2006 | 2007 | ||||||
Price: | 8.21 | EPS | |||||
Shares Out. (in M): | 0 | P/E | |||||
Market Cap (in $M): | 166 | P/FCF | |||||
Net Debt (in $M): | 0 | EBIT | 0 | 0 | |||
TEV (in $M): | 0 | TEV/EBIT |
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Handleman Company is trading below
liquidation value, at 0.79x tangible book, and is cash flow positive.
HDL sold its Anchor Bay
Entertainment subsidiary in fiscal 2004, and its Madacy Entertainment
subsidiary in fiscal 2003 to focus on its core category management business. In
order to diversify its revenue streams and broaden its customer base, the
company acquired privately held Crave Entertainment (a distributor of video
game hardware, software and accessories).
Handleman Company now operates in two business segments:
category management and distribution operations (93.5% of sales) and video game operations (6.5% of sales). As
a category manager, the Company manages a broad assortment of prerecorded music
titles to optimize sales and inventory productivity in leading retail stores in
the US, Canada and UK. HDL represents approximately 11% of all music sold in the
Music industry
a)
In the music industry,
mass merchant retailers continue to outperform the music industry and take
market share from chains and independent retailers. For example, in the US,
between the years 2000-2005, Mass merchants increased sales by 4.3% (from 240
to 250 million units), compared to Chains whose sales decreased by 39.2% (456
to 277 million units) and Independents whose sales decreased by 62% (123 to 47
million units). In
b)
Managing the music
selection at stores is complex. Over 44,000 new titles are released every year
and over 338,000 unique titles are sold. It takes over 40,000 unique titles to
maximize sales in the 3000 retail stores serviced by Handleman in the
c)
It thus makes sense
for a typical retailer to hand over the category management to HDL.
Video game hardware, software and
accessories
a)
The Console video game market generated $9.8 billion in 2004 ($6.2
billion from Software, $2.4 billion from Hardware and $1.2 billion from
accessories). It is projected to grow at 9.2% annually between 2005 and 2009
b)
The console video game industry is comprised of platforms from
three manufacturers: Sony, Microsoft, and Nintendo. Hardware introductions
typically run in a 7-10 year cycle.
c)
All three major hardware manufacturers are introducing enhanced
platforms (Xbox 360, PlayStation3 and Nintendo Revolution) During a platform
lifecycle, consoles are typically introduced at a high price point ($299-$399),
and then gradually lowered as the adoption rate grows. Software sales typically
lag the growth in hardware sales by a year. During the previous platform cycle,
software sales grew at approximately 11% annually
d)
Like music, console video game publishers are responsible for the
development and publication of content for specific hardware and distribution
oversight.
e)
However differences between the two segments lie in the way
console video game publishers sell software. Typically, software is sold
one-way, with markdown dollars allotted instead of store returns. In addition,
they often distribute lower-priced software through third parties.
In FY2006, HDL did $1.31 billion
in Sales, $225.5 million in Gross profit (margin of 17.2%) and Operating profit
of $15.45 million (margin of 1.2%). This compares to $1.26 billion in Sales,
$244 million in Gross profit (margin of 19.38%), and $50.8 million in Operating
income (margin of 4%) in FY2005. The stock price also has declined in recent
years to a price of $8.21. The challenges facing the company have been
a)
Softness in the
b)
Videogame sales are expected to be spurred by the next generation
of video game consoles by Sony and Nintendo during 2006. Each of these new
devices will offer enhanced graphics and playing features, thus stimulating
consumer demand for software. However, Sony Corporation announced that due to
production problems they will only have a limited number of PlayStation 3 units
available when the new game console launches in November. This has basically
put a lot of software purchasing decisions on hold and PS3 sales will not
contribute meaningful sales to software until 2007.
c)
Gross Margin
Compression – The Company’s gross margin
as a percentage of revenues has decreased because a large proportion of the
Company’s revenues come from the
d)
The Company’s revenues
were reduced by approximately $47 million due to the loss of 400 Kmart stores. Going
forward (ie effective Q1 2006), HDL would provide category management and
distribution to approximately 1,070 Kmart stores. In addition to this, Kmart
assumed responsibility for the performance of in-store merchandising in all of
its stores.
What
the Company is doing to tackle these issues :
a)
The company is
shareholder friendly. They are focused on reducing costs and generating free
cash flow. In addition, HDL is implementing a strategy of growth consisting of
initiatives to cross-sell
music and video game products to current customers (aka Crave acquisition) as
well as expand category management, logistics and in-store services.
b)
In June 2005, the
company acquired REPS LLC. REPS provides nationwide in-store merchandising for
home entertainment and consumer product brand owners at mass merchant,
warehouse club and specialty retailers. The in-store merchandising structure of
REPS is similar to the Company’s in-store merchandising structure, thus
providing the opportunity to consolidate certain functions and generate cost savings
and synergies.
c)
TESCO is the largest
retailer in the
d)
HDL will also provide category management, logistics
and in-store service to ASDA for greeting card distribution. Again, there is no
ownership of inventory. The Company is also providing these services to a
e)
HDL has initiated a
program to get $20 million in annual savings. Initiatives include the relocation of
Crave's distribution facilities into its existing facility at
f)
Playstation 3 delay: Most
of their Crave business is lower priced, or budget priced video games. Due to the delay in
PlayStation 3, if Sony takes the PlayStation 2 from $129 to $99, it will
basically open up a whole new segment of buyers. In addition there would be
demand for budget video games that go along with it, because these buyers are
not likely to buy a lot of high priced video games, if they are paying $99 for
the hardware. This also holds true for the PSP. If that comes down in price
then they could generate demand for the budget video game software. Thus, even
with the delay in Sony’s PS3, these factors will determine what will happen in
Crave.
g)
HDL authorized a 15% share
repurchase program in February 2005. During
fiscal 2006, the Company repurchased a total of 1,65 million shares at a total
cost of $21.9 million and an average purchase price of $13.31 per share. Shares
outstanding were 19,99 million as of April 29, 2006 compared to 21.45
million at April 30, 2005. As of April 29, 2006 the Company had
repurchased 2 million shares, or 63% of the authorized shares under the 15%
share repurchase program. This was the 6th repurchase authorization approved by the Board
since 1997. Over $220 million has been spent since 1997 to repurchase nearly 16
million shares.
Downside and potential for profit
-
a)
b)
Receivables are clean, collectable from some of the strongest
retailers in the world, so the only risk that you could ever have with
receivables is if someone wanted to settle those with excess product returns. You
would still get the product back. But from a pure collection standpoint, they
are clean and collectable.
c)
The inventory is carried at the lower of cost or market. The Company’s music suppliers offer return privileges for
excess inventory quantities, minus some return charges of
around a quarter a unit. So there would not be a substantial haircut if they
had to be liquidated. Video game hardware and
software are generally purchased as a one-way sale. The company stated in their
Q4 2006 conference call that inventory would be down if not for the Crave
acquisition. In other words, if we consider the excess ie $13 million as
non-music inventory, it works out to $0.65 book. This certainly will have some
value in a liquidation scenario. Nevertheless, giving it a 50% haircut and
subtracting from adjusted liquidation value gives us $8.395 which is above the
current stock price.
d)
In FY 2005, EBITDA was
$32 million. Once the $20 million cost reduction initiatives bear fruition,
EV/EBITDA (est.) would be 4.5. Since the Company is cash flow positive, it
could trade (at a minimum) at tangible book value or 20% above the current
stock price. If Crave starts ramping up, all that goodwill on the balance sheet
will be actually worth something. If it trades at book value, the upside then
is 75%.
e)
There is also
significant upside from potential new music releases from well known artists
like Justin
Timberlake, Beyonce and Janet Jackson
which may spur music sales. In any case, given current trends, some hits are
well overdue :o).
Risks :-
a)
Customer concentration
- . The Company’s two largest customers represented approximately 83% of
the sales during 2006 (74% Walmart and 9% K-mart). This is a risk and needs to
be watched carefully.
b)
Music artists continue releasing duds.
c)
Further delays in PS3
may impact sales in Crave. Also, the results of Crave in the holiday quarter
will depend upon how Sony prices PS2.
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