WWE News WWE Q2 RESULTS: Revenue & Profit/Loss Break Down for all business segments - TV, PPV, Network, Home Video, more
Jul 31, 2014 - 9:27:21 AM
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By James Caldwell, PWTorch assistant editor
WWE Revenue & Profit/Loss Break Down - Q2-2014
Media Division
- TV Rights Revenue: $43.8 million, up 13 percent from $38.7 million in Q2-2013, reflecting the addition of "Total Divas" Revenue, which did not premiere until Q3-2013.
TV Profit was $11.7 million, slightly up from $11.3 million in Q2-2013.
- WWE Network: $19.4 million in revenue (versus zero revenue in Q2-2013).
- PPV: $23.9 million in revenue (down 36 percent from $38.2 million in Q2-2013). No individual profit/loss was reported for the PPV segment, as it's now lumped in with Network business...
Combined PPV and Network Revenue was $43.3 million, as compared to individual PPV Revenue of $38.2 million in Q2-2013.
Network loss was $7.3 million in the current quarter, compared to a comparable Network/PPV profit of $8.2 million in Q2-2013.
- Home Entertainment: $5.4 million in revenue, down 24 percent from $7.1 million in the previous year quarter. Profit was $2.8 million, down slightly from $3.1 million.
WWE reported a 40 percent decline in units shipped during the quarter.
- Digital Media: $5.2 million in revenue, down 30 percent from $7.4 million. WWE reported a loss of $0.8 million, as compared to a profit of 1.1 million in Q2-2013.
WWE attributed the loss to "lower monetization of the Company's pay-per-view webcasts via WWE.com, as these events became available in the U.S. on WWE Network, as well as lower advertising across various platforms."
Live Events
- Live Events: $40.3 million in revenue, down 3.0 percent from $41.6 million in Q2-2013. Profit was $15.5 million, down 10 percent from $17.2 million.
WWE reported a decline in revenue "primarily due to the location of WrestleMania, and the staging of fewer events in North America. These factors were partially offset by the impact of higher average ticket prices in the Company's international markets."
Consumer Products Division
- Licensing Revenue: $5.5 million in revenue, down 18 percent from $6.7 million in Q2-2013. Profit was only $1.5 million, down 65 percent from $4.3 million in Q2-2013.
WWE attributed this to changes to the distribution of their franchise video game, "WWE2K," reporting the segment's results were "primarily driven by lower sales and effective pricing of our franchise video game."
- Venue Merchandise: $6.5 million in revenue, down slightly from $6.9 million. Profit was $2.6 million, essentially even with $2.7 million.
- WWEShop: $4.0 million in revenue, up 33 percent from $3.0 million in Q2-2013. Profit increased to $1.0 million from $0.4 million.
WWE reported that business was "driven by a 29 percent increase in the volume of online merchandise orders to more than 81,000 orders globally. Orders increased primarily due to mobile shop optimization and a new distribution model in the U.K. utilizing Amazon."
WWE Studios
- WWE Studios division: $1.7 million in revenue, down slightly from $2.1 million. Also, WWE reported a net loss of $0.2 million, improving slightly on a $0.4 net loss in Q2-2013.
Going forward, WWE reported that "recent movies, such as Scooby Doo! WrestleMania Mystery (direct-to-DVD), Oculus (theatrical), and Road to Paloma (direct-to-DVD) released in March, April, and July 2014, respectively, have shown performances that are in-line with expectations."
Corporate
- WWE reported "Corporate & Other" Revenue of $0.6 million, the same as Q2-2013. However, costs increased 8.4 percent to $41.4 million from $33.0 million.
WWE disclosed: "As defined, these expenses include corporate overhead and certain expenses related to sales, marketing, and talent development costs, which have not been allocated to specific segments.
The increase in Corporate and Other expense during the quarter was driven by a $2.5 million increase in professional fees, a $2.3 million increase in salary and benefit costs, and increased marketing expenses to support key content, and brand initiatives, including the expansion of the Company's international infrastructure, talent development, and brand marketing."
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