PL
PLAYSTUDIOS Financial Model

Media/Gaming Startup Financials (Free Excel Download)

Free-to-play mobile casino/social gaming company with a proprietary loyalty rewards platform (playAWARDS) that lets players earn real-world prizes.

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About this model

PLAYSTUDIOS develops free-to-play social casino and mobile games including myVEGAS Slots, myKONAMI Slots, POP! Slots, myVEGAS Blackjack, Bingo, and Kingdom Boss. Its playAWARDS loyalty platform lets players redeem gameplay points for real-world rewards from hotel, dining, travel, entertainment, retail, and other partners.

Virtual-currency in-app purchases are the main revenue source, supported by advertising and direct player commerce. Loyalty-as-a-Service is a future licensing opportunity. The partner network includes 84 partners and 275 brands in 17 countries; reward redeemers show higher retention, engagement, and spending than non-redeemers.

The business reported 100 million-plus lifetime downloads, 4.2 million MAU, 56 daily session minutes, and $435.2 million of projected 2022 revenue with $89.9 million AEBITDA. The model should forecast installs, DAU, payer conversion, ARPDAU, rewards cost, user acquisition, and game-level operating leverage.

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Update a key driver and see the impact carry through the forecast, financing, and return outputs. We never use hardcoded numbers in formulas.

About PLAYSTUDIOS

Read the pitch deck
PLAYSTUDIOS pitch deck cover
View on makeslides.com
Total raised
$1.10B
Funding round
Public
Founded
2021
Category
Media/Gaming
Customer
B2C
Geography
Global - studios in Las Vega…

How to build a detailed financial model for PLAYSTUDIOS

A complete walkthrough of the business, drivers, and assumptions behind the downloadable PLAYSTUDIOS model - distilled from its pitch deck and publicly available information.

Product & value proposition

  • Core games: myVEGAS Slots, myKONAMI Slots, POP! Slots, myVEGAS Blackjack, myVEGAS Bingo (launched), Kingdom Boss (idle RPG, launched).
  • Loyalty platform: playAWARDS - players earn points through gameplay and redeem for real-world rewards (hotel stays, dining, concerts, cruises, retail). Integrated via myVIP in-game framework.
  • Partner network: 84 partners, 275 brands, across 4 continents, 17 countries. Includes hotels, airlines, theaters, cruises, restaurants, retail.
  • Differentiator: Loyalty mechanics demonstrably improve retention (10x lift), engagement (3x), and monetization (4x spending) for "Redeemers" vs. non-store viewers.
  • Platform components: In-game myVIP framework, VIP Player Portal, In-game Store SDK, Player Management Console, Partner Rewards Console, Concierge/Host Program, Game Developer Console.

Market

  • Total gaming TAM (2019): $152.1B, growing at 10% CAGR (2009–2019).
  • Mobile gaming TAM (2019): $68.5B, growing at 38% CAGR (2009–2019).
  • Gaming has eclipsed music ($21.5B), movies ($42.2B), and books ($113.9B) by market size.
  • Adjacent genre markets (App Annie, 2020 worldwide):
  • Casino: $5.5B
  • Brain & Puzzle: $8.3B
  • Adventure & Sim: $12.4B
  • Arcade & Action: $15.0B
  • RPG & Strategy: $30.3B
  • Bingo category YoY growth: 51%; 2020 downloads: 51M.
  • RPG/Squad category: $5.2B market, YoY growth 47%, 2020 downloads 272M.

Revenue model

  • Primary revenue: In-app purchases of virtual currency (chips/coins) within social casino games. Players are not gambling for real money - games are free-to-play.
  • Secondary revenue (growing): Ad monetization and Player Commerce (direct purchase website).
  • Future revenue stream: Loyalty-as-a-Service (LaaS) - licensing the playAWARDS platform to third-party game developers.
  • Acquisition channels: Cross-promotion across owned game portfolio (organic), partner promotions, paid UA.
  • Pricing: Not explicitly stated (virtual currency bundles typical for genre); ARPDAU figures: Bingo targeted at $0.40 ARPDAU, Kingdom Boss at $0.50 ARPDAU.
  • Cost structure: Cost of Sales (~30–34% of revenue), User Acquisition (19–29% of revenue), All Other Expenses (26–36% of revenue).

Traction & metrics

  • 2022E Revenue: $435M
  • 2022E AEBITDA: $90M (exact: $89.9M)
  • 2019–2022E AEBITDA CAGR: 46%
  • Lifetime downloads: 100M+
  • MAU: 4.2M
  • Session minutes per day: 56
  • Sessions per day: 2.4
  • Reward Purchasers: 1.9M
  • Rewards Purchased (cumulative): 11M+
  • Cumulative retail value of rewards purchased: ~$500M
  • Audience: 55% female / 45% male; average age 42; average income $80K
  • Full financials table:

| Year | Revenue | YoY% | CoS | CoS% | UA | UA% | Other Exp | Other% | AEBITDA | Margin% | | ----- | -------- | ------ | ---- | ----- | --- | ---- | ---------- | ------- | -------- | -------- | | 2017A | $161.8M | - | $53.4M | 33.0% | $46.2M | 28.5% | $48.9M | 30.2% | $13.3M | 8.2% | | 2018A | $195.5M | 20.8% | $66.8M | 34.2% | $48.3M | 24.7% | $64.0M | 32.7% | $16.5M | 8.4% | | 2019A | $239.4M | 22.5% | $80.3M | 33.5% | $53.8M | 22.5% | $76.8M | 32.1% | $28.5M | 11.9% | | 2020E | $269.8M | 12.7% | $91.2M | 33.8% | $50.1M | 18.6% | $96.0M | 35.6% | $32.4M | 12.0% | | 2021E | $328.0M | 21.6% | $102.2M | 31.2% | $94.3M | 28.7% | $109.7M | 33.5% | $21.8M | 6.7% | | 2022E | $435.2M | 32.7% | $128.4M | 29.5% | $103.4M | 23.8% | $113.5M | 26.1% | $89.9M | 20.7% |

  • Revenue CAGR 2020–2022E: 27% (vs. gaming peers avg 16%)
  • AEBITDA CAGR 2020–2022E: 67% (vs. gaming peers avg 19%)
  • 2017–2019 revenue CAGR (organic, all organic): 22%
  • ARPDAU (as of Q3 2020): $0.54
  • Daily player conversion: 2.4%
  • Daily Active Monetizers: 14K (2017), 33K (2019)
  • Studios: 6; Employees: 385 "Playmakers"
  • Each internally developed/launched game achieved 150,000+ sustained DAU within 3 weeks of cross-promotion.

Unit economics

  • AEBITDA margin: 8.2% (2017A) → 12.0% (2020E) → 20.7% (2022E) → 30% (2025E forecast)
  • Loyalty program impact on unit economics:
  • 10x retention lift (Redeemers vs. No-Store Viewers)
  • 3x engagement lift
  • 4x spending lift
  • Margin bridge CY20→CY22: +2.6% Core Bus OpEx, +1.8% E-Commerce, +2.6% Ad Mon, -1.5% Corp Expenses, -3.2% New Games Post-Launch → CY22 Margin 20.7%
  • CY22→CY23 margin expansion: +2.0–2.5% UA Efficiency, +2.5–3.0% OpEx Efficiency → CY23 margin 25–26%
  • UA spend as % of revenue: 28.5% (2017) → 18.6% (2020E) → 23.8% (2022E, elevated due to new game launches)
  • CAC: Not explicitly stated. Organic cross-promotion is primary UA mechanism.
  • ARPDAU: $0.54 (company) vs. $0.61 (Playtika)

Competition / moat

  • Competitive set: Playtika, DoubleDown Interactive, Aristocrat Digital, SciPlay, Zynga, Glu.
  • Playtika 2019A Revenue: $1,888M (vs. PLAYSTUDIOS $239M - significant scale gap).
  • Bingo competitors (DAU / Rev): BingoBlitz ~$417M, ~$57M player, ~$46M player, ~$42M player.
  • RPG competitor AFK Arena: 1.4M DAU, $757M revenue.
  • Moats:
  • Proprietary playAWARDS platform - described as "the game industry's only full-featured loyalty platform."
  • Partner network (84 partners, 275 brands) - difficult to replicate quickly.
  • Cross-promotional player network: organic seeding of new games to existing 4.2M MAU base.
  • Real-world rewards create switching costs and differentiated value proposition.
  • Award-winning track record: multiple EGR/EKG awards.
  • Valuation vs. peers (EV $1,102M): EV/2022E Revenue 2.5x vs. gaming peers avg 5.8x; EV/2022E AEBITDA 12.3x vs. Playtika 16.7x/Zynga 16.4x.

Team & funding ask / use of funds

  • Team: Founder-led; Andrew Pascal (Founder, Chairman & CEO) - prior Wynn Resorts, WagerWorks, Silicon Gaming. Voting shares granted (20 votes per share).
  • CFO: Scott Peterson (prior Wynn Resorts, Mirage Resorts, Coopers & Lybrand).
  • Other founders: Paul Mathews (EVP), Katie Bolich (EVP Product), Yonatan Maor (PS Israel CEO), Yossi Sadoun (PS Israel CPO), John Lin (PS Asia GM).
  • Transaction structure (SPAC):
  • SPAC: Acies Acquisition Corp., $215M cash in trust
  • Equity valuation of PLAYSTUDIOS: $1.041B
  • PIPE: $250M at $10/share (investors: BlackRock, ClearBridge, Neuberger Berman, MGM Resorts)
  • Sources: ACAC trust $215M + PIPE $250M + Company Rollover $891M + Company Cash $33M = $1,389M
  • Uses: Equity consideration $891M + Cash to company stockholders $150M + Cash to balance sheet $291M + Transaction expenses $58M = $1,389M
  • Post-close cash: ~$290M
  • Post-transaction ownership: 64% Company Rollover, 18% PIPE, 15% Acies Stockholders, 3% Acies Sponsor
  • 12-month lockup on existing PLAYSTUDIOS + Acies Sponsor shares
  • Use of funds: Balance sheet cash (~$291M) to "accelerate growth" - M&A, new game genres, player network expansion, LaaS buildout.

Recommended financial model

  • Archetype + why: SPAC/de-SPAC model (not a standalone operating forecast). This is a business combination between PLAYSTUDIOS and Acies Acquisition Corp. The deck is an investor presentation for the proposed merger. The appropriate model has two components:
  1. Operating forecast model - the company provides 2017A–2022E P&L with explicit line items; an operating model extending through 2025E is appropriate to test the 30% AEBITDA margin target.
  2. SPAC transaction/pro forma model - sources & uses, post-close cap table, share count build (including earnout shares, warrants, options), and pro forma EV/AEBITDA bridge.
  • Forecast horizon & granularity:
  • Historical: 2017A–2019A (annual)
  • Near-term forecast: 2020E–2022E (annual; matches deck)
  • Long-range: 2023E–2025E (annual; needed to show 30% margin path)
  • No monthly/quarterly granularity provided or needed for this model.
  • Key drivers & assumptions:
DriverValueSource
2020E Revenue$269.8M-
2021E Revenue$328.0M-
2022E Revenue$435.2M-
2022E Revenue YoY growth32.7%-
Revenue growth 2023E–2025E~15–20% decliningBased on genre maturity and comp trajectory after new game launch spike
CoS % of Revenue (2022E)29.5%-
CoS % of Revenue (2023E+)~28–29%Slight improvement from scale, consistent with management's margin bridge
UA % of Revenue (2022E)23.8%-
UA % of Revenue (2023E+)~21–22%+2.0–2.5% efficiency per slide 40 margin bridge
Other OpEx % of Revenue (2022E)26.1%-
Other OpEx % of Revenue (2023E+)~23–24%+2.5–3.0% efficiency per slide 40
AEBITDA margin 2022E20.7%-
AEBITDA margin 2023E25–26%-
AEBITDA margin 2025E30%-
Revenue waterfall 2020→2022: Loyalty Lift / Market Growth+$45M-
Revenue waterfall 2020→2022: Bingo (300K DAU, $0.40 ARPDAU)+$45M-
Revenue waterfall 2020→2022: Kingdom Boss (275K DAU, $0.50 ARPDAU)+$60M-
Revenue waterfall 2020→2022: Other (Ad Mon, Player Commerce)+$15M-
AEBITDA bridge 2020E→2022E: Core Games uplift+$22M-
AEBITDA bridge: Ad Monetization+$12M-
AEBITDA bridge: Bingo & Kingdom Boss+$19M-
AEBITDA bridge: Public Company Costs$7M-
2020E AEBITDA normalized (pre new-game dev costs)~$44M-
Post-close cash on balance sheet~$291M-
Transaction equity value$1.041B-
Implied EV$1,102M-
PIPE raise$250M at $10/share-
Transaction expenses$58M-
Earnout shares threshold 1$12.50 for 20/30 days-
Earnout shares threshold 2$15.00 for 20/30 days-
Earnout shares (incremental)15M to company shareholders + 900K to sponsor-
Peer EV/2022E Revenue (gaming avg)5.8x-
Peer EV/2022E AEBITDA (Playtika)16.7x-
PLAYSTUDIOS EV/2022E AEBITDA12.3x-
  • Scenarios (Base / Bull / Bear - which variables flex):
  • Base: Deck projections - 2022E $435M revenue, $90M AEBITDA (20.7% margin). New games (Bingo + Kingdom Boss) hit DAU targets; margin expands to 30% by 2025.
  • Bull: M&A adds $50–100M incremental revenue post-2022; LaaS platform launched and gains external developers; loyalty network exceeds 100 partners. Revenue CAGR sustains >20% to 2025.
  • Bear: New games (Bingo, Kingdom Boss) underperform DAU/ARPDAU targets; UA spend elevated longer than forecast; margin stays sub-15% through 2023; M&A delayed. Revenue growth slows to high single digits.
  • Flex variables: DAU per new game title, ARPDAU per title, UA % of revenue, new game development spend timing, M&A contribution, LaaS revenue ramp, public company cost burden.
  • Required sheets / outputs:
  1. Transaction Summary - sources & uses, pro forma ownership cap table, share count build (base + earnout + warrants + options), implied EV at various share prices.
  2. P&L Forecast - annual 2017A–2025E: Revenue, CoS, UA, Other OpEx, AEBITDA, AEBITDA margin. Match deck line-item structure exactly.
  3. Revenue Bridge / Waterfall - 2020E→2022E waterfall by growth driver (Loyalty Lift, Bingo, Kingdom Boss, Other).
  4. AEBITDA Bridge - 2020E→2022E waterfall by driver (Core Games, Ad Mon, Bingo+Kingdom Boss, Public Co Costs).
  5. Margin Walk - CY20→CY22→CY23→CY25 margin expansion waterfall.
  6. Comps / Valuation - EV/Revenue and EV/AEBITDA multiples vs. Playtika, Zynga, SciPlay, Glu, Gaming Peers Avg. at various EV scenarios.
  7. Assumptions - clearly tagged vs. per driver.

Frequently asked

Is the PLAYSTUDIOS financial model free?+

Yes. The PLAYSTUDIOS model is a free Excel (.xlsx) download with live formulas. Sign up with your email and the workbook is yours to keep, review, and edit.

What's included in the model?+

A 5-year monthly forecast with P&L, cash flow and runway, valuation (exit multiple plus a DCF cross-check), MOIC/IRR returns, and unit economics, with live formulas throughout.

How was this model built?+

It was built from PLAYSTUDIOS's pitch deck and publicly available information, then structured to investment-banking standards as a fully editable Excel model.

Can I change the assumptions?+

Yes. You can change assumptions and the live formulas will recalculate in the downloadable Excel model.

Have more financial modelling questions? Contact us

Alex Tapio, ex-Deloitte financial modelling expert

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