
tell
you
in
macro
terms
is
that
Digital
Games
is
accretive
to
both
gross
margins
and
EBITDA
margins.
And
so,
it's
certainly
an
area
of
growth
for
us
and
we
want
to
continue
to
drive
that
business,
because
it
is
accretive
to
margins
for
us.
Stay
tuned
for
more
details.
J
Jaime M. Katz
Analyst, Morningstar, Inc. (Research)
Excellent.
Looking
forward
to
the
data.
Thanks.
Operator
We
will
now
take
our
next
question
from
Adam
Shine.
Please
go
ahead,
your
line
is
open.
A
Adam Shine
Analyst, National Bank Financial, Inc.
Thanks
a
lot.
Yeah,
good
strong
results,
frankly.
Max,
maybe
one
for
you,
on
the
marketing
side,
it
was
telegraphed
that
this
would
track
to
about
10%,
I
think,
of
revenues.
And
obviously,
you
came
in
below
that
in
the
Q4.
Also
Mark,
in
the
outlook,
talking
about
sort
of
9%
to
10%,
so
just
curious,
are
the
– is
the
product
just
flying
off
the
shelves
on
its
own,
or
are
there
some
lessons
learned
obviously,
as
you
get
a
better
feel
for
the
landscape
and
some
of
the
efforts
you're
putting
into
the
marketing
side
of
the
equation?
And
then
I've
got
a
couple
more
for
Mark
after.
M
Max Rangel
So,
Adam,
punch
line
number
one
is
the
strength
of
our
brands
improved
materially,
so
we
invested
a
great
majority
of
our
marketing
in
those
core
brands
and
franchises.
We
truly
want
to drive
into
evergreens
and
push
our
revenue
into
more
predictable
revenue
going
forward,
that's
number
one. And
number
two,
it
was
really
more
about
being
digitally
first
and
spend
optimization.
That's
punch
lines
number
two
and
three.
On
the
digital
first,
we
basically
were
able
to
get
a
lot
of
money
into,
basically
the
premium
online
TV
and
also
in
CTV
and
OTT,
which
are
basically
all
basically
streaming
platforms
and
we
were
able
to
do
that
very
efficiently.
In
fact,
what
I
can
tell
you,
is
that
basically,
we
were
able
to
get
about
33%
higher
reach
with
less
than
12%
less
cost
per
reach
point.
So,
when
you
combine
the
higher
reach
and
lower,
obviously,
cost
per
reach
point,
you
kind
of
get
that
really
playing
in
our
favor.
And
then
third,
let's
not
obviously
forget
that
with
the
supply
chain
constraints
that
we
had,
when
we
had
items
that
were
not
available
and
we
would
have
had
marketing,
we
actually
flowed
that
money
to
other
places
where
we
were
getting
significantly
more
consumption.
So
that
also
helped.
But
as
we
enter
quarter
one
with
the
strength
that
we
have
in
our
brands,
we're
basically
putting
marketing
investments
against
our
core
and
franchises,
and
we're
very
excited
to
do
so.
Lots
of
learnings
and
efficiency.
A
Adam Shine
Analyst, National Bank Financial, Inc.
That's
great.
Thanks,
Max.
That's
helpful.
Two
other
things.
We
obviously,
none
of
us
had
the
benefit
of
seeing
some
of
the
new
products
at
a
toy
fair
that
didn't
happen.
And
I
guess,
we'll
hear
more
perhaps
heading
into
the
May
Q1
disclosures.
But
just
out of
curiosity
and
over and
above
some
of the
licensed
products
that
are
obviously
coming
around
the
Batman
movie,
et
cetera,
anything
to
highlight
in
terms
of
key
new
products
that
you'll
lean
on
this
year?
Number
one.
And
number
two,
given
some
of
the
pandemic
dynamics,
where
are
we
exactly
in
sort
of
the
re-launch
cycle
of
Bakugan,
in
the
context
of
what
was
expected
to
have
been
maybe
a
four
to
five year
re-launch?
Thanks.
M
Max Rangel
Yeah.
So,
the
good
news
as
Mark
and
I
both
have commented
on
is
that
the
growth
in
2021
was
really
more
broad
scale.
And
so, I
just
would
want
to comment
on
that.
Second,
the
impact
of
our
new
innovation
also
played
a
key
role.
So,
as
we
enter
spring
2022
and
fall
2022,
what
you
can
expect
is
the
following
and
things
that
we're
very
excited
about.
Let's
start
with
PAW
Patrol.
So
PAW
Patrol
was
an
incredibly
important
contributor
in
2021.
And
we
have
significant
more
support
for
PAW
Patrol
in
2022.
We
have
new
series,
we
have
toys
for
the
new
series.
We
have
a
number
of
things
that
we're
very
excited
about
both
in
the
spring
and
in
the
fall.
And
so,
that's
basically
the
starting
point.
Second
and
something
that
I'm
very
excited
about
as
well,
is
the
fact
that
Gabby's
Dollhouse
has
now
become
an
incredible
contributor
in
the
segment,
and
we
have
significant
follow-up
innovation
behind
Gabby's
Dollhouse.
So
basically,
that
strengthened
our
position
in
Preschool.
And
we're
super
excited
Preschool
and
Dolls.
So
that
to
me
is
another
place
where
I'm
very
excited.
Let's
not
forget
the
fact
that
we
also
have
a
lot
of
activity
in
Wheels
&
Actions
though
it's
following
2021,
so
that
is
coming
with
a
lot
of
innovation
both
in
the
spring
and
also
in
the
fall.
And
then
last
but
not
least,
with
all
the
licenses,
we
have
significant
amount
of
toy
collections
for
each
of
the
movies
that are
coming
out,
whether
it's
on
the
– obviously,
on
the DC
or
Wizarding
World.
So
those
are
some
of
the things
that
I
wanted
to
comment
on.
On
Bakugan,
we
are
basically
going
into
a
Bakugan
content
reboot
and
we're
very
excited
about
that.
And
that
will
basically
continue
to
propel
the
brand
content
for
the
people
that
we
have
attracted,
coupled
with
a
lot
of
the
work
we've
done
with
Roblox
and
Netflix,
to
basically
use
our
combination
as
we
bring
more
fans
into
the
franchise.
So
you
can
expect
a
lot
more
of
that
and
stay
tuned
for
future
interventions
in
Bakugan
that
we
are
incredibly
excited
about.
A
Adam Shine
Analyst, National Bank Financial, Inc.
Okay.
That's
great.
Thank
you
very
much.
Operator
We
will
now
take
our
next
question
from
George
Doumet.
Please
go
ahead,
your
line
is
open.
G
George Doumet
Analyst, Scotiabank
Yeah.
Guys,
good
morning
and
congrats
on
a
good
quarter.
Max,
thanks
for
the
information
on
the
share
gain.
Just
following
up
on
that,
do
you
think
that's
going
to continue?
Maybe
just
maybe,
I
guess
your
general
outlook
on
where
you
see
the
industry
growing
or
to
what
extent
you
see
growing
in
2022?
M
Max Rangel
Yeah.
As
you
know,
it
was
a
combination
of
two
things.
One
is
being
in
stock.
And
second,
basically
putting
marketing
activation,
so
we
can
actually
lift
the
brands
that
we
wanted
to
lift.
And
so
that
continues
into
quarter
one.
And
so
far,
I
can
tell
you
without
getting
into
too
much
details
that
that
continues
to
be
a
proven
model
for
us.
So
we're
continuing
to
do
very
well.
I
expect
that
as
we
go
into
the
spring
point
of
sale,
we're
going
to continue
to
see
the
effect
of
the
new
innovation
helping
lift
our
boats.
And
as
we
go
into
the
fall
of
2022,
we
have
a
great
slate
of
new
innovation
coming
and
as
was
commented
earlier,
while
we
have
not
been
able
to
see
that
broadly
doing
toy
shows,
we're
going to
be
able to
see
it
in
May
when
we
have
our
conference
with
you
guys.
So,
I
expect
that
we
will
continue
to
basically
grow
in
line
with
what
Mark
described
as
our
guidance
for
GPS,
and
we
expect
that
we
will
be
growing
share
within
the
context
of
that
guidance.
G
George Doumet
Analyst, Scotiabank
That's
helpful.
Thanks.
And
just
a
follow-up
on
Gaming,
if
we
keep
our,
I
guess,
Entertainment
and
allowances
kind
of
constant,
we
get
an
implied
kind
of
growth
of
about
20%
or
25%
or
so,
for
that
category.
Is
that
the
right
way
of
looking
at
it?
And
just
a
follow-up
to
that, can
you
talk
a
little
bit
about
some
of
the
drivers
there?
Is
it
–
are
we
going to
push
price?
Is
it
active
users? I
mean, you can to maybe that
level
of
growth?
M
Max Rangel
Yeah.
So,
first
and
foremost,
the
actual
category
for
Digital
Games
is
actually
growing
faster
than
our
Toys
are
growing,
so
that's
really
one
point.
It's
actually
a
larger
category
as
well
in
which
we
play.
And
therefore,
you
can
basically
do
the
math
and
understand
quickly
that
as
we
are
getting
a
lot
more
focus
put
in
that
segment,
our
growth
rates
will
basically
be
commensurate
with
that.
That's
number
one.
Number
two
on
our
properties
that
are
basically
driving
our
growth.
And
let
me
start
with
the Toca
Life
World,
we
have
great
organic
plans
to
continue
to
drive
more
users,
but
also
to
actually
drive
the
engagement
of
the
users
in
the
ecosystem.
So,
those
are
the
two
components
that
we're
actually
very
focused
on.
And
in
this, obviously,
game-as-a-service
environment,
where
you're
actually
creating, providing
creator
tools
for
people
to
then
obviously
purchase,
we
find
that
to
be
very,
very
attractive.
Last
but
not
least,
within
Toca
Life
World,
we
actually
are
looking
to
extend
that
line
into
Toca
Days,
which
is
basically
our
introduction
into
multiplayer
ecosystems
and
we're
very
excited
about
that
too.
So,
you
can
expect
that
we
have
a
tremendous
slate
of
growth
opportunities
with
Toca
Life
World
and
that
is
our
focus.
On
Sago
Mini,
we
are
incredibly
excited
about
the
subscriber
base
that
we
have
actually
been
able
to
grow
over
the
last
year,
and
we
have
great
initiatives
coming
up,
starting
really
soon
with
[ph]
First
Words (00:49:33)
being
one
of
them
that
we're
very
excited
about.
And
so
we
have
a
lot
of
other
organic
and
extension
initiatives
for
Sago
Mini
to
expand
our
consumer
and
subscriber
base.
And
we're
working
pretty
closely
between
Sago
Mini
and
Originator,
which
we
acquired
in
Q2
to
have
more
options
with
Originator,
basically
leveraging
what
we
know
has
really
worked
in
this
space.
And
so,
we
are
very
excited
about
the
combination
of
that.
And
then
last
but
not
least,
and
this
is
more
kind
of
headed
into
the
future,
we
have
[ph]
Nørdlight (00:50:02),
which
is
our
digital
studio
in
Stockholm.
And
remember,
that
is
really
all
about
taking
our
Spin
Master
IP
and
making
Digital
Games
with
that,
and
there's
a
few
things
we're
working
on
that
we're
super
excited.
Stay
tuned.
We'll
be
able
to tell
you
more
in
an
upcoming
call.
G
George Doumet
Analyst, Scotiabank
Yeah,
thanks
for that.
So,
one
last
one,
maybe
for
Mark
on
working
capital.
It's
obviously
been
pretty
volatile.
If
you
look
at
free
cash
flow
for 2022,
can
you
maybe
help
us kind
of
think
about
that
working
capital line,
maybe
as
well as
CapEx,
just
to
get
a
picture
of
I
guess,
overall
free
cash
flow
for
the
year?
M
Mark L. Segal
Yeah.
So,
free
cash
flow
in
2021
was
really
a
very
impressive
$340
million
at
82%
free
cash
to
EBITDA
conversion
ratio,
which
is
really
outstanding.
That's
going to
moderate
in
2022.
We
had
some
timing
issues
in
2021
that
boosted
free
cash
flow,
that
will
unwind
a
little
bit
in
the
first
quarter
of
2022.
We're
also
going
to
see
larger
CapEx
spend
overall
in
the
Entertainment
business
in
2022 in
relation
to
2021.
And
then
finally,
in
anticipation
of
further
growth in
2022 and
2023,
we'll
be
investing
in
working
capital.
So
we
will
see
free
cash
flow
come
down
in
2022,
but
still
at
very
healthy
levels.
G
George Doumet
Analyst, Scotiabank
Okay. Thanks,
guys.
Operator
We
will
now
take
our
next
question
from
Brian
Morrison.
Please
go
ahead,
your
line
is
open.
B
Brian Morrison
Analyst, TD Securities, Inc.
Yeah.
Thanks
very
much.
Good
morning.
The
first
question
is
for
Max.
I
just
want
to elaborate
on
the
digital
question
so
far.
I
want
to know
what
you
think
your
total
addressable
market
is
in
the
children's
sub-10
age
group
in
the
Digital
category.
And
then
maybe
just
elaborate
how
[ph]
Nørdlight (00:51:50)
is
going to
be
integrated
into
your
active
user
base,
will
it be
through
Toca
Boca,
Sago
Mini,
all
of
the
above?
And
do
you
have
plans
or
any
agreements
in
place
that
you
can
add
third-party
licensed
characters
to
the
digital
world?
M
Max Rangel
Wonderful.
So,
what
excites
us
a
lot
about
this
space
is,
obviously the
addressable
market
is
in
excess
of
$90
billion.
So
it
is
incredibly
large as
I'm
sure
you've
seen
in
other
presentations.
Within
that
of
course,
you
think
about
where
we
play
today,
which
is
just
a
fraction
of
that
and
the
opportunities
with
[ph]
Nørdlight (00:52:29)
really
kind
of
go
beyond
that,
because
it
basically
gets
us
into
casual
puzzles.
It
gets
us
into
a
lot
of
segments
we
don't
participate
today.
But
you
can
do
the
math
and
think
about
our
own
Toy
IP
and
then
basically
do
the
permutations
to
where
we
can
go
with
that.
And
that
is
the
way
we're
approaching
this.
So
we
see
the
world
expanding
for
us
in
terms
of
audience.
Most
of
our
space
today
is
for
Sago
Mini
and
Originator
in
the
two to
five year old
space
and
Toca
Boca
ages
up
that
audience
and
basically
gets
into
the
5
to 10 years
old,
if
you
will.
But
imagine
what
we
can
do
beyond
that,
and
that
is
the
way
we're
approaching
the
addressable
market.
Does
that
answer
your
question?
B
Brian Morrison
Analyst, TD Securities, Inc.
Well,
it
does.
But
I
also
want
to know
if
you
have
the
ability
to
add
third-party
licensed
characters
through
digital
world
or
any...
[indiscernible]
(00:53:18)
M
Max Rangel
Yeah,
we
do,
right.
We
do,
and
our
first
expression
of
that
was
Sanrio
with
Hello
Kitty.
And
given
the
success
of
what
happened
with
Hello
Kitty,
there's
interest
to
continue
to
do
that,
not
just
from
us
but
other
others
as
well.
And
so
you
can
expect
that
we'll
continue
to
do
that.
B
Brian Morrison
Analyst, TD Securities, Inc.
Okay. And
then
I
just
have
a
follow
up
question
for
Mark.
Mark,
why
did
the
digital
revenue
down
sequentially
in
Q3
when
there's a
substantial
increase
in
active
users?
M
Mark L. Segal
Yeah.
So,
it
actually
was
a
timing
of
content
and
also,
Brian,
to
do
with
the
way
that
the
holidays
played
out
in
2021.
So,
we
had
a
very
large
Q3.
July
and
August
were
very
big
months,
while
kids
were
actually
on
vacation.
And
then
really,
we
didn't
have
any
major
content
drops
going
through
all
the way
through
until
December.
And
so,
sequentially,
our
quarterly
revenue
came
down
a
little
bit
but
we
had
an
extremely
large
December.
We
had
a
record
month
in
December
in
Digital
Games
in
relation
to
the
content
that
Max
was
talking
about
with
Sanrio
and
Hello
Kitty.
So,
it
really
was
a
little
bit
of
a
function
of
kids
going
–
being
on
vacation,
going
back
to
school,
moderating
a
little
bit
and
then
a
large
content
drop
in
in
December.
B
Brian Morrison
Analyst, TD Securities, Inc.
Okay.
[indiscernible]
(00:54:37)
B
Brian Morrison
Analyst, TD Securities, Inc.
Sorry,
go
ahead.
M
Mark L. Segal
Sorry,
Brian.
I
was
just
going to
say,
in
general,
you
don't
see
the
same
seasonality
in
Digital
Games
that
you
do
in
Toys.
Thing is,
is
roughly
a
50/50
seasonality
in
H1
and
H2,
but
it
can
also
depend
on
when
you
drop
new
content
and
when
new
tools
become
available,
for
example.
So,
there
is
some
variability
associated
with
that.
B
Brian Morrison
Analyst, TD Securities, Inc.
Okay.
Thank
you
for
that.
And
then
final
question,
I
just
want
to confirm
your
message,
we talk
about
this
quite
routinely
now.
But
it
sounds
like
you
feel
you
can
deploy
this
$0.50
billion
of
cash
on
your
balance
sheet.
I
guess
just
outside
of
Spin
Master
Ventures,
are
there
any large
opportunities?
Like
is
there
opportunities
to
deploy
a
big
chunk
of
this
cash
at
one
time?
M
Mark L. Segal
So,
Brian,
I
mean,
yes,
we
do
believe
we
can.
We
firmly
believe
that
we
have
opportunities.
But
obviously,
we
approach
things
in
a
very
disciplined
way.
And
so,
just
given
that
discipline,
we
have
to
look
at
large
acquisitions
very
carefully.
But
certainly
as
we've
expanded
our
creative
centers
and
grown
our
creative
center
businesses,
and
we
start
looking
now
to
Entertainment
and
we
start
looking
more
to
Digital
Games
in
particular,
there are
tremendous
opportunities
that
open
up
there
and
we
feel
comfortable
and
confident
that
we
can
deploy
that
cash
in
a
accretive
way.
B
Brian Morrison
Analyst, TD Securities, Inc.
Thank
you,
Operator
We
will
now
take
our
next
question
from
Martin
Landry.
Please
go
ahead,
your
line
is
open.
M
Martin Landry
Analyst, Stifel Nicolaus Canada, Inc.
Hi.
Good
morning.
Just –
you
do
a
really
good
job
brushing
out
some
of
the
risks
that
are
embedded
in
your
guidance
for
2022.
I'd
love
to
hear
about
some
of
the
potential
upsides
that
lie
in
your
assumptions
for
both
revenue
and
margins
for
2022?
M
Mark L. Segal
So,
Martin,
when
you
look
at
our
guidance,
we
think
at
this
point,
just
given
where
we
are
in
the
year,
we've
taken
a
measured
approach.
Obviously,
there
are
the
macro
and
geopolitical
issues
that
Max
discussed
and
I
also
discussed
in
the
script.
We're
taking
a
view
on
cost
inflation.
We're
taking
a
view
on
pricing.
So
there
could
be
some
changes
on
that
front
as
well.
In
particular,
Digital
Games
growth
is
an
area
where
we
see,
which
we've
built
into
our
revenue
outlook,
but
there
could
be
upside
there,
as
well
as
on
the
licensing
and
merchandising
front,
because
keep
in
mind
we're
carrying
some
momentum
from
the
PAW
movie
into
H1
as
well.
So
there
could
be
some
upside
on
licensing
and
merchandising.
And
then
that's
all
offset
by
slightly
higher
SG&A
as
we
have
a
higher
proportion
of
licensed
properties
in
our
2022
mix.
So
that
equates
to
high
selling
costs
as
well
as
some
investments
in
people
in
anticipation
of
growth
in
2023
and
beyond.
So
there
are lots
of
puts
and
takes
there.
And
to
the
extent
that
there's
upside,
it's
likely
going to
come
from
Digital
Games
or
gross
product
sales
growth
in
excess
of
expectations.
M
Martin Landry
Analyst, Stifel Nicolaus Canada, Inc.
Okay.
That's
helpful.
And
then
maybe
just
touching
on
your
inventory
levels,
you
did
allude
to
the
fact
that
your
inventory
levels
are
lean
heading
into
2022.
Anything
you
can
quantify
for
us?
And I'm
more
interested
that
your
inventory
levels
at
retail,
trying
to
see
what
we
should
expect
in
terms
of
close-out
sales
for
Q1.
Just
any
metrics
you
can
share
on
your
inventory
at
retail
would
be
helpful.
M
Mark L. Segal
So,
we
actually
had
a
very
strong
sell
through
in
Q4.
As
Max
discussed
earlier,
we
really
actually
were
clean
at
retail.
And
so,
we're
seeing
strong
refill
of
the
inventory
at
retail
currently
as
we
speak,
which
bodes
well
for
a
strong
Q1,
compounded
by
the
release
of
the
DC
movie
as
well, the
Batman
movie.
So
actually,
Q1
is
looking
pretty
good.
There's
really
no
risk
in
our
owned
inventory.
We
ended
very
clean.
We
had
a
fair
amount
in
transit
in
anticipation
of
the
growth
in
Q1.
But
overall,
channel
retail
inventories
were
actually
in
very
good
shape
and
in
fact
quite
low,
which
is
why
retailers
are
leaning
in
now.
M
Martin Landry
Analyst, Stifel Nicolaus Canada, Inc.
Perfect.
Okay.
That's
it
for
me.
Thank
you.
M
Mark L. Segal
Okay.
We've
got
a
couple
of
minutes
left.
So
we're going to
unfortunately
have
to
make
this
last
question.
Operator
We'll
take
our
last
question
from
Luke
Hannan.
Please
go
ahead.
Your
line
is
open.
L
Luke Hannan
Analyst, Canaccord Genuity Corp.
Yeah.
Thanks.
Good
morning.
Thanks
for
squeezing
me
in
here.
I
just
had
one
on
Toca
Boca.
I
think
it was
discussed
last
quarter
about
how
property
as
it
stood
then
skewed
more
towards
a
North
American
audience,
although
it
was
beginning
to
gain
traction
on
a
global
basis.
I'm
just
curious
to
know
how
that's
progressed
throughout
Q4
and
into
Q1,
and
maybe
if
we
can
compare
that
to
some
other
similar
global
properties
to
get
a
sense
of
a
better
context
as
to
where
potentially
the
brand
can
go?
Thanks
M
Max Rangel
Yeah.
Absolutely.
So,
the
composition
of
our
audience
for
Toca
Boca
is
well
beyond
North
America.
And
while
the
US
is
the
number
one
country
of
users,
that
has
actually
increased.
But
what
has
truly
happened
is
that
the
saliency
of
the
property
has
truly
exploded
in
other
markets,
including
emerging
markets,
to
be
honest
with
you.
And
as
you
can
imagine,
kids
with
access
to
phones
actually
have
now
access
to
the
games,
and
TikTok
has
democratized
how
basically
people
know
about
the
brand,
not
just
TikTok,
but
other
forms
as
well.
And
so
children
are
basically
now
with
phones
and
the
ability
to
actually
connect
to
the
brand,
able
to
do
that
no
matter
where
they
are.
The
appeal
of
the
content
is
universal
and
we've
learned
that
as
well.
And
so
we're
basically
seeing
anywhere
from
India
to
Brazil
to
Mexico
to
places
in
Eastern
Europe
and
everywhere.
And
so
we
are
very
excited
and
therefore
very
optimistic
as
well.
And
while
this
is
a
game-as-a-service
and
it's
free-to-play,
we
also
see
the
engagement
and
the
monetization
happening
not
just
in
the
US,
but
more
broadly.
L
Luke Hannan
Analyst, Canaccord Genuity Corp.
Okay.
Thank
you,
very
much.
M
Mark L. Segal
So, John,
I
think
we're
going
to
wrap
it
up
at
this
point.
I
just
wanted
to
thank
everybody
for
attending
the
call.
We
are
really
looking
forward
to
our
release
on
May
the
4th,
which
is
our
Q1
release,
and
particularly
on
May
the
5th,
where
we
will
be
providing
updated
outlook,
as
well
as
our
an enhanced
disclosure
around
Toy,
Entertainment
and
Digital
Games,
as
well
as
our
Investor
Day.
We
will
be
actually
showcasing
some
of
our
new
products
and
technologies.
You'll
have
an
opportunity
to
hear
from
Chris
Beardall
and
Jennifer
Dodge
and
Fredrik
Loving,
who
lead
our
creative
centers
as
well.
And
so,
we're
looking
forward
to
May
the
5th
and
we
thank
you
for
your
participation
today
and
we'll
talk
to
you
again
soon.
Thank
you.
Operator
This
concludes
today's
call.
Thank
you
for your
participation.
You
may
now
disconnect.
Good day, and welcome to the Spin Master Corp. Fourth Quarter 2021 Earnings Call. Today's conference is being recorded. At this time, I would like to turn the conference over to Sophia Bisoukis. Please go ahead.
Thank you, John. Good morning, and welcome to Spin Master's financial results conference call for the fourth quarter and full year ended December 31, 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 audited consolidated financial statements are available on the Investor Relations section of our website.
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 earning release dated February 28, 2022. Please note that Spin Master reports in US dollars and all dollar amounts to be expressed today are in US currency.
I would now like to turn the conference call over to Max Rangel.
Good morning and thanks for joining us today. In 2021, we delivered very strong performance for the fourth quarter and full year, showcasing the power of our three creative centers comprising Toys, Entertainment and Digital Games. We've continued to build on both the legacy that our founders created and our demonstrated leadership within children's entertainment.
Our creative centers structure allowed us to remain focused on being where children are, ensuring our presence in their lives is in ever-connected world with an ever-expanding options. The most significant element of our excellent performance in 2021 was the broad, diversified way we achieved it across all our creative centers and all our geographies. The efforts we've made to grow our global footprint, develop our entertainment capability, as well as the early investment we made in digital games through the acquisition of Toca Boca and Sago Mini are paying off.
Gross product sales grew over 20%, highlighting the strength of our brands on a global scale. Total revenue grew 30%, exceeding $2 billion for the first time. Approximately 15% of our total revenue in 2021 resulted from digital games and entertainment. EBITDA exceeded historical levels in both dollars and margin.
Against the backdrop of our strong financial and operational performance, we've demonstrated our commitment to creating engaging play experiences. We provided magical experiences for kids and their families at home, in playrooms, on small and big screens and in digital playgrounds around the world. We are very proud of Spin Master's performance and I want to commend our global team for delivering these exceptional results.
I now want to touch on each of our creative centers, beginning with Toys. Toy gross product sales growth was driven by the global success of new and innovative items, and enthusiastic fandom for our newest licensed story properties. Our commercial teams navigated a complex supply chain environment to deliver on time throughout the year to meet customer demand, providing the foundation to grow share in key markets. These teams work diligently to bring forward production earlier in the season to ensure inventory was available for the key shopping period.
We saw the effects of these in improved POS in the backup of the year. As we discussed in November, we observed a meaningful turnaround in POS trends where we regained share through their combination of improved inventory [ph] flows (00:04:35), the introduction of new innovative items and strength in our core brands compared to the POS deficit we saw in the early part of 2021, when our inventory levels hamper our POS results. We were pleased to see this momentum continue to the whole fourth quarter, resulting in meaningful share gains for Spin Master.
According to NPD, in Q4, our global POS grew 9% compared to 5% for the industry. In North America, we outperformed the industry in Q4, growing by 12% compared to the industry at 8%. Internationally, in Q4, we grew POS 6%, while the industry was flat. In Q4, according to NPD, Spin Master was the fastest-growing toy manufacturer globally among the top five. We were particularly pleased with the diversified nature of our POS growth in Q4, with share growth in 5 out of the 11 categories measured by NPD compared to 2 out of 11 in Q2.
The success of PAW Patrol: The Movie, continue to have a positive impact on the performance of our PAW Patrol toy line, which outperformed the Preschool category, finishing as a number one Preschool property globally in 2021. POS in Q4 was up 28% over the prior year, per NPD. PAW Patrol ended the year ranked as the eighth largest toy property globally, according to NPD. We have continued to keep the franchise fresh with new themes and worlds for preschoolers to explore.
In Activities, Kinetic Sand, which experienced tremendous growth during the pandemic, continued its upward trajectory in 2021 with 44% POS growth in Q4, gaining greater international brand awareness and increasing share in the Activities category. Per NPD, Kinetic Sand is now the number two reusable compound property and has become a staple creative toy for kids and kids at heart. With new innovative product introductions and always-on marketing for Kinetic Sand, we expect to continue to grow the brand and we feel there is more growth potential within the category internationally.
Our Games & Puzzles product category saw mixed results in Q4. Our core game brands outperformed while Cardinal was down compared to 2020, driven by strong pandemic-led demand last year. Within Wheels & Action, we saw strong performance from many of our core brands including Bakugan, which beat the industry in the battling toy class for 2021.
Gearing up for 2022, we're continuing to lean into marketing platforms that deliver the strongest conversion for Bakugan, which includes stacking new entertainment content on Netflix with engaging integrations and experiences within Roblox to reach fans of the franchise within the platforms they interact with every day.
In Q4, our Toy license for Monster Jam ended the year as the number four property in vehicles and number one license in vehicles per NPD. With more international experiential events and live Monster Jam shows ramping up in 2022, we expect more kids will be inspired to recreate real Monster Jam action in their homes and backyards.
In addition to our evergreen brands, our design teams are also constantly reimagining, inventing and bringing new toys to market. For NPD in 2021, we had two of the top five new toy properties in North America. The first is Purse Pets, a line of interactive fashion purses. This item was introduced in August 2021 and quickly rose to the top of toy lists. According to NPD, Purse Pets was the number one selling toy in the fashion, role-play and dress-up class in the US. We're continuing to evolve this brand in 2022 with new characters, retailer exclusive and micro versions for fans to wear and collect.
The second was Gabby's Dollhouse, building off the success of DreamWorks popular Netflix series. We debuted the Gabby's Dollhouse toy line in Q3, and it quickly became one of the most sought after toys this past holiday season. In 2022, we will launch a toy line in Europe and elsewhere internationally and will introduce new themes that complement the ongoing storyline and adventures of Gabby.
In 2021, we saw great results from new and existing license partnerships, including Gabby. POS in our total license portfolio grew over 20% in Q4 according to NPD. We revealed an epic second year of Batman and DC toys, making Spin Master, the number one toy licensee for the DC Universe, per NPD in 2021. Just yesterday, we were thrilled to announce that we have renewed our initial contract with Warner Brothers that will see Spin Master retain the DC franchise globally for toy rights of the boys category, as well as games, outdoor and seasonal and vehicles, including films for a further four-year term beginning 2023 through 2026.
2022 is a blockbuster year for the DC franchise, with four feature films hitting the big screen. We will have innovative custom toy collections launching in conjunction with the Batman movie coming to theaters on March 4, followed by Black Adam, THE FLASH and Aquaman later in the year. Also with Warner Brothers, we launched the first of our innovative toys inspired by the Wizarding World stories and characters from the Harry Potter and Fantastic Beast films. The performance of these products from an innovative playset to an interactive Hedwig, exceeded our expectations and demonstrated that a strong following of these stories and characters have. Spin Master is now the two licensee for Wizarding World globally, per NPD.
Between our strong showings for Purse Pet, and Wizarding World and Gabby's, Spin Master outperformed the US Dolls category for 2021, with POS growth of 21% compared to 4% for the industry, per NPD. This is an area that Spin Master has been under-represented in for the last few years. It's encouraging to see results like this in one of the most competitive categories of the Toy business.
Industry e-commerce growth is moderating as COVID eases, but has become a significant larger portion of the overall industry POS when compared to just a few years ago. We are continuing to invest in our e-commerce business to ensure we grow our share in this important retail channel. With some sales shifting back to bricks and mortar, we believe we are having definitely opportunities to elevate our in-store displays in partnership with our retail customers and are taking a moderate approach to pricing and promotions, investing where it makes sense to remain competitive while also preserving our profitability.
Now turning to Entertainment. We continue to take a multi-pronged approach to our Entertainment content creation led by exceptional storytelling that will resonate with kids globally. Our Entertainment Creative Center achieved a historical milestone in August with our first ever feature film for our leading Preschool franchise, PAW Patrol in partnership with Paramount Pictures and Nickelodeon. The film success had a halo effect on the franchise overall, significantly raising PAW Patrol awareness around the world.
Franchise penetration increased 15 points among kids, following the movie release, deepening engagement with existing fans, evidenced by increased viewing minutes and also attracting new fans, particularly on streaming platforms such as Paramount+. We currently have 10 regional shows and multiple short-form series airing or streaming in more than 190 countries in 30 languages. While PAW Patrol: The Movie was our first feature film, it will not be the last, with other film concepts in development, including a second PAW Patrol movie to debut in fall 2023.
PAW Patrol will also get a spin-off series in 2023, which has been green lit by Nickelodeon. And Entertainment has a rich development slate currently in production, including several new properties, which will launch in 2022 and 2023 with multiple broadcast networks and streaming services. We're excited to build a diversified offering appealing to different audiences and age groups.
We continue to experience record growth in 2021 in our Digital Games Creative Center, primarily driven by Toca Life World with revenue growth of over 127% and culminating in Toca Life World being recognized as the App Store's 2021 iPhone App of the Year, an amazing achievement for Toca Boca studio as it celebrates its 10th anniversary. Digital Games continues to create expansive digital play experiences for our kids. If you have children, you know how integral Digital Games have become to their lives. Digital Games have now become digital playgrounds, where kids explore and engage with their friends and favorite characters, new content releases, and tools that allow them to create, connect, share and express themselves, are driving strong global engagement. Monthly active users for Toca Life World more than doubled in 2021, increasing from 25 million in January to 56 million in December. The entire Toca Boca ecosystem now has over 74 million monthly active users compared to 45 million in Q4 2020.
In Q4, the team introduced their first in-app licensing integration, welcoming global lifestyle brand Sanrio and its Hello Kitty & Friends franchise into the digital playground with great results. In 2022, the team has more exciting branded partnerships in the works and new content releases, which will keep kids engaged and give them more options for customization and creativity.
Sago Mini, which focuses on the younger demographic where play-to-learn is a key driver for parents, has helped fuel our Digital Games growth as well, with an expanding subscription base that saw a 29% increase in 2021 to 311,000 subscribers compared to 2020. Sago is working closely with the originator which we acquired in Q2 to expand our comprehensive play-to-learn subscription-based Digital Games offering, building on existing platforms and with new product launches in 2022 and 2023.
We are continuing to make progress building [ph] Nørd (00:14:54), our new studio in Stockholm. [ph] Nørd (00:14:56) is focused on developing Digital Games using Spin Master's own IP. Our first game will launch in 2023 and we are very excited about the growth possibilities for Digital Games that are emerging from this initiative.
Now turning to our outlook for the year, there are several macroeconomic and geopolitical variables we are monitoring closely and which we built into our outlook and Mark will discuss shortly. From a consumer perspective, the removal of stimulus payments combined with rising interest rates and inflation, could put pressure on families' disposable incomes. As we know from history, the Toy category is somewhat insulated from periods of economic downturn, but it is something we need to consider, especially for higher price point products.
We expect there will continue to be challenges and disruptions in the global supply chain in 2022 ranging from transportation bottlenecks to cost inflation. COVID remains an unknown variable in Asia, and we will continue to implement advanced planning techniques and seek to remain responsive, collaborative and agile in both production and logistics.
Now, having said all this, with our clear vision for the future, a strong global operating platform and firm financial foundation, we are optimistic about our growth opportunities in 2022. We believe we are well-positioned to capitalize on the momentum from 2021. We will continue to seek opportunities to harness the potential of our three creative centers. And as we continue to grow the business, we are seeing the power of our operating model where each creative center acts independently, but also in concert with each other when it makes sense, to exploit the full potential of our creating talent, innovation and intellectual property.
Let me conclude by thanking our global team members for their outstanding contributions in 2021. The management team at Spin Master remains inspired and encouraged by the passion, knowledge, competitive drive and commitment to innovation that each of our team members embodies. As we begin 2022, we see even greater potential to connect, engage and reach even more kids and families with magical and memorable Toy, Entertainment, and Digital Games experiences.
I will now turn it over to Mark.
Thank you, Max. In the fourth quarter, we delivered very strong financial and operational results, representing significant year-over-year improvements. We entered the year acutely aware of our needs to address the global supply chain challenges brought on by COVID. We maintained strict cost management discipline, leveraged our diversified third-party manufacturing footprint to optimize production and worked with our logistics partners to gain access to additional ports and shipping lines.
We were able to methodically execute our plan, as evidenced by a full-year 2021 adjusted EBITDA of $414 million, an increase of $234 million, 130% over 2020.
Looking at Q4, we were able to build on the momentum established through the first three quarters and deliver significantly stronger results compared to last year. Q4 revenue climbed 26.5%, driven by double-digit growth across all three of our creative centers and product categories. The combination of higher gross product sales in all geographies, improvements in sales allowances, higher Entertainment and Licensing Revenue, and the strength and momentum of our Digital Games business combined with our operational execution, produced record profitability levels.
Gross product sales rose approximately $116 million, or 22.6%, to $627 million. On a constant currency basis, gross product sales were up 22.9%. Geographically, we delivered solid growth across all markets, especially in North America, which was up nearly 33%. Europe saw growth in gross product sales of nearly 12%, and the rest of the world was up just under 10%. International gross product sales declined to 42.4% of total gross product sales, down from 46.8% last year, driven by strong growth in North America.
The growth in gross product sales for the fourth quarter was primarily driven by customer demand and our ability to successfully manage through the supply chain disruptions, which ensured steady inventory flow and availability both on shelf and online. We did this by implementing safety stock and safety lead time programs using innovative transportation methods and close collaboration between customer-focused teams and sales team to prioritize orders and drive the best possible Q4 results.
Turning to category performance, I want to call out that we renamed certain Toy product categories. What we used to call Preschool and Girls has now been renamed Preschool and Dolls & Interactive. And what we used to call Boys, we now call Wheels & Action. Our Preschool and Dolls & Interactive product category grew by $51.6 million, or 25.8%, to $251.8 million in Q4.
PAW Patrol continued to perform exceptionally, contributing significantly to the growth of the product category, together with the success of new product launches for Wizarding World, Gabby's Dollhouse and Purse Pets. Gross product sales in Activities, Games, Puzzles and Plush category rose by 18.7% to $206.5 million. Sales of Kinetic Sand, as well as Orbeez and Rubik's, both of which were recent acquisitions, positively contributed to growth.
In Wheels & Action, gross product sales were up nearly 20% to $146.1 million, driven by higher sales of DC licensed products in advance of the Batman movie in theaters on March the 4th. And continued momentum for Tech Deck. Q4 sales allowances were 13.6% of gross product sales, down from 15.1% last year, driven primarily by low and non-compliance charges and reduced markdowns and promotions due to strong inventory sell through. In addition, we saw a higher proportion of sales in North America in Q4 compared to Europe. North America has a lower overall sales allowance rate than the global average.
We've now seen eight consecutive quarters of strong revenue growth in Digital Games. In Q4, Digital Games revenue increased 57.2% to $50 million, driven primarily by growth in Toca Life World in app purchases.
Entertainment and Licensing revenue grew 16% to $28.5 million, primarily from licensing and merchandising revenue from the PAW Patrol movie release. Gross profit for the quarter was $323.3 million, or 52.1% of total revenue, compared to $241 million, or 49.1%. Toys had the most significant positive improvement in gross margin due to lower close-out sales, favorable changes in product mix and cost reductions resulting from productivity initiatives. These improvements were offset in part by inflationary pressures on product costs and ocean freight, partially mitigated by the price increases. For the quarter, the net negative impact of inflation partially offset by pricing, was around 290 basis points.
In both Digital Games and Entertainment, we achieved higher revenue, which was accretive to gross margin by approximately 70 basis points and 60 basis points, respectively. Selling, general and admin expenses were $55.6 million higher due to increased marketing and administrative expenses. Marketing increased due to higher media and commercial production spend. Administrative expenses increased over last year by $27.1 million to $103.8 million. The increase was primarily from personnel and incentive
compensation related accruals due to higher profitability in 2021. However, SG&A, as a percentage of total revenue remained consistent at 43.1% compared to 43.2% last year. Adjusted SG&A declined to 41.9% from 42.2%.
In Q4, we recorded net income of $26.5 million, or $0.25 per diluted share, compared to net income of $300,000, or essentially breakeven per diluted share, last year. Adjusted net income in the quarter was $38.7 million, or $0.37 per diluted share, an improvement of $24.1 million compared to $14.6 million, or $0.14 per diluted share, last year. Adjusted EBITDA was $78.3 million compared to $51.5 million, an improvement of $26.8 million, or 52%.
Adjusted EBITDA margin was 12.6%, up from 10.5%. The increase in adjusted EBITDA was driven by higher gross profit and lower distribution costs, partially offset by higher selling, marketing and administrative expenses.
From a tax perspective, we had an income tax expense of $9.5 million in the quarter compared to an income tax recovery of $4.7 million last year. Our effective tax rate for Q4 was 24.2%.
Turning now briefly to full-year 2021, I will call out a few items of note. Sales allowances as a percentage of gross product sales were 11.8%, down 100 basis points from 12.8%. This highlights our strong sell through an improved operational performance, which drove lower markdowns on non-compliance charges, as well as geographic mix which favored North America.
Digital Games revenue increased 127.6% to $174.8 million from $76.8 million. Entertainment and Licensing revenue increased 73.7% to $135.8 million from $78.2 million.
Gross margin represented 51.7% for 2021 compared to 46.3%. The increase in gross margin was a function of cost reductions resulting from operational improvements and productivity initiatives, favorable product mix, lower close-out sales and lower sales allowances. These improvements were offset in part by inflation on product costs and ocean freight, which were partially mitigated by price increases implemented in Q3. In addition, the higher revenue in both Digital Games and Entertainment was accretive to gross margin in 2021 by approximately 90 basis points and 70 basis points, respectively.
SG&A decreased by 390 basis points as a percentage of revenue as we continue to generate operating leverage through increased volume, cost management and productivity. Higher selling, marketing and administrative expenses, largely driven by increased incentive compensation were more than offset by leverage from higher volume and lower distribution costs.
Adjusted net income for 2021 was $221.3 million compared with $53.4 million last year, with adjusted diluted EPS of $2.10 compared to $0.51. Adjusted EBITDA for 2021 was $414.1 million compared to $180.6 million, an increase of $233.5 million, or 129.3%, over 2020. Adjusted EBITDA margin was 20.3% compared to 11.5%. As a reminder, included in adjusted EBITDA was $26 million of distribution revenue and the box office bonus from the PAW Patrol movie. If we were to deduct the $26 million, adjusted EBITDA and adjusted EBITDA margin would be $388 million and 19.2%, respectively.
Inventory ended the year at $137 million compared to $102 million last year, up $35 million. At the end of Q4, because of the global supply chain disruption and in anticipation of growth in Q1, we had approximately $45 million of in-transit inventory, representing 32% of total inventory compared to $19 million, or 19%, at the end of 2020.
Trade receivables ended 2021 at $327.9 million compared to $277 million at the end of 2020, an increase of 18%, which is below revenue growth. Net operating working capital as a percentage of LTM revenue was 9.3% compared to 13.1% last year. We lead the industry in our working capital management by a significant margin.
Q4 free cash flow was $211.3 million, $87.6 million up compared to $123.7 million a year ago, driven by improved profitability and lower net working capital. For the year, free cash flow was $339.6 million, up 46% compared to $232.1 million in 2020, driven by higher net income and lower working capital.
From a liquidity perspective, we continue to build on our strong position. We ended the year with $563 million in cash, up $242 million from $321 million last year, despite investing over $70 million on acquisitions during the year. Given our cash position going into 2022 and the capacity on our credit facility, we are in by far the strongest liquidity position we've ever been in, with immediately available liquidity of over $1 billion.
Let's now turn to our outlook for 2022. As a reminder, in your guidance statements are based in line with our quarterly reporting cycle March, May, July, and November. At each stage, we revisit our annual guidance with increasingly solid data based on shipments and the flow of orders.
Our 2021 performance allowed us to achieve our best sell through and the cleanest retail inventory levels in many years in most key markets. This allowed us to exit the year with strong demand and brand momentum, which positions us well for 2022. So far this year, we continue to see robust demand for our deep and innovative Toy lineup. We have actually never carried so much strong momentum going into the first quarter. However, we do need to be mindful of macroeconomic and other risk factors. The removal of stimulus payments in the US, rising interest rates and inflation, may put pressure on disposable incomes. We are carefully watching the situation between Ukraine and Russia.
For context, though, please note that less than 2% of our gross product sales is derived from Russia and we are credit-insured. Whilst demand in the toy industry is relatively inelastic, we need to be prudent this early in the year. Taking this all into account for 2022, we expect our growth rate for gross product sales to be in the mid-to high single-digits compared to 2021. As a result of the increases in gross product sales and continued strength in Digital Games, we also expect growth in our total revenue to increase mid-to-high single-digits over 2021, when one excludes the $26 million distribution revenue directly related to the PAW Patrol movie, which will not be repeated in 2022.
Turning to profitability, in 2021, we saw increases in input costs, particularly ocean freight accelerates significantly in the latter part of 2021 and remain elevated through Q4 and into 2022. We implemented productivity initiatives and price increases to help us partially offset these inflationary pressures. For 2022, we expect to see some costs remain at elevated levels and other costs rising, although not at the same rate as 2021.
We will continue to take pricing selectively and implement other measures to allow us to remain neutral from a margin perspective in our Toy business. These actions include ongoing collaboration with our suppliers in Asia, pre-buying electronic components, evaluating part substitutions, facilitating inventory prebuilds strategically to reduce the impact of COVID lockdowns and finally, increasing multi-carrier ocean freight sourcing for cost and predictability.
Through a commitment to operational excellence and focus on finding value within the supply chain, we expect to hold adjusted EBITDA margin consistent with 2021, excluding the $26 million benefit from the PAW movie distribution revenue. In addition, we expect depreciation and amortization to be down slightly compared to 2021 to approximately $100 million. Of that, $30 million results from deliveries of Entertainment content.
We expect marketing cost to be between 9% to 10% of revenue. And for SG&A as a percentage of revenue, to be slightly higher than 2021 as we invest in growth for 2023 and beyond.
Finally, we expect our effective tax rate to be between 25% and 26% and capital expenditures are expected to be between 5% and 6% of total revenue.
To conclude, as we look to the balance of 2022, our team is fully aligned. We remain deeply committed to growth with disciplined cost management, operational efficiency, and productivity. We will continue the momentum we developed in 2021, leveraging the significant improvements we achieved to propel us forward. We continue to believe in our long-term financial framework and that at its core, our formula for innovation and growth across Toys, Entertainment, and Digital Games is stronger than ever.
That concludes our prepared remarks. We will now be pleased to take questions. Operator, please open the line.
Thank you. [Operator Instructions] We will take our first question from Sabahat Khan. Please go ahead, your line is open.
Right. Great. Thanks. I guess just on the outlook for 2022 and some of the commentary around the movie releases expected for this year, can you maybe share some color on maybe quarterly seasonality that we can expect for this year?
So, Sabahat, we're going to tighten up our outlook on seasonality in May when we release our Q1 results. But what I can tell you is that we expect to see strong momentum going into Q1 and Q2. So strong H1 and we will actually give you formal guidance for the actual balance of the year when we go out in May with our Q1 results – with our Q1 results, yes, in May.
Okay. Great. And then, with the digital platform, quite a bit of growth over the course of 2021, how should we think about the growth in that platform relative to kind of the overall guidance. Total guidance looks like it's from mid-to-high-single digits year-over-year on revenue, but just wondering how that line item is expected to do this year?
So, Saba, Digital Games is part of our overall growth outlook, as we said. We do expect Digital Games to continue to grow, and it's actually going to be interesting in Q1 when we actually break that out further. But certainly, Digital Games' growth is an important component of our total revenue growth of mid-to-high-single digits in total revenue for this year. Max, is there anything you want to add on Digital Games?
Well, it's just early days for us, Sabahat. And so Digital Games are becoming even now a more important social destination for gamers and for kids alike. And so, I think you can expect that our properties, Toca Life World or even our subscription properties, will continue to attract new users, and we will be able to keep them engaged with new contents that we're dropping. And so we're seeing momentum going into Q1.
Okay, great. And then just last one from me, I was looking at your cash balance here, in the $560 million range, any updated thoughts on capital allocation, whether it's M&A or return on capital, anything you can share on that front?
Yeah. So we do have strong liquidity. We have a very clean and strong balance sheet, Sabahat, as you call out. Our primary focus is to use our cash for acquisitions and we're very active on that front, both in terms of traditional acquisitions but also in terms of venture activity. Our pipeline is strong and full. We don't have any plans at this point to return any capital. We continue to believe in our growth story and our ability to use the cash. If at some point that changes in the future, we'll certainly talk about either a dividend or a share buyback or something of that nature. But at this point, nothing to report on that front.
Okay, great. Thank you.
We will now take our next question from Jamie Katz. Please go ahead, your line is open.
Hi. Good morning. Nice quarter. I hope you can help us think about e-commerce going forward. It sounds like that channel has slowed, but can you fill us in on maybe what that was as a percentage of total sales for the year? And then, I know you guys mentioned you had only 2% of sales in Russia, but I think you have maybe a distribution center there. And so, is there any impact to distribution in Eastern Europe that might be of a greater magnitude? Thanks.
So, Jamie, e-commerce for the year was around 27% of our sales. But in the fourth quarter it was as much as 40%. Max, I'm going to pass to you to talk about e-commerce just in terms of what's going on with that and then I'll take Russia.
Sure. So, Jamie, our growth in e-commerce was pretty broad-based. We beat the market in Q4 as Mark suggested and in 2021 as well, we beat every competitor. We did so because we put a lot of effort in different tech stocks and ways in which we're working. And honestly, we are the biggest pure play player, we were the runaway winners for the year. So we have a lot of effort that has gone into that space. And for us this has been a great source of growth and it has been a source of great, more profitable growth. So we've made a lot of interventions to make sure that profitability is in line with our overall portfolio
And in terms of your question around Russia, as you pointed out and as I mentioned in my script, less than 2% of our sales in Russia, just a couple of million dollars in Ukraine through a third-party distributor. In terms of our distribution mechanisms, we do have a small warehouse in Moscow that actually services our Russian business, but our primary distribution centers are actually in Central Europe and in northern Europe, so not that connected to Russia directly.
Okay. And then if you have any color on the profit profile on that digital business versus the above the line or above other revenue business, the delta between the two would be really helpful to understand.
Yeah. So, let me just make one macro comment, and then I'll point you to our upcoming Q1 results where we're excited to actually break out our creative centers in more detail. So, you're going to have to wait to see P&Ls for Toys, Entertainment and Digital Games until Q1 results are out, and we'll be doing that going forward. But what I can tell you in macro terms is that Digital Games is accretive to both gross margins and EBITDA margins. And so, it's certainly an area of growth for us and we want to continue to drive that business, because it is accretive to margins for us. Stay tuned for more details.
Excellent. Looking forward to the data. Thanks.
We will now take our next question from Adam Shine. Please go ahead, your line is open.
Thanks a lot. Yeah, good strong results, frankly. Max, maybe one for you, on the marketing side, it was telegraphed that this would track to about 10%, I think, of revenues. And obviously, you came in below that in the Q4. Also Mark, in the outlook, talking about sort of 9% to 10%, so just curious, are the – is the product just flying off the shelves on its own, or are there some lessons learned obviously, as you get a better feel for the landscape and some of the efforts you're putting into the marketing side of the equation? And then I've got a couple more for Mark after.
So, Adam, punch line number one is the strength of our brands improved materially, so we invested a great majority of our marketing in those core brands and franchises. We truly want to drive into evergreens and push our revenue into more predictable revenue going forward, that's number one. And number two, it was really more about being digitally first and spend optimization. That's punch lines number two and three. On the digital first, we basically were able to get a lot of money into, basically the premium online TV and also in CTV and OTT, which are basically all basically streaming platforms and we were able to do that very efficiently.
In fact, what I can tell you, is that basically, we were able to get about 33% higher reach with less than 12% less cost per reach point. So, when you combine the higher reach and lower, obviously, cost per reach point, you kind of get that really playing in our favor. And then third, let's not obviously forget that with the supply chain constraints that we had, when we had items that were not available and we would have had marketing, we actually flowed that money to other places where we were getting significantly more consumption. So that also helped. But as we enter quarter one with the strength that we have in our brands, we're basically putting marketing investments against our core and franchises, and we're very excited to do so. Lots of learnings and efficiency.
That's great. Thanks, Max. That's helpful. Two other things. We obviously, none of us had the benefit of seeing some of the new products at a toy fair that didn't happen. And I guess, we'll hear more perhaps heading into the May Q1 disclosures. But just out of curiosity and over and above some of the licensed products that are obviously coming around the Batman movie, et cetera, anything to highlight in terms of key new products that you'll lean on this year? Number one.
And number two, given some of the pandemic dynamics, where are we exactly in sort of the re-launch cycle of Bakugan, in the context of what was expected to have been maybe a four to five year re-launch? Thanks.
Yeah. So, the good news as Mark and I both have commented on is that the growth in 2021 was really more broad scale. And so, I just would want to comment on that. Second, the impact of our new innovation also played a key role. So, as we enter spring 2022 and fall 2022, what you can expect is the following and things that we're very excited about.
Let's start with PAW Patrol. So PAW Patrol was an incredibly important contributor in 2021. And we have significant more support for PAW Patrol in 2022. We have new series, we have toys for the new series. We have a number of things that we're very excited about both in the spring and in the fall. And so, that's basically the starting point.
Second and something that I'm very excited about as well, is the fact that Gabby's Dollhouse has now become an incredible contributor in the segment, and we have significant follow-up innovation behind Gabby's Dollhouse. So basically, that strengthened our position in Preschool. And we're super excited Preschool and Dolls. So that to me is another place where I'm very excited.
Let's not forget the fact that we also have a lot of activity in Wheels & Actions though it's following 2021, so that is coming with a lot of innovation both in the spring and also in the fall.
And then last but not least, with all the licenses, we have significant amount of toy collections for each of the movies that are coming out, whether it's on the – obviously, on the DC or Wizarding World. So those are some of the things that I wanted to comment on.
On Bakugan, we are basically going into a Bakugan content reboot and we're very excited about that. And that will basically continue to propel the brand content for the people that we have attracted, coupled with a lot of the work we've done with Roblox and Netflix, to basically use our combination as we bring more fans into the franchise. So you can expect a lot more of that and stay tuned for future interventions in Bakugan that we are incredibly excited about.
Okay. That's great. Thank you very much.
We will now take our next question from George Doumet. Please go ahead, your line is open.
Yeah. Guys, good morning and congrats on a good quarter. Max, thanks for the information on the share gain. Just following up on that, do you think that's going to continue? Maybe just maybe, I guess your general outlook on where you see the industry growing or to what extent you see growing in 2022?
Yeah. As you know, it was a combination of two things. One is being in stock. And second, basically putting marketing activation, so we can actually lift the brands that we wanted to lift. And so that continues into quarter one. And so far, I can tell you without getting into too much details that that continues to be a proven model for us. So we're continuing to do very well. I expect that as we go into the spring point of sale, we're going to continue to see the effect of the new innovation helping lift our boats.
And as we go into the fall of 2022, we have a great slate of new innovation coming and as was commented earlier, while we have not been able to see that broadly doing toy shows, we're going to be able to see it in May when we have our conference with you guys. So, I expect that we will continue to basically grow in line with what Mark described as our guidance for GPS, and we expect that we will be growing share within the context of that guidance.
That's helpful. Thanks. And just a follow-up on Gaming, if we keep our, I guess, Entertainment and allowances kind of constant, we get an implied kind of growth of about 20% or 25% or so, for that category. Is that the right way of looking at it? And just a follow-up to that, can you talk a little bit about some of the drivers there? Is it – are we going to push price? Is it active users? I mean, you can to maybe that level of growth?
Yeah. So, first and foremost, the actual category for Digital Games is actually growing faster than our Toys are growing, so that's really one point. It's actually a larger category as well in which we play. And therefore, you can basically do the math and understand quickly that as we are getting a lot more focus put in that segment, our growth rates will basically be commensurate with that. That's number one.
Number two on our properties that are basically driving our growth. And let me start with the Toca Life World, we have great organic plans to continue to drive more users, but also to actually drive the engagement of the users in the ecosystem. So, those are the two components that we're actually very focused on. And in this, obviously, game-as-a-service environment, where you're actually creating, providing creator tools for people to then obviously purchase, we find that to be very, very attractive.
Last but not least, within Toca Life World, we actually are looking to extend that line into Toca Days, which is basically our introduction into multiplayer ecosystems and we're very excited about that too. So, you can expect that we have a tremendous slate of growth opportunities with Toca Life World and that is our focus.
On Sago Mini, we are incredibly excited about the subscriber base that we have actually been able to grow over the last year, and we have great initiatives coming up, starting really soon with [ph] First Words (00:49:33) being one of them that we're very excited about. And so we have a lot of other organic and extension initiatives for Sago Mini to expand our consumer and subscriber base. And we're working pretty closely between Sago Mini and Originator, which we acquired in Q2 to have more options with Originator, basically leveraging what we know has really worked in this space. And so, we are very excited about the combination of that. And then last but not least, and this is more kind of headed into the future, we have [ph] Nørdlight (00:50:02), which is our digital studio in Stockholm.
And remember, that is really all about taking our Spin Master IP and making Digital Games with that, and there's a few things we're working on that we're super excited. Stay tuned. We'll be able to tell you more in an upcoming call.
Yeah, thanks for that. So, one last one, maybe for Mark on working capital. It's obviously been pretty volatile. If you look at free cash flow for 2022, can you maybe help us kind of think about that working capital line, maybe as well as CapEx, just to get a picture of I guess, overall free cash flow for the year?
Yeah. So, free cash flow in 2021 was really a very impressive $340 million at 82% free cash to EBITDA conversion ratio, which is really outstanding. That's going to moderate in 2022. We had some timing issues in 2021 that boosted free cash flow, that will unwind a little bit in the first quarter of 2022. We're also going to see larger CapEx spend overall in the Entertainment business in 2022 in relation to 2021. And then finally, in anticipation of further growth in 2022 and 2023, we'll be investing in working capital. So we will see free cash flow come down in 2022, but still at very healthy levels.
Okay. Thanks, guys.
We will now take our next question from Brian Morrison. Please go ahead, your line is open.
Yeah. Thanks very much. Good morning. The first question is for Max. I just want to elaborate on the digital question so far. I want to know what you think your total addressable market is in the children's sub-10 age group in the Digital category. And then maybe just elaborate how [ph] Nørdlight (00:51:50) is going to be integrated into your active user base, will it be through Toca Boca, Sago Mini, all of the above? And do you have plans or any agreements in place that you can add third-party licensed characters to the digital world?
Wonderful. So, what excites us a lot about this space is, obviously the addressable market is in excess of $90 billion. So it is incredibly large as I'm sure you've seen in other presentations. Within that of course, you think about where we play today, which is just a fraction of that and the opportunities with [ph] Nørdlight (00:52:29) really kind of go beyond that, because it basically gets us into casual puzzles. It gets us into a lot of segments we don't participate today. But you can do the math and think about our own Toy IP and then basically do the permutations to where we can go with that. And that is the way we're approaching this.
So we see the world expanding for us in terms of audience. Most of our space today is for Sago Mini and Originator in the two to five year old space and Toca Boca ages up that audience and basically gets into the 5 to 10 years old, if you will. But imagine what we can do beyond that, and that is the way we're approaching the addressable market. Does that answer your question?
Well, it does. But I also want to know if you have the ability to add third-party licensed characters through digital world or any... [indiscernible]
(00:53:18)
Yeah, we do, right. We do, and our first expression of that was Sanrio with Hello Kitty. And given the success of what happened with Hello Kitty, there's interest to continue to do that, not just from us but other others as well. And so you can expect that we'll continue to do that.
Okay. And then I just have a follow up question for Mark. Mark, why did the digital revenue down sequentially in Q3 when there's a substantial increase in active users?
Yeah. So, it actually was a timing of content and also, Brian, to do with the way that the holidays played out in 2021. So, we had a very large Q3. July and August were very big months, while kids were actually on vacation. And then really, we didn't have any major content drops going through all the way through until December. And so, sequentially, our quarterly revenue came down a little bit but we had an extremely large December. We had a record month in December in Digital Games in relation to the content that Max was talking about with Sanrio and Hello Kitty. So, it really was a little bit of a function of kids going – being on vacation, going back to school, moderating a little bit and then a large content drop in in December.
Okay. [indiscernible]
(00:54:37)
Sorry, go ahead.
Sorry, Brian. I was just going to say, in general, you don't see the same seasonality in Digital Games that you do in Toys. Thing is, is roughly a 50/50 seasonality in H1 and H2, but it can also depend on when you drop new content and when new tools become available, for example. So, there is some variability associated with that.
Okay. Thank you for that. And then final question, I just want to confirm your message, we talk about this quite routinely now. But it sounds like you feel you can deploy this $0.50 billion of cash on your balance sheet. I guess just outside of Spin Master Ventures, are there any large opportunities? Like is there opportunities to deploy a big chunk of this cash at one time?
So, Brian, I mean, yes, we do believe we can. We firmly believe that we have opportunities. But obviously, we approach things in a very disciplined way. And so, just given that discipline, we have to look at large acquisitions very carefully. But certainly as we've expanded our creative centers and grown our creative center businesses, and we start looking now to Entertainment and we start looking more to Digital Games in particular, there are tremendous opportunities that open up there and we feel comfortable and confident that we can deploy that cash in a accretive way.
Thank you,
We will now take our next question from Martin Landry. Please go ahead, your line is open.
Hi. Good morning. Just – you do a really good job brushing out some of the risks that are embedded in your guidance for 2022. I'd love to hear about some of the potential upsides that lie in your assumptions for both revenue and margins for 2022?
So, Martin, when you look at our guidance, we think at this point, just given where we are in the year, we've taken a measured approach. Obviously, there are the macro and geopolitical issues that Max discussed and I also discussed in the script. We're taking a view on cost inflation. We're taking a view on pricing. So there could be some changes on that front as well. In particular, Digital Games growth is an area where we see, which we've built into our revenue outlook, but there could be upside there, as well as on the licensing and merchandising front, because keep in mind we're carrying some momentum from the PAW movie into H1 as well. So there could be some upside on licensing and merchandising.
And then that's all offset by slightly higher SG&A as we have a higher proportion of licensed properties in our 2022 mix. So that equates to high selling costs as well as some investments in people in anticipation of growth in 2023 and beyond. So there are lots of puts and takes there. And to the extent that there's upside, it's likely going to come from Digital Games or gross product sales growth in excess of expectations.
Okay. That's helpful. And then maybe just touching on your inventory levels, you did allude to the fact that your inventory levels are lean heading into 2022. Anything you can quantify for us? And I'm more interested that your inventory levels at retail, trying to see what we should expect in terms of close-out sales for Q1. Just any metrics you can share on your inventory at retail would be helpful.
So, we actually had a very strong sell through in Q4. As Max discussed earlier, we really actually were clean at retail. And so, we're seeing strong refill of the inventory at retail currently as we speak, which bodes well for a strong Q1, compounded by the release of the DC movie as well, the Batman movie. So actually, Q1 is looking pretty good.
There's really no risk in our owned inventory. We ended very clean. We had a fair amount in transit in anticipation of the growth in Q1. But overall, channel retail inventories were actually in very good shape and in fact quite low, which is why retailers are leaning in now.
Perfect. Okay. That's it for me. Thank you.
Okay. We've got a couple of minutes left. So we're going to unfortunately have to make this last question.
We'll take our last question from Luke Hannan. Please go ahead. Your line is open.
Yeah. Thanks. Good morning. Thanks for squeezing me in here. I just had one on Toca Boca. I think it was discussed last quarter about how property as it stood then skewed more towards a North American audience, although it was beginning to gain traction on a global basis. I'm just curious to know how that's progressed throughout Q4 and into Q1, and maybe if we can compare that to some other similar global properties to get a sense of a better context as to where potentially the brand can go? Thanks
Yeah. Absolutely. So, the composition of our audience for Toca Boca is well beyond North America. And while the US is the number one country of users, that has actually increased. But what has truly happened is that the saliency of the property has truly exploded in other markets, including emerging markets, to be honest with you. And as you can imagine, kids with access to phones actually have now access to the games, and TikTok has democratized how basically people know about the brand, not just TikTok, but other forms as well.
And so children are basically now with phones and the ability to actually connect to the brand, able to do that no matter where they are. The appeal of the content is universal and we've learned that as well. And so we're basically seeing anywhere from India to Brazil to Mexico to places in Eastern Europe and everywhere. And so we are very excited and therefore very optimistic as well. And while this is a game-as-a-service and it's free-to-play, we also see the engagement and the monetization happening not just in the US, but more broadly.
Okay. Thank you, very much.
So, John, I think we're going to wrap it up at this point. I just wanted to thank everybody for attending the call. We are really looking forward to our release on May the 4th, which is our Q1 release, and particularly on May the 5th, where we will be providing updated outlook, as well as our an enhanced disclosure around Toy, Entertainment and Digital Games, as well as our Investor Day. We will be actually showcasing some of our new products and technologies. You'll have an opportunity to hear from Chris Beardall and Jennifer Dodge and Fredrik Loving, who lead our creative centers as well. And so, we're looking forward to May the 5th and we thank you for your participation today and we'll talk to you again soon. Thank you.
This concludes today's call. Thank you for your participation. You may now disconnect.