China's iDreamSky agrees PE-backed take-private
Chinese mobile game publisher iDreamSky Technology has agreed to be taken private by its chairman and a string of venture capital investors. The company listed on NASDAQ in August 2014.
The company has accepted an offer from Michael Chen, its chairman and CEO, of $14.00 per share for all outstanding American Depository Shares (ADS). The terms, which value the company at $609 million, are the same as those in Chen's initial bid, submitted in June of last year. It represented a slight deficit to the previous closing price, although the stock gained 25% in the days ahead of the announcement.
His bid is being supported by V Capital, Prometheus Capital, Legend Capital, We Capital, and StarVC, among others, according to a filing. The deal will be financed by a combination of rollover equity from existing investors, fresh equity from certain consortium members, and $161 million in debt financing arranged by Shanghai Pudong Development Bank.
Prometheus Capital is a PE fund set up by the son of Jianlin Wang, chairman of Wanda Group, while StarVC was founded by actor-turned-angel-investor Xiaoming Huang and fellow performers Bingbing Li and actor Quan Ren.
As of December 2014, Chen held a 22.1% stake in iDreamSky but his voting power was nearly twice that as a result of the dual-shareholding structure. Legend Capital and Redpoint Ventures had 15.5% and 12.6%, respectively, while Prometheus held a smaller stake.
The company received initial funding from Legend Holdings' Legend Star Incubator program in 2011. The following year, affiliates of Legend Star, plus Legend Capital and Redpoint, contributed $6.9 million in Series B funding. A Series C round worth around $9 million came the following year, provided by Legend Capital and Redpoint. The company raised $116 million in its IPO in August of 2014.
Shenzhen-based iDreamSky was founded in 2009, and claims to be the largest third-party mobile game publishing platform in China, based on the number of active users in 2014, with a market share of 26.5%. In the fourth quarter of last year, it had 110.6 million monthly active users. The company generated 113.5 million game downloads and activations in 2014, up 16.2% year-on-year.
Revenue came to RMB984.1 million ($158.5 million) last year, compared to RMB244.8 million in 2013. However, rising administrative and marketing costs saw the company slip from a RMB27.8 million net profit to a RMB16.7 million net loss.
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