1 00:00:06,000 --> 00:00:09,200 Speaker 1: Welcome to another episode of Strictly Business, the podcast in 2 00:00:09,240 --> 00:00:11,360 Speaker 1: which we talked with some of the brightest minds working 3 00:00:11,360 --> 00:00:16,160 Speaker 1: in media today. I'm Andrew Wallenstein with Variety. Star Trek, 4 00:00:16,280 --> 00:00:18,680 Speaker 1: The Walking Dead and Wheel of Fortune are more than 5 00:00:18,720 --> 00:00:24,240 Speaker 1: just iconic TV brands. Their intellectual property powering hit mobile games, 6 00:00:24,760 --> 00:00:27,040 Speaker 1: and that is the stock in trade at Scope Lee 7 00:00:27,400 --> 00:00:29,880 Speaker 1: in l a based video game business that has made 8 00:00:29,880 --> 00:00:33,400 Speaker 1: a specialty of adapting from one medium to another. To 9 00:00:33,520 --> 00:00:36,479 Speaker 1: discuss how this alchemy is achieved, we've got Scope Lee 10 00:00:36,560 --> 00:00:40,960 Speaker 1: CEO Walter Driver here. Thanks for coming in. Walter, so 11 00:00:41,000 --> 00:00:44,040 Speaker 1: tell us first about Scope Lee. How big is the 12 00:00:44,080 --> 00:00:48,560 Speaker 1: company got? When did it start? Thanks for having me? Um. Yes, 13 00:00:48,560 --> 00:00:51,280 Speaker 1: Scope is uh is about eight years old. We founded 14 00:00:51,320 --> 00:00:54,680 Speaker 1: in Los Angeles, UM and it's now a very global 15 00:00:54,680 --> 00:00:58,840 Speaker 1: business with operations all of the world. UM and yeah, 16 00:00:58,840 --> 00:01:02,760 Speaker 1: we've built up publishing platform too, you know, transform digital 17 00:01:02,800 --> 00:01:05,800 Speaker 1: free experiences into long term businesses. And we've adapted some 18 00:01:05,920 --> 00:01:08,920 Speaker 1: well known pieces of intellectual property and some universes that 19 00:01:08,959 --> 00:01:11,200 Speaker 1: people cared a lot about and give him an opportunity 20 00:01:11,240 --> 00:01:15,320 Speaker 1: to engage within a new medium. UM companies seen really 21 00:01:15,360 --> 00:01:18,720 Speaker 1: significant growth over the last few years. We grew revenues 22 00:01:18,880 --> 00:01:21,520 Speaker 1: over fifteen x and sixteen quarters from the beginning of 23 00:01:21,560 --> 00:01:24,400 Speaker 1: two thousand and fifteen to UH the Q one of 24 00:01:24,480 --> 00:01:28,000 Speaker 1: two thousand nineteen, and it's publicly known that revenues are 25 00:01:28,000 --> 00:01:31,319 Speaker 1: in the north four million dollars at the beginning of 26 00:01:31,360 --> 00:01:34,280 Speaker 1: this year. UM. And we've done that by a launching, 27 00:01:34,520 --> 00:01:37,200 Speaker 1: you know, a diverse range of products, as you mentioned, uh, 28 00:01:37,319 --> 00:01:39,760 Speaker 1: some of some of the pieces of in electoral property. 29 00:01:39,800 --> 00:01:43,559 Speaker 1: But we've created games also in partnership with the w 30 00:01:43,560 --> 00:01:48,880 Speaker 1: w E, UM with Looney Tunes UM, and we've created 31 00:01:48,920 --> 00:01:52,760 Speaker 1: these across a wide range of of gaming experiences, from 32 00:01:52,960 --> 00:01:57,160 Speaker 1: massively multiplayer online strategy game like Star Trek to an 33 00:01:57,160 --> 00:01:59,920 Speaker 1: asy grenois multiplayer board game like Yazzi. So we've had 34 00:02:00,400 --> 00:02:03,320 Speaker 1: really a unique record of the last few years of 35 00:02:03,320 --> 00:02:07,680 Speaker 1: of launching successful games across a wide range of categories. 36 00:02:08,080 --> 00:02:12,040 Speaker 1: How do you figure out, though, what partners or licenses 37 00:02:12,080 --> 00:02:13,680 Speaker 1: to go with, because when you start talking about Looney 38 00:02:13,720 --> 00:02:15,560 Speaker 1: Tunes in w w E, it's all over the map. 39 00:02:15,600 --> 00:02:18,000 Speaker 1: And so I'm curious, how do you figure out what 40 00:02:18,080 --> 00:02:20,080 Speaker 1: you want to make into a game? What makes a 41 00:02:20,120 --> 00:02:22,519 Speaker 1: good game? Yeah, So I guess at the core what 42 00:02:22,639 --> 00:02:25,919 Speaker 1: scope LE is is A is a platform for personalized 43 00:02:26,240 --> 00:02:29,160 Speaker 1: software based entertainment, right, And when we say that, I think, 44 00:02:29,520 --> 00:02:32,480 Speaker 1: you know, for uh, you know, listeners of a variety. 45 00:02:32,600 --> 00:02:35,560 Speaker 1: I think we believe that, um, you know, a huge 46 00:02:35,560 --> 00:02:39,359 Speaker 1: amount of entertainment time, energy, and and revenues is going 47 00:02:39,400 --> 00:02:42,920 Speaker 1: to move from passively consumed experiences to interactive ones. And 48 00:02:43,000 --> 00:02:45,680 Speaker 1: one of the really powerful things about interactive experiences is 49 00:02:45,720 --> 00:02:48,880 Speaker 1: that they can be personalized by each individual user and 50 00:02:49,000 --> 00:02:51,520 Speaker 1: UM and also the creators of those experiences can can 51 00:02:51,520 --> 00:02:54,200 Speaker 1: build technology and tools that help adapt that experience on 52 00:02:54,240 --> 00:02:57,040 Speaker 1: a per user basis. So UM, depending on how you're 53 00:02:57,040 --> 00:02:59,040 Speaker 1: playing the game, we can adapt things to pair you 54 00:02:59,040 --> 00:03:01,040 Speaker 1: with people at your skill level or your stage in 55 00:03:01,080 --> 00:03:03,239 Speaker 1: the life cycle of your experience inside of that game, 56 00:03:03,760 --> 00:03:05,720 Speaker 1: UM and really customized the experience in a way that's 57 00:03:05,760 --> 00:03:09,200 Speaker 1: more engaging for you. So we start with that publishing platform, 58 00:03:09,240 --> 00:03:11,400 Speaker 1: and then we built content strategies on top of that, 59 00:03:11,400 --> 00:03:15,040 Speaker 1: where we think, what can be a decade long plus 60 00:03:15,560 --> 00:03:18,960 Speaker 1: UM thriving business that's gonna have really high levels of 61 00:03:19,240 --> 00:03:21,560 Speaker 1: user engagement and monetization over a long period of time. 62 00:03:22,120 --> 00:03:24,320 Speaker 1: And you know, we start with that concept and then 63 00:03:24,360 --> 00:03:27,160 Speaker 1: we look at what are the opportunities and mobile gaming 64 00:03:27,160 --> 00:03:29,399 Speaker 1: and the types of gameplay that we think we're best 65 00:03:29,400 --> 00:03:32,760 Speaker 1: suited to pursue UM. And also we look at what 66 00:03:32,880 --> 00:03:35,920 Speaker 1: brands really resonate with UM those types of players. And 67 00:03:36,000 --> 00:03:38,680 Speaker 1: sometimes it starts with with an I P and a 68 00:03:38,720 --> 00:03:40,760 Speaker 1: partner who comes to us and says, you know, we 69 00:03:40,760 --> 00:03:43,560 Speaker 1: think we could you could do something great with Yatzi, 70 00:03:43,640 --> 00:03:45,680 Speaker 1: which is the case in our partnership with Hasbro because 71 00:03:45,680 --> 00:03:48,400 Speaker 1: we had already had success making dice games with Dice 72 00:03:48,480 --> 00:03:52,200 Speaker 1: with Buddies. In other cases, we've approached you know, I 73 00:03:52,280 --> 00:03:54,000 Speaker 1: P holders and said we have a great plan for 74 00:03:54,040 --> 00:03:57,160 Speaker 1: what we could do with your brand on mobile, which 75 00:03:57,200 --> 00:03:59,600 Speaker 1: was sort of how the Star Trek conversation started happening 76 00:03:59,640 --> 00:04:03,480 Speaker 1: with s as interactive UM, and both methods have been successful. Really, 77 00:04:03,480 --> 00:04:06,080 Speaker 1: what we're thinking about is, you know, what can what 78 00:04:06,160 --> 00:04:10,040 Speaker 1: can people still be enjoying doing ten years from now UM, 79 00:04:10,160 --> 00:04:11,880 Speaker 1: and how can we get buying that and create a 80 00:04:11,920 --> 00:04:15,320 Speaker 1: world class you know, digital experience, you know, in that universe. 81 00:04:16,000 --> 00:04:19,000 Speaker 1: I'm curious about the nature of the deal making with 82 00:04:19,160 --> 00:04:23,080 Speaker 1: the CBS interactives of the world. I mean, like who's 83 00:04:23,080 --> 00:04:25,800 Speaker 1: paying and who here are you just sort of you know, 84 00:04:25,960 --> 00:04:29,240 Speaker 1: creating a service for them or is the value of 85 00:04:29,360 --> 00:04:32,640 Speaker 1: the other way? Yes, So I think this the thinking 86 00:04:32,720 --> 00:04:35,279 Speaker 1: around this has evolved a lot over the last few years, because, 87 00:04:35,400 --> 00:04:37,200 Speaker 1: first of all, I think free to play games in 88 00:04:37,200 --> 00:04:39,520 Speaker 1: the Western world are a very new business, right. This 89 00:04:39,640 --> 00:04:42,599 Speaker 1: is really in the last decade this is UM started 90 00:04:42,640 --> 00:04:45,200 Speaker 1: to happen. And so originally I think people thought of 91 00:04:45,600 --> 00:04:48,479 Speaker 1: mobile game licensing is sort of an ancillary revenue stream 92 00:04:48,520 --> 00:04:51,479 Speaker 1: for for traditional I pholders. And over the last you know, 93 00:04:51,560 --> 00:04:54,040 Speaker 1: even five years, I think that thinking has evolved dramatically. 94 00:04:54,080 --> 00:04:55,839 Speaker 1: And we're fortunate to work with some partners who have 95 00:04:55,920 --> 00:04:58,359 Speaker 1: been really strategic and how they think about UM the 96 00:04:58,400 --> 00:05:00,760 Speaker 1: digital expressions of their brand and and a lot of 97 00:05:00,760 --> 00:05:03,400 Speaker 1: those groups are now thinking, hey, you know, if we 98 00:05:03,480 --> 00:05:06,440 Speaker 1: own something people care about, what is uh, what is 99 00:05:06,440 --> 00:05:08,680 Speaker 1: the long term digital experience where people can come every 100 00:05:08,760 --> 00:05:11,640 Speaker 1: day and spend you know a lot of time engaging 101 00:05:11,680 --> 00:05:14,159 Speaker 1: with this universe and make it really their own personal 102 00:05:14,160 --> 00:05:17,680 Speaker 1: experience UM. And so that conversation has evolved much more 103 00:05:17,680 --> 00:05:20,080 Speaker 1: from a traditional licensing and the revenue conversation to a 104 00:05:20,120 --> 00:05:23,240 Speaker 1: more strategic partnership oriented one. So we've looked for partners 105 00:05:23,600 --> 00:05:26,760 Speaker 1: that kind of share our vision around aligned interests of hey, 106 00:05:26,800 --> 00:05:30,159 Speaker 1: how do we go build the biggest business around Star 107 00:05:30,200 --> 00:05:33,000 Speaker 1: Trek on mobile together possible? And then we customize the 108 00:05:33,040 --> 00:05:36,279 Speaker 1: economic relationship to promote you know, long term alignment of 109 00:05:36,279 --> 00:05:38,919 Speaker 1: our interests. And so in some cases, um, you know, 110 00:05:39,000 --> 00:05:42,640 Speaker 1: their primary goals are to uh, to really introduce that 111 00:05:42,720 --> 00:05:45,039 Speaker 1: brand to new audiences, and sometimes it's to cater to 112 00:05:45,240 --> 00:05:48,120 Speaker 1: existing core audience. Sometimes it's usually a combination of both, 113 00:05:48,720 --> 00:05:51,560 Speaker 1: UM and you know, also to uh, you know, to 114 00:05:51,680 --> 00:05:54,479 Speaker 1: have a very profitable business in its own right, but 115 00:05:54,480 --> 00:05:56,640 Speaker 1: one that is also synergistic with everything else they're doing 116 00:05:56,640 --> 00:06:00,760 Speaker 1: with those brands. I'm curious how you look at entertainment 117 00:06:00,800 --> 00:06:06,000 Speaker 1: space in general though, in terms of the exploitation potential 118 00:06:06,200 --> 00:06:08,840 Speaker 1: of all the i P that's sitting there, both current 119 00:06:08,960 --> 00:06:11,640 Speaker 1: and past. Is it is it is it an over 120 00:06:11,720 --> 00:06:14,679 Speaker 1: harvested world or is it actually under exploited? Is there 121 00:06:14,720 --> 00:06:17,719 Speaker 1: a sense of that? Yeah? I think for for people 122 00:06:17,720 --> 00:06:20,600 Speaker 1: who work in traditional media industries, it's surprising to understand 123 00:06:20,680 --> 00:06:24,080 Speaker 1: just how big gaming is. Right. Um, In two thousand 124 00:06:24,080 --> 00:06:26,039 Speaker 1: and eighteen, you know, gaming was estimated to be a 125 00:06:26,080 --> 00:06:29,279 Speaker 1: hundred and thirty billion dollar industry, growing you know, double 126 00:06:29,360 --> 00:06:32,320 Speaker 1: digits uh. And according to the US Chamber of Commerce 127 00:06:32,360 --> 00:06:35,479 Speaker 1: in two thousand and seventeen, gaming was actually bigger than books, movies, music, 128 00:06:35,560 --> 00:06:39,440 Speaker 1: and spot services combined. Huge. Um, it's huge, and it's 129 00:06:39,480 --> 00:06:41,760 Speaker 1: becoming more and more mainstream every day. I mean, there's 130 00:06:41,760 --> 00:06:45,600 Speaker 1: two point four billion gamers out there, which is exponentially 131 00:06:45,600 --> 00:06:47,520 Speaker 1: more than they were even five to ten years ago. 132 00:06:47,600 --> 00:06:50,240 Speaker 1: Because you know, if you think about it, the gaming 133 00:06:50,360 --> 00:06:52,320 Speaker 1: audience in the West used to be sort of limited 134 00:06:52,360 --> 00:06:56,160 Speaker 1: to people who own a console gaming device or people 135 00:06:56,160 --> 00:06:58,880 Speaker 1: who are PC gamers, and hence that being a gamer 136 00:06:58,960 --> 00:07:01,120 Speaker 1: was like part of your identity, right it was there 137 00:07:01,160 --> 00:07:02,919 Speaker 1: were somebody who did that or you weren't. And now 138 00:07:03,200 --> 00:07:05,520 Speaker 1: everybody has a gaming device with them twenty four hours 139 00:07:05,520 --> 00:07:08,680 Speaker 1: a day with with smartphones, um. And so it's a 140 00:07:08,760 --> 00:07:12,520 Speaker 1: much much bigger industry. And I think people who own 141 00:07:12,640 --> 00:07:14,880 Speaker 1: things people care about want to have an always on 142 00:07:15,280 --> 00:07:18,400 Speaker 1: living ecosystem around their brands that people can can come 143 00:07:18,440 --> 00:07:21,000 Speaker 1: in and engage with and the way that they care 144 00:07:21,040 --> 00:07:24,280 Speaker 1: about most. And so I think, you know, it's it's 145 00:07:24,320 --> 00:07:27,000 Speaker 1: really like one of the most fertile forms of media 146 00:07:27,040 --> 00:07:29,600 Speaker 1: in terms of how fast it's growing and how many 147 00:07:29,640 --> 00:07:32,200 Speaker 1: more people are coming into this space and becoming you know, 148 00:07:32,360 --> 00:07:36,880 Speaker 1: gamers every day. So I get how big the business is, 149 00:07:36,960 --> 00:07:39,560 Speaker 1: but what I'm curious is is how it relates to 150 00:07:39,680 --> 00:07:42,840 Speaker 1: entertainment in terms of the opportunity there. Do you see 151 00:07:43,200 --> 00:07:45,880 Speaker 1: that there's hundreds of entertainment properties that you could be 152 00:07:45,920 --> 00:07:48,880 Speaker 1: making into games and these damn entertainment companies just are 153 00:07:49,040 --> 00:07:51,520 Speaker 1: moving fast enough where it's like, actually, there's not much 154 00:07:51,560 --> 00:07:55,240 Speaker 1: out there, And well, I think we're we're very selective 155 00:07:55,240 --> 00:07:58,760 Speaker 1: about our partnerships, right We're both looking for great brands 156 00:07:58,920 --> 00:08:01,400 Speaker 1: and an audience as that care a lot about those brands, 157 00:08:01,400 --> 00:08:04,160 Speaker 1: and also where we can create we have confidence we 158 00:08:04,200 --> 00:08:07,240 Speaker 1: can create a really world class experience. Um and then 159 00:08:07,240 --> 00:08:09,120 Speaker 1: we're also looking for partners who you know, have a 160 00:08:09,160 --> 00:08:11,160 Speaker 1: shared vision of what we're trying to accomplish. And so 161 00:08:11,240 --> 00:08:14,200 Speaker 1: there there are a lot of those opportunities. They're not hundreds, 162 00:08:14,240 --> 00:08:16,960 Speaker 1: and it's it's also not like we're at the end 163 00:08:16,960 --> 00:08:18,640 Speaker 1: of the list of things that would would make a 164 00:08:18,640 --> 00:08:20,280 Speaker 1: lot of sense. So I think there's a lot of 165 00:08:20,280 --> 00:08:23,600 Speaker 1: opportunity for us to to continue to bring new uh 166 00:08:23,880 --> 00:08:26,480 Speaker 1: new I p s into interactive mobile experiences, but we're 167 00:08:26,480 --> 00:08:29,800 Speaker 1: also going to create original universes as well. So UM, 168 00:08:29,840 --> 00:08:33,120 Speaker 1: while we've had more success probably in transforming things people 169 00:08:33,160 --> 00:08:36,599 Speaker 1: already care about into into digital free to play experiences, 170 00:08:37,160 --> 00:08:40,120 Speaker 1: UM will also probably create original worlds and we may 171 00:08:40,120 --> 00:08:42,560 Speaker 1: see those go from mobile first to other forms of 172 00:08:42,600 --> 00:08:44,800 Speaker 1: media in the future, and it'll be interesting to see 173 00:08:45,360 --> 00:08:49,160 Speaker 1: UM that transition. So uh, you know, I'm getting a 174 00:08:49,200 --> 00:08:53,080 Speaker 1: picture here of the dynamic between you guys and the 175 00:08:53,160 --> 00:08:55,920 Speaker 1: entertainment industry, But I want to know where the leverage is. 176 00:08:55,960 --> 00:08:58,199 Speaker 1: In other words, is it companies like yours that are 177 00:08:58,240 --> 00:09:01,240 Speaker 1: lining outside the studio doors or is it the studio 178 00:09:01,320 --> 00:09:04,400 Speaker 1: executives lining outside your doors? In terms of getting these 179 00:09:04,400 --> 00:09:07,640 Speaker 1: games made. Yeah, I mean it's an organic process and 180 00:09:07,640 --> 00:09:10,320 Speaker 1: it's happened in both directions. There's certainly people who approach 181 00:09:10,400 --> 00:09:13,079 Speaker 1: us all the time with ideas and and properties that 182 00:09:13,080 --> 00:09:14,880 Speaker 1: they would like us to make a mobile game. We 183 00:09:14,880 --> 00:09:17,760 Speaker 1: we do turn most of those UM down because we 184 00:09:17,800 --> 00:09:20,920 Speaker 1: are super selective about our partnerships UM and sometimes we 185 00:09:20,960 --> 00:09:23,320 Speaker 1: see something that an I P holder isn't thinking about 186 00:09:23,360 --> 00:09:24,760 Speaker 1: or is not top of mind for them. But as 187 00:09:24,760 --> 00:09:26,840 Speaker 1: soon as we approach them in our you know, articulate 188 00:09:26,840 --> 00:09:28,480 Speaker 1: our vision for it, they're like that makes a lot 189 00:09:28,520 --> 00:09:30,880 Speaker 1: of sense. So I would say the conversations have been 190 00:09:30,920 --> 00:09:34,800 Speaker 1: pretty easy around the market opportunity, whether people are approaching 191 00:09:34,840 --> 00:09:37,080 Speaker 1: us or we're approaching them. UM, there's a lot of 192 00:09:37,120 --> 00:09:40,880 Speaker 1: receptivity from the traditional entertainment industry around gaming, and I 193 00:09:40,920 --> 00:09:44,120 Speaker 1: think what what a lot of those executives understand is 194 00:09:44,120 --> 00:09:47,120 Speaker 1: it's a very different business and while it's also media, 195 00:09:47,640 --> 00:09:50,680 Speaker 1: it's it's a different business model and requires a totally 196 00:09:50,720 --> 00:09:53,120 Speaker 1: different set of skills, and so most of them are thinking, hey, 197 00:09:53,160 --> 00:09:55,160 Speaker 1: we need to find great partners to approach this with 198 00:09:55,880 --> 00:09:59,640 Speaker 1: UM and scope is really differentiated itself in that regarding me, 199 00:09:59,679 --> 00:10:02,640 Speaker 1: we've want six consecutive mobile gaming franchises that will achieve 200 00:10:02,640 --> 00:10:05,599 Speaker 1: over a hundred million dollars of lifetime revenues, which is 201 00:10:05,640 --> 00:10:09,000 Speaker 1: pretty unique across a wide range of ips and gameplay. 202 00:10:09,200 --> 00:10:14,319 Speaker 1: So everyone from Discovery to Netflix in recent months have 203 00:10:14,520 --> 00:10:18,960 Speaker 1: signaled their stretching into the gaming business. Do you think 204 00:10:19,120 --> 00:10:22,400 Speaker 1: that gaming related revenues are going to become more and 205 00:10:22,440 --> 00:10:26,200 Speaker 1: more central to media companies or is it really no 206 00:10:26,320 --> 00:10:29,240 Speaker 1: different than what it's always been going back years Because 207 00:10:29,280 --> 00:10:32,240 Speaker 1: the relationship between entertainment video game companies has been there 208 00:10:32,280 --> 00:10:35,440 Speaker 1: for decades. I just think it's changed the law. Yeah, 209 00:10:35,559 --> 00:10:39,920 Speaker 1: I think traditional media executives are understanding how fast gaming 210 00:10:40,000 --> 00:10:42,400 Speaker 1: is growing and how mainstream it's becoming, but they're also 211 00:10:42,880 --> 00:10:45,560 Speaker 1: understanding that in many cases you need to really be 212 00:10:45,760 --> 00:10:48,160 Speaker 1: hyper focus and specialized on being able to execute on 213 00:10:48,160 --> 00:10:49,920 Speaker 1: that front. And so I think right now most of 214 00:10:49,920 --> 00:10:53,280 Speaker 1: our conversations with media companies are about how do they 215 00:10:53,440 --> 00:10:56,840 Speaker 1: go to direct to consumer and and optimize their direct 216 00:10:56,920 --> 00:10:59,640 Speaker 1: consumer strategy and scope plays kind I'm operating on a 217 00:10:59,679 --> 00:11:03,240 Speaker 1: different actor because we think that they're really exciting evolution 218 00:11:03,280 --> 00:11:06,560 Speaker 1: is going to be providing directed by consumer experiences, and 219 00:11:07,320 --> 00:11:11,040 Speaker 1: by that I mean that that UM software has disrupted 220 00:11:11,040 --> 00:11:13,720 Speaker 1: a lot of different industries over the last decade, and 221 00:11:13,720 --> 00:11:16,600 Speaker 1: it's disrupting media in a in a pretty straightforward way, 222 00:11:16,600 --> 00:11:19,079 Speaker 1: as people are using software to deliver traditional media to 223 00:11:19,160 --> 00:11:22,439 Speaker 1: people in new and exciting ways UM. But I think 224 00:11:22,480 --> 00:11:24,840 Speaker 1: the next revolution is going to be that the software 225 00:11:24,880 --> 00:11:27,960 Speaker 1: becomes the entertainment. And if you have UH an entertainment 226 00:11:27,960 --> 00:11:30,920 Speaker 1: experience that is dynamic, then people can it can adapt 227 00:11:30,920 --> 00:11:32,840 Speaker 1: to the way people are using it, and the users 228 00:11:32,840 --> 00:11:35,719 Speaker 1: can direct their own experience, and that allows people to 229 00:11:35,800 --> 00:11:38,640 Speaker 1: have a really personalized experience. It feels unique to them. 230 00:11:38,640 --> 00:11:41,000 Speaker 1: That has a lot of value. And also you can 231 00:11:41,040 --> 00:11:43,280 Speaker 1: personalize the business model on a per user basis. So 232 00:11:43,320 --> 00:11:45,560 Speaker 1: all of our games are free to play. UM. You 233 00:11:45,679 --> 00:11:49,000 Speaker 1: have unlimited access to the game for free. UH. And 234 00:11:49,040 --> 00:11:51,640 Speaker 1: people choose to invest in their experience, usually by buying 235 00:11:51,720 --> 00:11:54,199 Speaker 1: virtual currency, which they can use to you know, enhance 236 00:11:54,200 --> 00:11:57,400 Speaker 1: their experience in a totally self directed way. UM. And 237 00:11:57,440 --> 00:11:59,440 Speaker 1: we find that people really like being able to decide 238 00:11:59,440 --> 00:12:01,400 Speaker 1: how much UH they want to spend it on what 239 00:12:01,440 --> 00:12:04,480 Speaker 1: cadence they want to spend it on. Well, you talk 240 00:12:04,520 --> 00:12:07,880 Speaker 1: about virtual currency, and of course the name Fortnite comes 241 00:12:07,880 --> 00:12:09,920 Speaker 1: to mind. You can't have a gaming conversation of course, 242 00:12:10,160 --> 00:12:13,200 Speaker 1: of course out mentioning Fortnite. But I am curious. You 243 00:12:13,240 --> 00:12:16,160 Speaker 1: know how a company like scope Lee looks at that 244 00:12:16,320 --> 00:12:20,720 Speaker 1: success and you know or do you guys feel that 245 00:12:20,920 --> 00:12:25,080 Speaker 1: the business strategy that you're currently pursuing could set you 246 00:12:25,200 --> 00:12:28,679 Speaker 1: up for that level of success or is that just 247 00:12:28,760 --> 00:12:33,640 Speaker 1: a completely different thing that Fortnite is doing what Epic 248 00:12:33,679 --> 00:12:37,920 Speaker 1: Games is doing. Yeah. No, we're super excited about Fortnite 249 00:12:37,920 --> 00:12:40,680 Speaker 1: and its impact on on both the gaming industry and 250 00:12:40,840 --> 00:12:43,640 Speaker 1: UM on players and and people's perception of gaming I 251 00:12:43,679 --> 00:12:47,160 Speaker 1: think it's been a real, um transformative moment in terms 252 00:12:47,160 --> 00:12:49,960 Speaker 1: of how you know, gaming being part of the zeitgeist 253 00:12:50,000 --> 00:12:54,360 Speaker 1: and and really becoming incredibly mainstream. And I think that's 254 00:12:54,360 --> 00:12:56,880 Speaker 1: attracted a lot of interest from uh, you know, people 255 00:12:56,880 --> 00:12:59,520 Speaker 1: in the traditional media as well as investors and and 256 00:12:59,640 --> 00:13:01,800 Speaker 1: you know other gaming companies who are thinking about, you know, 257 00:13:01,840 --> 00:13:04,880 Speaker 1: how big the opportunity is here. So I mean, you know, 258 00:13:04,960 --> 00:13:07,040 Speaker 1: it has catalyzed more interests in the space. We saw 259 00:13:07,360 --> 00:13:09,839 Speaker 1: twenty two billion dollars of him and A activity and 260 00:13:09,920 --> 00:13:12,839 Speaker 1: gaming in two thousand eighteen and another five and a 261 00:13:12,880 --> 00:13:16,600 Speaker 1: half billion of investment in gaming last year. So um, 262 00:13:16,640 --> 00:13:18,679 Speaker 1: I think it's catalyzed a lot of interest in this space. 263 00:13:18,720 --> 00:13:20,920 Speaker 1: And I think what is unique about Fortnite was that 264 00:13:21,000 --> 00:13:24,760 Speaker 1: it was um cross platform and free from day one, 265 00:13:24,760 --> 00:13:26,880 Speaker 1: and so it was able to reach users on a 266 00:13:26,880 --> 00:13:29,760 Speaker 1: lot of different devices. Um and they built a great 267 00:13:29,760 --> 00:13:32,200 Speaker 1: experience that was really broad and in a new category 268 00:13:32,240 --> 00:13:35,280 Speaker 1: battle Royale games that is probably a twenty billion dollar 269 00:13:35,400 --> 00:13:37,679 Speaker 1: industry this year that didn't exist three years ago. And 270 00:13:37,720 --> 00:13:40,800 Speaker 1: so UM it shows I think, you know how they're 271 00:13:40,800 --> 00:13:43,080 Speaker 1: gonna be new categories of gaming that are created in 272 00:13:43,320 --> 00:13:45,400 Speaker 1: very short periods of time that are bigger than entire 273 00:13:45,640 --> 00:13:48,600 Speaker 1: segments of media within a couple of years um. And 274 00:13:48,600 --> 00:13:52,400 Speaker 1: it also shows this convergence of devices and and business models. 275 00:13:52,400 --> 00:13:55,440 Speaker 1: So traditionally console games used to pay sixty dollars to 276 00:13:55,440 --> 00:13:57,719 Speaker 1: buy the game upfront and then there would be a 277 00:13:57,760 --> 00:14:00,760 Speaker 1: sequel two years later. Fortnight is a free to play 278 00:14:00,920 --> 00:14:03,600 Speaker 1: game that is available on consoles but also on mobile 279 00:14:03,640 --> 00:14:06,880 Speaker 1: and and we think the future of interactive entertainment is 280 00:14:06,880 --> 00:14:09,000 Speaker 1: going to be giving people, you know, the experience they 281 00:14:09,000 --> 00:14:11,200 Speaker 1: want on whatever device they want, whenever they want, at 282 00:14:11,200 --> 00:14:14,280 Speaker 1: whatever price point they want. Um. And you know, Fortnite 283 00:14:14,280 --> 00:14:18,400 Speaker 1: was one of the first products that really delivered on 284 00:14:18,440 --> 00:14:22,560 Speaker 1: that proposition. So clearly there's tremendous upside to be had 285 00:14:22,640 --> 00:14:26,000 Speaker 1: being in the gaming business. But you know, you also 286 00:14:26,120 --> 00:14:28,960 Speaker 1: seem to think I also seem to think that when 287 00:14:29,000 --> 00:14:31,880 Speaker 1: I hear about companies that are doing well in the 288 00:14:31,960 --> 00:14:35,600 Speaker 1: gaming business, that there have been some that they're flying 289 00:14:35,680 --> 00:14:39,880 Speaker 1: high today and then they fall tomorrow. Becomes sorry, because 290 00:14:40,000 --> 00:14:43,680 Speaker 1: the trends seemed to change so dramatically and so quickly. 291 00:14:44,000 --> 00:14:47,080 Speaker 1: So how does the company like Scope ly avoid you know, 292 00:14:47,120 --> 00:14:50,600 Speaker 1: being the flavor of the month. Yeah, I think historically 293 00:14:50,600 --> 00:14:53,200 Speaker 1: when people thought about the gaming space, they thought, you know, 294 00:14:53,600 --> 00:14:56,560 Speaker 1: is it are these durable, long term revenue streams, right? 295 00:14:56,920 --> 00:14:59,960 Speaker 1: And obviously in a in a purchase to play environment 296 00:15:00,000 --> 00:15:03,880 Speaker 1: where somebody is paying sixty dollars for a game upfront, UH, 297 00:15:04,000 --> 00:15:05,720 Speaker 1: it looks more like the movie business, where there's a 298 00:15:05,760 --> 00:15:08,240 Speaker 1: lot of money made in the first weekend after after 299 00:15:08,280 --> 00:15:10,720 Speaker 1: a launch UM, and so the revenues are not as 300 00:15:10,960 --> 00:15:14,840 Speaker 1: consistent and predictable. UM. What we've seen is a really transformal, 301 00:15:15,080 --> 00:15:20,040 Speaker 1: transformational evolution in the business model towards free live services UM. 302 00:15:20,080 --> 00:15:23,400 Speaker 1: And so those live services are really like living ecosystems 303 00:15:23,400 --> 00:15:25,880 Speaker 1: where everyday player can come in and different things are 304 00:15:25,880 --> 00:15:28,880 Speaker 1: happening in the game UM, and new features are being 305 00:15:28,920 --> 00:15:32,400 Speaker 1: released every few weeks, and the ecosystem is evolving very dramatically. 306 00:15:32,520 --> 00:15:35,880 Speaker 1: And so these are almost more like theme digital playgrounds 307 00:15:35,920 --> 00:15:39,440 Speaker 1: than they are traditional games. And that has created um, 308 00:15:39,480 --> 00:15:42,560 Speaker 1: you know, much longer term user engagement and so UM 309 00:15:42,600 --> 00:15:45,000 Speaker 1: we're seeing that. The other reason the gaming is attracting 310 00:15:45,000 --> 00:15:48,080 Speaker 1: so much investment lately because people have underestimated how durable 311 00:15:48,120 --> 00:15:50,880 Speaker 1: these franchises are in a live service model. UM. The 312 00:15:50,920 --> 00:15:52,920 Speaker 1: same way we've seen a lot of software companies going 313 00:15:53,000 --> 00:15:55,920 Speaker 1: from from licensing fees to software as a service. You 314 00:15:56,000 --> 00:15:58,320 Speaker 1: see the same thing and gaming and how it's a 315 00:15:58,320 --> 00:16:00,760 Speaker 1: really attractive business mode all if you can create a 316 00:16:01,280 --> 00:16:04,560 Speaker 1: durable um uh service for players that they can pay 317 00:16:04,600 --> 00:16:06,720 Speaker 1: for over time. And we see it in our products. 318 00:16:06,840 --> 00:16:10,560 Speaker 1: Um So, our dice franchise Yachtzi and Dice with Buddies 319 00:16:10,640 --> 00:16:14,160 Speaker 1: is our oldest franchise's eight years old and achieve record 320 00:16:14,160 --> 00:16:17,560 Speaker 1: revenues last quarter. So you can see these things growing 321 00:16:17,720 --> 00:16:21,000 Speaker 1: eight years in um That's something that I think is 322 00:16:21,000 --> 00:16:22,480 Speaker 1: is new for people as they look at this space 323 00:16:22,480 --> 00:16:25,360 Speaker 1: and understand that the things that these businesses can grow 324 00:16:25,400 --> 00:16:28,320 Speaker 1: for a long period of time. And also when you're 325 00:16:28,360 --> 00:16:31,400 Speaker 1: talking about you know, you use the term experience and 326 00:16:31,480 --> 00:16:35,040 Speaker 1: it's not just a game. It just makes me wonder 327 00:16:35,200 --> 00:16:39,680 Speaker 1: whether we're going to see sort of different kinds of 328 00:16:40,000 --> 00:16:43,640 Speaker 1: hybrid forms of entertainment and gaming. And there's been some 329 00:16:43,880 --> 00:16:47,640 Speaker 1: interesting experiments along the way, but you know, you guys 330 00:16:47,680 --> 00:16:52,400 Speaker 1: are traditionally taking I P from entertainment that's already been 331 00:16:52,440 --> 00:16:54,760 Speaker 1: out there, but have you thought about what happens of 332 00:16:54,960 --> 00:16:58,840 Speaker 1: entertainment and the game launched at the same time. I 333 00:16:58,840 --> 00:17:01,520 Speaker 1: think we'll see all fla verson of that happening moving forward. 334 00:17:01,520 --> 00:17:04,280 Speaker 1: And we do talk a lot about experiences because I 335 00:17:04,280 --> 00:17:06,840 Speaker 1: think the other thing is we don't sell games, right, 336 00:17:06,880 --> 00:17:09,360 Speaker 1: the games are free, and we don't sell content either. 337 00:17:09,520 --> 00:17:12,040 Speaker 1: The content is you know, we have unlimited access to games. 338 00:17:12,080 --> 00:17:14,720 Speaker 1: What we offer people a chance to do is invest 339 00:17:14,760 --> 00:17:17,600 Speaker 1: in a personalized experience and uh, and that's just a 340 00:17:17,640 --> 00:17:22,240 Speaker 1: different mindset around around media, is that, hey, we we 341 00:17:22,359 --> 00:17:24,760 Speaker 1: created this world for you to come in and customize 342 00:17:24,760 --> 00:17:28,560 Speaker 1: and and invest in however however you want. And so UM, 343 00:17:28,600 --> 00:17:31,320 Speaker 1: I think that is leading to lots of new forms 344 00:17:31,320 --> 00:17:34,000 Speaker 1: of gameplay and frankly blurring the line between what is 345 00:17:34,040 --> 00:17:36,760 Speaker 1: a game and what is an interactive experience. And we've 346 00:17:36,760 --> 00:17:40,200 Speaker 1: we've already seen that with you know products and interactive fiction. 347 00:17:40,359 --> 00:17:42,760 Speaker 1: Right is it is it a story if you're choosing 348 00:17:42,760 --> 00:17:44,960 Speaker 1: your own adventure and paying to choose different routes, or 349 00:17:45,000 --> 00:17:47,200 Speaker 1: is it a game? Right? It's it's really blurring the lines. 350 00:17:47,240 --> 00:17:49,000 Speaker 1: And I think we'll continue to see more things that 351 00:17:49,080 --> 00:17:54,200 Speaker 1: are um broader than than traditional console or PC gaming, UM, 352 00:17:54,280 --> 00:17:57,760 Speaker 1: that are increasingly mainstream experiences for people. Who knows, maybe 353 00:17:57,840 --> 00:17:59,840 Speaker 1: by ten years from now, we'll see you know, a 354 00:18:00,000 --> 00:18:03,360 Speaker 1: show like West World becomes an actual kind of product 355 00:18:03,440 --> 00:18:07,520 Speaker 1: out there's something that really blurs the real and the virtual. Yeah, 356 00:18:07,600 --> 00:18:09,720 Speaker 1: I mean I think I think there will be uh, 357 00:18:09,760 --> 00:18:14,399 Speaker 1: you know, digital interactive versions of things that that people 358 00:18:14,440 --> 00:18:17,600 Speaker 1: care about are gonna be you know, manifesting themselves in 359 00:18:17,600 --> 00:18:20,040 Speaker 1: a lot of different formats and will continue to see 360 00:18:20,040 --> 00:18:23,280 Speaker 1: innovation on that as this becomes increasingly central to people 361 00:18:23,280 --> 00:18:28,280 Speaker 1: who own intellectual properties overall business strategy. So your usage 362 00:18:28,280 --> 00:18:30,840 Speaker 1: of t V I P isn't your only Hollywood connection. 363 00:18:30,880 --> 00:18:33,760 Speaker 1: You've got some interesting investors from this world as well, 364 00:18:33,880 --> 00:18:37,000 Speaker 1: So talk about who's in your camp these days and 365 00:18:37,080 --> 00:18:40,280 Speaker 1: what your investment picture is looking like going forward. Yeah. 366 00:18:40,280 --> 00:18:43,440 Speaker 1: So Scope Lee is raised two and or sixty million 367 00:18:43,480 --> 00:18:47,920 Speaker 1: dollars from both venture capitalists and individuals UM and we've 368 00:18:47,960 --> 00:18:50,640 Speaker 1: start to bring people in that we thought understood our business, 369 00:18:50,720 --> 00:18:53,080 Speaker 1: understood where media is headed. And we have a number 370 00:18:53,080 --> 00:18:55,960 Speaker 1: of uh investors that have been with us, you know, 371 00:18:56,000 --> 00:18:59,920 Speaker 1: since the early days, like Evolution Media, which has made 372 00:18:59,920 --> 00:19:02,679 Speaker 1: a lot of investments in digital media space, Great Craft, 373 00:19:02,800 --> 00:19:04,680 Speaker 1: which is an l a New York based firm that's 374 00:19:04,720 --> 00:19:07,720 Speaker 1: kind of focused on digital media UM and then we've 375 00:19:07,760 --> 00:19:10,040 Speaker 1: seen you know, a lot of individuals that are interested 376 00:19:10,280 --> 00:19:13,280 Speaker 1: in this space that come from UM, you know, traditional 377 00:19:13,320 --> 00:19:16,760 Speaker 1: media world. So there are a number of UM executives 378 00:19:16,800 --> 00:19:19,920 Speaker 1: from from entertainment that have invested personally over the years, 379 00:19:19,960 --> 00:19:22,280 Speaker 1: and we've kind of sought to bring people in that 380 00:19:22,440 --> 00:19:26,040 Speaker 1: we thought UM might be good sources of wisdom, you 381 00:19:26,080 --> 00:19:27,560 Speaker 1: know who from and farther down the path in these 382 00:19:27,600 --> 00:19:29,280 Speaker 1: other forms of media. As we think about how this 383 00:19:29,359 --> 00:19:31,680 Speaker 1: landscape is going to evolve, we think probably there will 384 00:19:31,720 --> 00:19:34,320 Speaker 1: be some key learnings from veterans of other forms of 385 00:19:34,359 --> 00:19:37,520 Speaker 1: media and these There is something to having your company 386 00:19:37,600 --> 00:19:39,640 Speaker 1: here in Los Angeles. I know you've got a new 387 00:19:39,680 --> 00:19:43,280 Speaker 1: headquarters opening up in Culver City. We do. Yeah, We've 388 00:19:43,280 --> 00:19:46,359 Speaker 1: been growing really rapidly and we are moving into a 389 00:19:46,400 --> 00:19:49,240 Speaker 1: new space and the platform in Culver City. Culver City 390 00:19:49,320 --> 00:19:52,119 Speaker 1: is a very active area right now for high growth 391 00:19:52,600 --> 00:19:55,680 Speaker 1: companies in the media space UM. And we we are 392 00:19:55,760 --> 00:19:57,639 Speaker 1: based in l A for a reason. While we have 393 00:19:57,720 --> 00:19:59,960 Speaker 1: operations all over the world. We have offices in Barcelona 394 00:20:00,000 --> 00:20:03,840 Speaker 1: on a, UM in Dublin, multiple studios across Europe and 395 00:20:03,880 --> 00:20:07,000 Speaker 1: in North and South America. UM our headquarters in Los 396 00:20:07,000 --> 00:20:09,560 Speaker 1: Angeles for a reason because I think l A is 397 00:20:09,640 --> 00:20:13,879 Speaker 1: always excelled at creating um you know, cultural phenomenon and 398 00:20:13,920 --> 00:20:16,720 Speaker 1: experiences that make people feel something, and now we're just 399 00:20:16,800 --> 00:20:20,399 Speaker 1: using technology as means to deliver that that um you know, 400 00:20:20,480 --> 00:20:24,440 Speaker 1: cultural experiences. And I think it's been a place where 401 00:20:24,440 --> 00:20:29,760 Speaker 1: we can attract talent that understands media, technology, gaming, um 402 00:20:29,800 --> 00:20:32,120 Speaker 1: and how to build things that are relevant to large audiences. 403 00:20:32,160 --> 00:20:33,520 Speaker 1: And so it's been a great place for us to 404 00:20:33,520 --> 00:20:35,560 Speaker 1: be when we frankly, when we started the company, there's 405 00:20:35,600 --> 00:20:38,119 Speaker 1: a lot of pressure on us to be in San Francisco, 406 00:20:38,200 --> 00:20:40,440 Speaker 1: and I think at this point everyone sees that we're 407 00:20:40,560 --> 00:20:44,200 Speaker 1: more advantaged by being in Los Angeles. And in terms 408 00:20:44,240 --> 00:20:48,560 Speaker 1: of the shape of your company, what's interesting is you 409 00:20:48,720 --> 00:20:51,520 Speaker 1: obviously you've got sort of your core operations, but then 410 00:20:51,520 --> 00:20:55,639 Speaker 1: there's sort of this loose federation of other studios working 411 00:20:55,680 --> 00:20:59,760 Speaker 1: on games, but they're not You're not owned and operated. 412 00:20:59,800 --> 00:21:03,720 Speaker 1: So talk through what that is in the logic behind Yeah. So, 413 00:21:03,840 --> 00:21:06,600 Speaker 1: as I said, the kind of core building block of 414 00:21:06,640 --> 00:21:10,080 Speaker 1: scopeally was the technology and business platform to turn any 415 00:21:10,119 --> 00:21:13,000 Speaker 1: digital experience into a bigger business and and to personalize 416 00:21:13,000 --> 00:21:15,600 Speaker 1: those experiences on per user basis, and then we build 417 00:21:15,600 --> 00:21:19,320 Speaker 1: these content strategies around which types of games that we 418 00:21:19,359 --> 00:21:21,359 Speaker 1: want to be making, and then we've just approached it, 419 00:21:21,440 --> 00:21:22,920 Speaker 1: you know, frankly, the same way a lot of people 420 00:21:22,920 --> 00:21:25,720 Speaker 1: and the entertainment industry of approach things, who would be 421 00:21:25,720 --> 00:21:28,720 Speaker 1: the best people to make this product, both in terms 422 00:21:28,720 --> 00:21:30,600 Speaker 1: of the scope of the employees that would be participating 423 00:21:30,600 --> 00:21:33,600 Speaker 1: in that, as well as through partnerships, and so we've 424 00:21:33,600 --> 00:21:36,000 Speaker 1: struck in through those as as you know, studios that 425 00:21:36,000 --> 00:21:37,840 Speaker 1: we own a hundred percent of studios that we make 426 00:21:37,880 --> 00:21:41,200 Speaker 1: minority investments in that make games on our platform UM 427 00:21:41,240 --> 00:21:44,320 Speaker 1: and in partnership with us or a long term commercial relationships. 428 00:21:44,359 --> 00:21:45,959 Speaker 1: So we've been more dynamic than a lot of other 429 00:21:46,000 --> 00:21:48,480 Speaker 1: gaming companies that have tended to only make games at 430 00:21:48,920 --> 00:21:53,520 Speaker 1: studios that are owned and operated with every you know, uh, 431 00:21:53,600 --> 00:21:56,200 Speaker 1: you know participant in that project being an employee of 432 00:21:56,200 --> 00:21:59,240 Speaker 1: the company. And we feel like, um, that's pretty limiting, 433 00:21:59,440 --> 00:22:02,359 Speaker 1: and this dynamic and ecosystem is as we would like, 434 00:22:02,440 --> 00:22:05,080 Speaker 1: and so we want to partner with UM teams where 435 00:22:05,119 --> 00:22:08,480 Speaker 1: they can augment our capabilities and where the combination of 436 00:22:08,480 --> 00:22:09,920 Speaker 1: the two is more powerful than we would be on 437 00:22:09,960 --> 00:22:11,600 Speaker 1: our own. So we do own a quite quite a 438 00:22:11,600 --> 00:22:14,960 Speaker 1: few studios, but we're also open to minority investments or 439 00:22:14,960 --> 00:22:17,120 Speaker 1: long term partnerships for us as about creating the best 440 00:22:17,160 --> 00:22:20,000 Speaker 1: consumer experience as possible with partners we're alygn with for 441 00:22:20,040 --> 00:22:22,840 Speaker 1: the long term. So if it makes sense, you guys 442 00:22:22,920 --> 00:22:27,040 Speaker 1: could be acquiring certain properties. It's just not necessarily a 443 00:22:27,040 --> 00:22:30,359 Speaker 1: big directive, no, we I mean we already are right so. 444 00:22:30,600 --> 00:22:35,320 Speaker 1: Um So, Actually, recently we acquired Digit Game Studios in Dublin, 445 00:22:35,359 --> 00:22:37,320 Speaker 1: which was the studio that we had a minority investment 446 00:22:37,359 --> 00:22:39,840 Speaker 1: in where we co developed Star Trek Fleet Command, which 447 00:22:40,119 --> 00:22:43,200 Speaker 1: we launched late last year. It's been an extremely successful, 448 00:22:43,560 --> 00:22:48,720 Speaker 1: uh first foray into massively multiplayer online strategy games. UM. 449 00:22:48,720 --> 00:22:51,320 Speaker 1: I mean it's crazy levels of engagement and the average 450 00:22:51,359 --> 00:22:55,040 Speaker 1: day ex users playing sixty hours a month. Um really 451 00:22:55,200 --> 00:22:58,760 Speaker 1: really uh. People are very passionate about the game, about 452 00:22:58,760 --> 00:23:01,440 Speaker 1: that universe, uh uh. And it's been a very successful 453 00:23:01,440 --> 00:23:04,119 Speaker 1: partnership with Digit where we were minority investors, and we 454 00:23:04,160 --> 00:23:07,159 Speaker 1: recently acquired a hundred percent of the company um just 455 00:23:07,160 --> 00:23:10,040 Speaker 1: a couple of months ago. And so we'll continue, uh, 456 00:23:10,119 --> 00:23:12,359 Speaker 1: you know, to acquire companies invest in them. Some of 457 00:23:12,359 --> 00:23:16,199 Speaker 1: those investments may lead to majority um acquisitions, but you know, 458 00:23:16,280 --> 00:23:19,159 Speaker 1: some some teams want to retain their independs and what 459 00:23:19,240 --> 00:23:21,959 Speaker 1: would prefer to have a long term minority investment, And 460 00:23:21,960 --> 00:23:24,240 Speaker 1: we're open to that kind of arrangement as well. We're 461 00:23:24,240 --> 00:23:27,160 Speaker 1: relatively agnostic as long as we're working with great teams 462 00:23:27,200 --> 00:23:29,320 Speaker 1: to produce great products, and we feel really aligned for 463 00:23:29,359 --> 00:23:31,919 Speaker 1: the long term. Um, you know, with where we're going 464 00:23:32,000 --> 00:23:35,640 Speaker 1: as a business. You mentioned Star Trek and massive multiplayer, 465 00:23:35,760 --> 00:23:38,360 Speaker 1: and it seems like you guys are trying a lab, 466 00:23:38,480 --> 00:23:41,159 Speaker 1: trying out a lot of different genres. Is there a 467 00:23:41,240 --> 00:23:43,760 Speaker 1: genre of gaming out there that you guys have not 468 00:23:43,840 --> 00:23:46,800 Speaker 1: gotten to yet that interests you that you may eventually 469 00:23:46,800 --> 00:23:50,440 Speaker 1: get to. Well, I think we have a lot of opportunities. 470 00:23:50,520 --> 00:23:53,680 Speaker 1: When we started the business, UM, we were really focused 471 00:23:53,720 --> 00:23:56,600 Speaker 1: on what we call casual games, which are really you know, 472 00:23:56,920 --> 00:23:59,960 Speaker 1: very mainstream, large audience types of games, and really making 473 00:24:00,040 --> 00:24:04,560 Speaker 1: them more social, collaborative, and competitive, UM with products like YACHTSI, 474 00:24:04,680 --> 00:24:07,560 Speaker 1: where um, you know, it's you can play you know, 475 00:24:07,600 --> 00:24:09,520 Speaker 1: head to head against friends, you can compete in tournaments, 476 00:24:09,520 --> 00:24:12,199 Speaker 1: you can play against the computer. Uh. And then in 477 00:24:12,200 --> 00:24:14,000 Speaker 1: two thousand and fifteen, with the launch of the Walking 478 00:24:14,040 --> 00:24:16,879 Speaker 1: Dead Road to Survival, we we took the sky Bound 479 00:24:17,160 --> 00:24:20,880 Speaker 1: Walking Dead graphic novel and created a pretty competitive role 480 00:24:20,920 --> 00:24:23,520 Speaker 1: playing game, UM. And so that was our first what 481 00:24:23,800 --> 00:24:25,840 Speaker 1: are called mid core games in the industry that are 482 00:24:25,960 --> 00:24:30,080 Speaker 1: really competitive. UM. You know, that product has been extremely successful. 483 00:24:30,280 --> 00:24:32,600 Speaker 1: We estimated on the generate over four hundred million dollars 484 00:24:32,600 --> 00:24:34,520 Speaker 1: in the first five years since launch, and so we 485 00:24:34,600 --> 00:24:37,840 Speaker 1: successfully enter that category. And then we did several other 486 00:24:38,040 --> 00:24:40,119 Speaker 1: role playing games, one in partnership with the w w 487 00:24:40,240 --> 00:24:42,400 Speaker 1: E and two thousands seventeen and then late last year 488 00:24:42,440 --> 00:24:45,639 Speaker 1: with Warner Brothers on Looney Tunes UM. And then and 489 00:24:45,680 --> 00:24:49,080 Speaker 1: then as we mentioned, we moved into the massively multiplayer 490 00:24:49,080 --> 00:24:52,240 Speaker 1: online strategy game genre last year with with Star Trek 491 00:24:52,240 --> 00:24:56,199 Speaker 1: Fleet Command. And so between those three product verticals, we 492 00:24:56,280 --> 00:24:59,639 Speaker 1: have huge opportunities to go deeper into those categories. So 493 00:24:59,680 --> 00:25:02,879 Speaker 1: I think you'll continue to see US UM, you know, 494 00:25:02,960 --> 00:25:05,560 Speaker 1: go deeper into those categories and will probably augment that 495 00:25:05,640 --> 00:25:09,760 Speaker 1: with one or two other UM product verticals organically. And 496 00:25:09,760 --> 00:25:12,520 Speaker 1: then we're also looking, UM, you know, pretty extensively at 497 00:25:12,520 --> 00:25:15,919 Speaker 1: acquiring other teams that have already you know, developed expertise 498 00:25:15,920 --> 00:25:18,840 Speaker 1: and build product market fit in an adjacent categories where 499 00:25:18,840 --> 00:25:23,040 Speaker 1: we can help them further commercialized properties. Last question do 500 00:25:23,160 --> 00:25:26,320 Speaker 1: you have a very clear vision of where scope He 501 00:25:26,440 --> 00:25:30,280 Speaker 1: is going to be three five or more years out 502 00:25:30,920 --> 00:25:34,320 Speaker 1: And you know, is there sort of you know, strategic 503 00:25:34,400 --> 00:25:37,879 Speaker 1: philosophy or culture that you're sort of breeding at at 504 00:25:37,920 --> 00:25:41,280 Speaker 1: Scope Lee that helps fuel that vision. Yeah. I mean 505 00:25:41,320 --> 00:25:43,600 Speaker 1: we as at the core we see ourselves in an 506 00:25:43,600 --> 00:25:47,320 Speaker 1: experience company, right and we're building digital experiences, um, for 507 00:25:47,359 --> 00:25:50,199 Speaker 1: people on on a very large scale, and um, we 508 00:25:50,240 --> 00:25:51,879 Speaker 1: want to be the best company in the world at 509 00:25:52,160 --> 00:25:56,000 Speaker 1: creating long term digital experiences are directed by the consumer 510 00:25:56,119 --> 00:25:58,399 Speaker 1: and puts the power in their hands to decide, you know, 511 00:25:58,440 --> 00:26:00,600 Speaker 1: where they want to take that their experiences, and builds 512 00:26:00,600 --> 00:26:03,960 Speaker 1: the technology and tools to respond to to where they're 513 00:26:03,960 --> 00:26:07,199 Speaker 1: taking it and and become more personalized over time. And 514 00:26:07,240 --> 00:26:10,199 Speaker 1: we think, you know, that's super exciting vision to to 515 00:26:10,320 --> 00:26:13,199 Speaker 1: be the kind of leading directed by consumer media company 516 00:26:13,200 --> 00:26:17,280 Speaker 1: in the Western world. Well, I to a Star Trek 517 00:26:17,320 --> 00:26:20,600 Speaker 1: related company. I wish you to live along and prosper. 518 00:26:20,680 --> 00:26:22,760 Speaker 1: Thank you very much. I'm looking forward to seeing the 519 00:26:22,880 --> 00:26:27,920 Speaker 1: scope Ley story unfold. Thank you for having me. This 520 00:26:27,960 --> 00:26:31,280 Speaker 1: has been another episode of Strictly Business. Tune in next 521 00:26:31,280 --> 00:26:35,080 Speaker 1: week for another helping of scintillating conversation with media movers 522 00:26:35,080 --> 00:26:37,720 Speaker 1: and shakers, and please make sure you subscribe to the 523 00:26:37,760 --> 00:26:41,800 Speaker 1: podcast to hear future episodes. Also leave a review in 524 00:26:41,840 --> 00:26:43,880 Speaker 1: Apple Podcast let us know how we're doing.