Tag Archives: Leisure/Travel Goods

Peloton CEO John Foley to Step Down, Firm to Cut 2,800 Jobs

Peloton Interactive Inc.

PTON 20.93%

plans to replace its chief executive, cut costs and overhaul its board after a slowdown in demand caused the once-hot bike maker’s value to plummet.

Peloton co-founder

John Foley,

who has led the company for its entire 10-year existence, is stepping down as CEO and will become executive chairman, the company told The Wall Street Journal.

Barry McCarthy,

the former chief financial officer of

Spotify Technology SA

and

Netflix Inc.,

will become CEO and president and join Peloton’s board.

The New York company will also cut roughly 2,800 jobs, affecting 20% of its corporate positions, to help cope with the drop-off in demand and widening losses. The cuts won’t affect Peloton’s instructor roster or content.

A little over two weeks ago, activist investor Blackwells Capital LLC called for Peloton to fire Mr. Foley and explore a sale of the company, which the Journal has reported is attracting potential suitors including Amazon.com Inc.

Blackwells reiterated its call Tuesday, saying Mr. Foley should leave the company entirely rather than become executive chairman. The company also released a 65-page presentation in which it estimated a sale could value Peloton above $65 a share. Peloton shares closed Monday at $29.75.

“We are open to exploring any opportunity that could create value for Peloton shareholders,” Mr. Foley said in an interview prior to Blackwells’s Tuesday release. Mr. Foley, a former Barnes & Noble Inc. executive who co-founded Peloton 10 years ago last month, declined to comment further.

The naming of a new CEO could indicate that Peloton sees an independent future for itself, or at least doesn’t want to sell at the current depressed share price. Any deal would likely require Mr. Foley’s support, as he and other insiders have shares that gave them control of over 80% of Peloton’s voting power as of Sept. 30, according to a securities filing.

Former Spotify CFO Barry McCarthy said his strength is a deep understanding of content-driven subscription models.



Photo:

Michael Nagle/Bloomberg News

Once a pandemic darling as homebound customers ordered its exercise equipment and streamed its virtual classes and its valuation soared, Peloton’s fortunes have recently sagged, with its stock until recently trading below its September 2019 IPO price of $29 a share as lockdowns ease and gyms start to fill up again.

The company’s shares fell 2% in early Tuesday trading. The company confirmed news of the leadership changes and reported a second-quarter net loss of $439 million. Peloton also lowered its revenue forecast for its full fiscal year to a range of $3.7 billion to $3.8 billion, down from its prior range of $4.4 billion to $4.5 billion.

The company’s value has fallen from a high of around $50 billion roughly a year ago to around $8 billion last week, before its shares rose 21% Monday on news of potential suitors.

Peloton has said it was planning cost cuts and reviewing the size of its workforce and production levels. Investors have been awaiting details of its plans.

Messrs. Foley and McCarthy said that the company had long been planning to hire a new CEO and that Mr. McCarthy entered the picture in the past few weeks.

“I have always thought there has to be a better CEO for Peloton than me,” said Mr. Foley, 51. “Barry is more perfectly suited than anybody I could’ve imagined.”

Mr. McCarthy, who is in his late 60s and plans to move from California to New York, said his strength is a deep understanding of content-driven subscription models, while Mr. Foley’s is in product development and marketing.

“Together we can make a complete grown-up and build a really remarkable business,” Mr. McCarthy said. He has consulted for Peloton investor Technology Crossover Ventures, sits on the boards of Instacart Inc. and Spotify, and was CFO of the music-streaming service until early 2020.

Peloton is making other personnel changes:

William Lynch,

the company’s president, will step down from his executive role but remain on the board;

Erik Blachford,

a director since 2015, will leave the board; and two new directors will be added.

The new directors are

Angel Mendez,

who runs a private artificial-intelligence company focused on supply-chain management, and

Jonathan Mildenhall,

the former chief marketing officer of

Airbnb Inc.

and co-founder of branding company TwentyFirstCenturyBrand.

Peloton said it expects to cut roughly $800 million in annual costs and reduce capital expenditures by roughly $150 million this year. The company will wind down the development of its Peloton Output Park, the $400 million factory that it said in May it was building in Ohio, and reduce its delivery teams as well as the amount of warehouse space it owns and operates.

“Where the company got over its skis is it built out a cost structure as if Covid was the new normal,” Mr. McCarthy said.

Mr. Foley has said the company is acting to improve its profitability and would share details with earnings. The company reported preliminary second-quarter revenue of $1.14 billion and said it ended the period with 2.77 million subscribers.

Peloton’s Pandemic Rise and Fall

Write to Cara Lombardo at cara.lombardo@wsj.com

Copyright ©2022 Dow Jones & Company, Inc. All Rights Reserved. 87990cbe856818d5eddac44c7b1cdeb8

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Mattel Wins Disney Princess Toy Deal, Joining Elsa of ‘Frozen’ With Barbie

Cinderella, Elsa and their friends are moving back in with Barbie.

Mattel Inc.

MAT 9.05%

has won the license to produce toys based on

Walt Disney Co.

DIS 0.59%

’s princess lineup and from the recent blockbuster “Frozen” franchise, wresting the properties back from its rival

Hasbro Inc.,

HAS -2.23%

according to Mattel executives.

The deal reunites the characters with their previous home. Mattel lost the license to Hasbro in 2016, a financial and symbolic setback that precipitated a period of four chief executive officers at Mattel and compounding challenges as they tried to fill the $440 million hole from losing the business.

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Much has changed since then. Mattel CEO

Ynon Kreiz,

who joined in 2018, has stabilized operations with over $1 billion in cost cuts, overhauled leadership, revived key brands such as Barbie and rebuilt relationships with Hollywood studios. Since the day the Disney properties walked away, Mattel executives vowed to win them back.

“It was an important priority, and it’s something we worked hard to win,” Mr. Kreiz said. Mattel showed it could manage evergreen brands that aren’t dependent on big movies, he said.

Mattel will start selling new Disney toys in 2023, and the business will be managed by the same group that has overseen Barbie’s comeback. Financial terms of the deal weren’t disclosed.

For Hasbro, the change comes as the maker of Nerf guns and Monopoly games is making the transition to a new CEO following the death of its longtime leader,

Brian Goldner,

last year. Under his watch, Hasbro surpassed Mattel in annual sales and made an unsuccessful approach to take over its rival.

Hasbro declined to comment on losing the Disney princess and “Frozen” line but said it renewed its Star Wars license recently and will soon start making Indiana Jones toys too. Both are properties of Lucasfilm, which is owned by Disney.

Hasbro’s products inspired by Disney movies included a princess pop-up play set.



Photo:

Charles Sykes/Invision/Hasbro/Associated Press

Shares of Mattel jumped about 8% in early morning trading, after The Wall Street Journal reported on the deal. Shares of Hasbro slipped about 2.5%.

Mattel’s loss of the Disney license originally represented a high-profile fracturing of a relationship between one of the largest toy manufacturers and one of the most powerful companies in entertainment. It was a rare dust-up between companies whose founders worked together since the 1950s, when Mattel advertised toys during the “Mickey Mouse Club” show.

In the early 2010s, Barbie was floundering, with sales dropping for several years. Mattel devoted more resources to shoring up its marquee property. Disney’s princess dolls, meanwhile, were managed by a separate team in a competing unit.

Then, in 2013, Mattel came up with a toy line called Ever After High, which featured dolls based on the children of classic fairy tale characters, including Cinderella, Sleeping Beauty and Snow White. That flew too close to the Disney princess orbit. The following year Disney notified Mattel that it was going to Hasbro. (Mattel no longer sells the Ever After High toys.)

“Losing the franchise was not only a financial challenge for us but a really emotional one,” said Mattel President and Chief Operating Officer

Richard Dickson,

who rejoined Mattel for a second stint months before Disney made its decision. “It was a wake-up call for Mattel.”

The fallout started soon after. In early 2015, Mattel fired CEO

Bryan Stockton.

His successor,

Chris Sinclair,

focused on plugging revenue lost from the license with a range of items without staying power, which added complexity and extra costs to operations. Another CEO, former Google executive

Margo Georgiadis,

lasted about a year before leaving.

Mr. Kreiz has brought stability to the top job at Mattel. The former television executive cut one-third of jobs and closed several factories to stem ongoing losses. He helped patch up Mattel’s fractured relationships with retailers and Hollywood studios. Key brands such as Barbie and Hot Wheels responded to new marketing and items. Fisher-Price has stabilized, too.

Though sales are still below their peak of $6.5 billion in 2013, Mattel is on pace for more than $5.3 billion in revenue for 2021, according to analysts, up more than 15% from 2020. Projections for net income of $789 million are the highest since 2013. Analysts expect Hasbro to bring in more than $6 billion in 2021 sales, according to FactSet estimates.

A bit of corporate restructuring allowed Mattel to present a stronger case to Disney that the properties would get appropriate attention, Mr. Kreiz said. Instead of organizing its business around boys, girls and infant products, Mattel is now structured around categories such as dolls, vehicles and action figures. The Disney characters will slide into the doll division and be managed by the same group that has overseen Barbie’s comeback.

Barbie has a more open-ended play pattern than the Disney characters, whose stories are imprinted on film and in books. “Side by side, we know that we can exponentially create more value, more play and more business by complementing the narrative rather than competing with it,” Mr. Dickson said.

The transition raises some questions for Hasbro, which aimed to use the Disney princess and Frozen license to build up its catalog of toys geared toward girls. But the property faltered a bit under its new owner, people in the toy industry said.

Jim Silver, CEO of TTPM, an online toy-review site, estimates that the Disney property is about half as big as it was when it left Mattel, in part because of a lack of new content to boost consumer interest in the characters. The Disney deal didn’t reach the levels Hasbro was hoping to achieve, he said.

Mr. Silver said Hasbro has other toys for girls on the upswing, including My Little Pony toys boosted by a recent Netflix movie, so the shift of the Disney license might not be as dramatic as it was when Mattel lost it. “I think Mattel will do very well with it, and for Hasbro, I don’t think the economics made sense,” he said.

UBS analyst Arpiné Kocharyan estimates the Disney princess and Frozen license could bring in about $300 million in a nonmovie year. Even after paying royalties to Disney, it could still produce a higher profit margin for Mattel than it did at Hasbro, she said, because Mattel owns much of its doll manufacturing, making it more economical to produce incremental units.

Ms. Kocharyan said Hasbro’s addition of the Indiana Jones license, with a feature film due in 2023, could offset more than half of the lost revenue. Hasbro also has the Disney license for Marvel characters.

Write to Paul Ziobro at Paul.Ziobro@wsj.com

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Microsoft’s Activision Blizzard Deal to Power Its Netflix-of-Gaming Aspirations

Microsoft Corp.’s

MSFT 1.96%

acquisition of

Activision Blizzard Inc.

ATVI -0.27%

aims to shake up the game industry by expanding the software giant’s library of blockbuster videogames and bolstering its efforts to entice consumers to its cloud-gaming service.

The planned $75 billion deal would be Microsoft’s biggest ever and its most ambitious investment yet in its plan to turn its Game Pass subscription service into the

Netflix

of gaming. Once the acquisition closes, Microsoft said it would be the world’s third-largest game company by sales, with 30 game studios under its belt, including the developers of popular franchises Call of Duty, World of Warcraft and Candy Crush.

Around a decade ago, Microsoft shifted to bringing its corporate clients to subscription-based cloud services. The move has helped lift its market value to $2 trillion and maintain its status as one of the world’s top tech companies. The Activision acquisition positions Microsoft to use the same tactic on consumers by persuading gamers to abandon their expensive hardware and play on the cloud.

“Together with Activision Blizzard, we have an incredible opportunity to invest and innovate, to create the best content, community and cloud for gamers to build substantial new value for our shareholders,” said Microsoft Chief Executive

Satya Nadella

on an investor and media call Tuesday.

With more gamers playing on smartphones rather than pricey game consoles and computers, companies around the world are racing to develop services for streaming high-end games to all kinds of devices the same way movies and TV shows are streamed.

Amazon.com Inc.,

Alphabet Inc.’s

Google,

Sony Group Corp.

and a host of smaller players are trying, but Microsoft has taken a large early lead in the emerging cloud-game space by spending billions of dollars on acquisitions and infrastructure, analysts said.

“Microsoft has big aspirations in gaming,” said

Mark Moerdler,

a Bernstein Research analyst. “Microsoft has been buying a number of studios because of what they’re trying to build with Game Pass and subscription gaming.”

If the company can convert some of Activision’s nearly 400 million monthly active users into subscribers, it could significantly bolster its cloud-game business, Mr. Moerdler said.

Subscribers to Microsoft’s Game Pass have increased 39% in the past year to 25 million, the company said. A billboard in New York pitching Activision’s ’Call of Duty: Vanguard.’



Photo:

Richard B. Levine/Zuma Press

Cloud gaming is an emerging technology that allows people to stream games using nearly any internet-connected device with a screen, much as they stream videos on Netflix, Hulu and other platforms. Streaming games is more challenging, though, because games are interactive and require a lot more data to run smoothly. While Netflix moved into mobile games last year, it has so far offered only a handful of games that subscribers must download to an Android or iOS device—not games that can be streamed via the cloud.

Consumer spending on cloud-game services reached $3.7 billion last year, with Microsoft’s Game Pass accounting for 60%, according to research firm Omdia, which forecasts total cloud-game revenue will hit $12 billion by 2026.

Along with announcing its planned acquisition, Microsoft said Tuesday that subscribers to Game Pass—which includes cloud gaming, online multiplayer support and access to a large, rotating library of games—have increased 39% in the past year to 25 million.

Mr. Nadella said Microsoft plans to bring as many Activision games as it can to Game Pass. As it has done with games from developers it has acquired previously, Microsoft could make future games from Activision exclusive on Game Pass and Xbox consoles, analysts said.

“We do think our investment in cloud creates a unique capability for triple-A content to reach any screen on any device,” Microsoft game chief

Phil Spencer

said after the Activision deal was announced.

Growing its cloud-game business will help Microsoft diversify further into consumer-facing businesses. That could narrow the leads Sony’s PlayStation has on Microsoft in game hardware and Amazon’s in cloud services. Mr. Nadella’s broader strategy for Microsoft puts cloud computing at the center of a collection of disparate businesses, from corporate software and enterprise data storage to social media and digital advertising.

Microsoft’s commitments to gaming and the cloud have been years in the making. Since taking over in 2014, Mr. Nadella has leaned heavily on offering the company’s enterprise customers cloud-computing services to power their businesses. This strategy has been the primary driver behind Microsoft’s ascent to become the world’s second-most-valuable company behind

Apple Inc.,

with a market valuation of nearly $2.3 trillion.

Ms. Wu, a target of the GamerGate scandal, says Activision Blizzard’s CEO led a culture of non-accountability, during an interview at WSJ’s Women In: The Tech Industry event.

For years, gaming took a back seat at Microsoft, where consumer-facing businesses got less attention, former and current employees said. The Xbox team was slotted under the Windows operating system and didn’t directly report to the CEO, as Mr. Nadella focused on selling the Office 365 business-software suite and developing the cloud-computing business. The Xbox group struggled to find its place in this structure, the employees said, as the unit was always competing with Windows priorities for investments, typically without success, they said.

“Under Windows, we had to make trade-offs between investing in big gaming initiatives and features for Windows enterprise customers,” said

Richard Irving,

who spent 12 years working on Xbox before leaving Microsoft in 2016. “That was the challenge of being in the Windows division.”

A Microsoft spokesman declined to comment on the company’s previous management of its game business.

A few years ago, Microsoft decided to become more aggressive about expanding its cloud usage to gaming, its main touch point with consumers. Internally, there has been concern that Microsoft is too dependent on enterprise for growth, said people familiar with company strategy. The decision to do more in gaming came after Microsoft looked at the possibility of buying consumer-facing businesses including TikTok,

Pinterest

and Discord, the people said.

It started snapping up game makers, spending more than $10 billion to buy game studios and build a vast library. The company has added popular titles such as the Doom franchise, acquired last year.

Microsoft isn’t alone. The global videogame industry has been riding a wave of consolidation and investing in recent years. Spending on mergers and acquisitions nearly tripled to $26.2 billion in 2021 from $8.9 billion in 2020, data from PitchBook show. And venture-capital deals nearly doubled to a record $11.2 billion from $6.4 billion, according to the private-market-data firm.

Write to Aaron Tilley at aaron.tilley@wsj.com and Sarah E. Needleman at sarah.needleman@wsj.com

Copyright ©2022 Dow Jones & Company, Inc. All Rights Reserved. 87990cbe856818d5eddac44c7b1cdeb8

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Microsoft to Buy Activision Blizzard in All-Cash Deal Valued at $75 Billion

The deal, if completed, would sharply expand Microsoft’s already sizable videogame operation, adding a stable of popular game franchises including Call of Duty, World of Warcraft and Candy Crush to Microsoft’s Xbox console business and its own games like Minecraft and Doom. Microsoft said the transaction would make it the world’s third-largest gaming company by revenue, behind China’s

Tencent Holdings Ltd.

and Japan’s

Sony Group Corp.

The deal is valued at $68.7 billion after adjusting for Activision’s net cash, Microsoft said.

An acquisition also would mark the latest and biggest move by Microsoft Chief Executive Officer

Satya Nadella

to reshape Microsoft through a string of deals that have helped make the world’s second-highest-valued company a powerhouse in business computing and a rising giant in videogames.

The deal entails significant complications, too. Shares in Activision had been down nearly 30% since California regulators filed a lawsuit against the company in July alleging sexual harassment and gender-pay disparity among the company’s roughly 10,000 employees.

Activision shares, which jumped in premarket trading Tuesday after The Wall Street Journal reported the company was close to a deal with Microsoft, ended the day at $82.31, gaining 26%. Microsoft shares fell 2.4% Tuesday to $302.65 amid a broader market selloff.

Bobby Kotick,

Activision’s longtime CEO, is expected to leave after the deal closes, according to people familiar with those plans. Microsoft had said in its announcement Tuesday that Mr. Kotick “will continue to serve as CEO of Activision Blizzard,” and that after the deal closes “the Activision Blizzard business will report to Microsoft gaming chief

Phil Spencer.

” But the companies have agreed that he will depart once the deal closes, the people said.

In an interview Tuesday, Mr. Kotick didn’t specifically address his status after the deal closes, but said he has told Microsoft he will “always be available to ensure that we are going to have the very best integration.”

Activision Blizzard has been under intense pressure from shareholders, business partners, and others over workplace-misconduct allegations.



Photo:

Bing Guan/Bloomberg News

Since the California lawsuit, Activision, Mr. Kotick, and its board of directors have been under intense pressure from shareholders, business partners, and others over the misconduct allegations. Following a Wall Street Journal investigative article in November about Activision’s handling of workplace issues, nearly a fifth of Activision’s employees signed a petition calling for Mr. Kotick to resign, and Mr. Spencer told Microsoft employees the company was evaluating its relationship with Activision.

Microsoft approached Activision about a deal in November, after the Journal’s article, people familiar with the matter said. A Microsoft spokesman declined to comment on the timing of the acquisition. An Activision spokesperson didn’t immediately respond to a request for comment.

Activision has announced a number of changes in recent months that Mr. Kotick has said are intended to make it a welcoming and inclusive workplace, including a zero-tolerance harassment policy and an end to mandatory arbitration for harassment and discrimination claims.

Ms. Wu, a target of the GamerGate scandal, says Activision Blizzard’s CEO led a culture of non-accountability, during an interview at WSJ’s Women In: The Tech Industry event.

On Monday, the Journal reported that Activision had pushed out or disciplined more than 80 employees since July as part of efforts to address harassment and other misconduct allegations.

“We see the progress that they’re making that was pretty fundamental to us deciding to go forward here,” Mr. Spencer said about Activision’s plans to address workplace issues.

The deal follows a boom in the videogame business during the pandemic. It also comes as Microsoft and other technology giants are jockeying for position amid major changes in the sector, including a shift toward cloud-based gaming and the rise of a virtual world known as the metaverse where people can play, work and shop across different platforms using digital avatars.

Mr. Nadella’s Microsoft has shown an enormous appetite for acquisitions—but Activision is more than twice the size of its previous biggest deal. In that earlier purchase, Microsoft paid more than $26 billion for professional social network LinkedIn Corp. in 2016, pushing Microsoft into social media.

Last year, Microsoft made what was then its second-largest acquisition, shelling out $16 billion for artificial intelligence company

Nuance Communications Inc.

to help accelerate growth in the healthcare market.

In making these giant acquisitions, Microsoft has been successful largely because it keeps its hands off new entities and provides support in additional funding and technology like Microsoft’s Azure cloud, said analysts. In July, Microsoft said that LinkedIn for the first time surpassed $10 billion in annual revenue.

Microsoft has stumbled in some of its deal efforts, noticeable in the defeat in 2020 of its attempt at buying parts of short-video app TikTok from Chinese parent company ByteDance Ltd. At the time, TikTok faced a threatened ban in the U.S. by then-President

Donald Trump

over national-security concerns.

Microsoft also engaged in unsuccessful talks to buy social networking company

Pinterest

and chat startup Discord Inc.

After those deals fizzled, Microsoft decided to double down on investments into its gaming ambitions, one person familiar with Microsoft’s strategy said.

Since taking over as CEO in 2014, Mr. Nadella has spent more than $10 billion to buy more than a dozen game studios, including the companies responsible for the Doom franchise and Minecraft.

In October, at the Journal’s WSJ Tech Live conference, Mr. Spencer, the Microsoft gaming chief, said the company wasn’t slowing down on its gaming acquisition spree. “We’re always out there looking for people who we think would be a good match and teams that would be a good match with our strategy, so we’re definitely not done,” Mr. Spencer said.

Microsoft’s gaming strategy increasingly is focused on growing its subscription business, called Game Pass, which for a monthly fee lets gamers have access to a catalog of games. In the past, Mr. Nadella has likened the Game Pass strategy to the “

Netflix

for games.” Microsoft announced early last year that Game Pass had 18 million subscribers. With the Activision announcement on Tuesday, Microsoft said it now has 25 million subscribers.

Microsoft on Tuesday said the deal would bolster its Game Pass portfolio, with plans to bring Activision games into the subscription service. With Activision, Microsoft said it would have 30 internal game development studies. The transaction has been approved by the boards of both companies, Microsoft said, and is expected to close by July 2023.

Buying Activision would increase Microsoft’s videogame revenue by about half. Analysts estimate that Activision’s sales in 2021 totaled $8.7 billion, according to FactSet, while Microsoft reported $15.4 billion in gaming revenue for the fiscal year through June, accounting for about 9% of its total.

Activision’s stock had been rising, amid the videogame industry’s pandemic surge, until the July lawsuit by the California Department of Fair Employment and Housing, which alleged gender pay disparity and sexual harassment at the company. Activision has disputed the department’s allegations.

The company also has been under investigation by the Securities and Exchange Commission, the Journal reported in September, with a specific focus on Mr. Kotick, who was separately subpoenaed along with other senior executives. Activision has said it is cooperating with the SEC.

Activision also said in September it had agreed to settle a two-year-long probe of sexual harassment claims by the Equal Employment Opportunity Commission for $18 million. The settlement is pending a judge’s approval.

The Journal’s investigative article in November, which cited interviews and internal documents, showed that Mr. Kotick didn’t inform the board of sexual-misconduct allegations that he was aware of, including rape, against managers across the company. It also detailed misconduct allegations against Mr. Kotick, including when an assistant complained in 2006 that he had threatened in a voice mail to have her killed.

Activision has said the Journal’s reporting gave a misleading view of the company and its CEO. Mr. Kotick has said he was transparent with his board, which issued a statement supporting him. An Activision spokeswoman has said that he wouldn’t have been informed of every report of misconduct and that Mr. Kotick regrets the alleged incident with his assistant.

The Journal’s article Monday reported that Activision had collected 700 reports of employee concern over misconduct and other issues since July. A summary of the company’s personnel issues was prepared before the December holidays but Mr. Kotick held it back, believing it would make the company’s workplace problems seem bigger than is already known, the Journal reported, citing people familiar with the situation.

An Activision spokeswoman disputed the 700 figure and said employee comments included statements on social media and ranges from benign workplace concerns to “a small number” of potentially serious assertions, which the company investigated. She said “the assertion regarding Mr. Kotick is untrue.”

Microsoft itself has faced pressure from shareholders over its handling of sexual-harassment allegations among its staff. Last week, the company said it plans to be more transparent on the subject, and that its board of directors would review its sexual harassment and gender discrimination policies and unveil a summary of the results of past investigations into how the company handled allegations against company executives, including co-founder

Bill Gates.

The Journal, citing people familiar with the matter, last year said Microsoft board members pursued an investigation in 2019 into Mr. Gates’s prior romantic relationship with a female employee. Mr. Gates stepped down from the board in 2020. In the Journal article, a spokeswoman for Mr. Gates said the affair had ended amicably close to 20 years earlier, and that his decision to leave the board wasn’t related to any investigation.

Write to Cara Lombardo at cara.lombardo@wsj.com, Kirsten Grind at kirsten.grind@wsj.com and Aaron Tilley at aaron.tilley@wsj.com

Copyright ©2022 Dow Jones & Company, Inc. All Rights Reserved. 87990cbe856818d5eddac44c7b1cdeb8

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What Is Wordle? How to Play the Viral Word Game and Tricks to Impress Your Friends

Wordle, an online word game, seems like it’s everywhere these days. Here’s what you need to know.

Wordle was created by Josh Wardle, a software engineer from New York. He created a prototype in 2013 and dusted it off during the pandemic for his partner, who likes playing word games.

How do I play?

Go to the game’s website on your desktop or mobile browser. The URL is: https://www.powerlanguage.co.uk/wordle/

Wordle is simple: You have six chances to guess the day’s secret five-letter word. Type in a word as a guess, and the game tells you which letters are or aren’t in the word.

The game is free and has no ads. The aim is to figure out the secret word with the fewest guesses.

In Wordle, colored letter tiles help players inch closer to guessing the day’s secret word.

What do the green and yellow squares mean?

When you make a guess in the game, the letter tiles change colors to show how close you are to the secret word.

If you guess “weary,” and the “W” turns green, that means the secret word starts with a “W.” If the “E” turns yellow, the letter is in the word but not in that spot. Any letters that aren’t in the secret word turn gray.

Is there an app?

Nope. It can only be played on the game’s website, and the creator said he doesn’t plan on turning it into an app.

But that didn’t stop others from making their own copycat games to cash in on the trend. Bogus Wordle apps filled

Apple Inc.

’s App Store in the past week, rising to the top of the most-downloaded charts. But Apple said Tuesday night that it removed those apps.

Can I play more than once daily?

Some players have figured out a way to do that: They use the Wayback Machine, an online internet archive where you can go to Wordle’s website from past days and play old games.

This is a breeze. Is there a harder way to play?

There is a way to switch to “hard mode.” This means when a letter turns green or yellow, you must use those letters in the following guesses.

Whether this is hard or not depends on how you already play. Some already keep guessing words with the correct letters. Others, when they can’t come up with a word with the correct letters, guess with a word that has different letters. 

To switch to hard mode, click the gear icon in the top right corner of the game and click to turn on hard mode.

Why are my Facebook and Twitter timelines a sea of green and yellow squares?

First, sorry about that. It’s part of why the game has gone viral. The creator noticed fans in New Zealand were posting results with colored boxes they drew themselves. So he made it easier to share the results of the game.

What do the numbers mean when people post their results on social media?

When people post their results, numbers appear above the green and yellow squares that look like this: 208 4/6. The first number means the person played game No. 208. Each day, a new game gets a new number. And the “4/6” indicates the person guessed four times before guessing the word of the day correctly. The “6” represents the six guesses players have.

How did Wordle go viral?

Mr. Wardle said the game started to take off in mid-November, when technologist

Andy Baio

put a link to the game in his blog. Mr. Wardle then made it easy to share results by posting the green and yellow squares on

Facebook,

Twitter

and texting apps, and the game went viral from there. 

“The Tonight Show” host

Jimmy Fallon

has tweeted repeatedly about the game, helping fuel its popularity.

How many people are playing?

Some 1.8 million people played on Jan. 7, Mr. Wardle said, whereas just 90 played on Nov. 1, 2021.

Wordle lets people guess a secret word just once a day, posting a new one at midnight in each player’s time zone.

Why is it just once a day?

The once-daily aspect also helped the game go viral. Since everyone in the world gets the same Wordle game at midnight in their time zone, it enables players to talk to each other about how they did and what guesses they made. 

“It becomes a shared experience,” Mr. Wardle said.

I want to become a Wordle whiz. Any tips or tricks?

There is plenty debate among fans on the best way to play. Mr. Wardle himself said he doesn’t know the best strategy. “You’re asking the wrong person,” he said. “I’m very bad at it.”

Avid players typically have a favorite first word they think gets them to the answer fastest. Two groups have emerged: those who type in vowel-heavy words first, such as “adieu” or “arose,” and those who go after common consonants with words such as “stare.”

Some have even created spreadsheets to figure out the most commonly occurring letters in five-letter words. One player determined that those are E, S, A, R and O and opted to use “arose” as his first guess. 

Others just wing it and type whatever comes to their mind. If you’re looking for strategies, try finding a Wordle Facebook group like WORDLE Friends, where people are sharing tips, tricks and hints.

Why is Buffalo Wild Wings tweeting about Wordle?

Brands can’t resist jumping on a viral trend. It is a way to join the conversation and gain followers and likes. The chicken wing chain turned the game into a series of five-letter words: Order. Wings. Today.

Lego reimagined Wordle with its colorful bricks.

London-based Starling Bank Ltd. used Wordle’s squares to tease its rivals on Twitter and proclaim itself the best British bank.

Are famous people playing it?

Yes. Musician

Questlove

tweeted Tuesday that he was “legit amped” after solving his first Wordle puzzle. Mr. Fallon from “The Tonight Show” tweeted in early January to his 51 million followers he was “addicted” to the game. Three days later the comedian tweeted he was “still hooked.”

Mr. Wardle’s friends sent him Mr. Fallon’s tweets. But the creator said he is more impressed by other game developers who have played and tweeted about Wordle.

“I’m not super plugged in to celebrities,” Mr. Wardle said. “I know who Jimmy Fallon is. I don’t watch his show or anything like that.”

I’m color blind. Is there a way to play?

There is a “color blind mode” that switches the correct guesses from green and yellow to orange and blue, colors that are easier to tell apart for people with color blindness. Click the gear icon in the top right corner of the game and click on color blind mode to change it.  

Anything else I should know?

Yes. Wordle spoofs have popped up. You can try to guess the letter of the day. Or there’s another site for naughtier words if that’s your thing. When you guess the right four-letter word, the site tells you, “I’m sure your mother will be very proud.”

Write to Joseph Pisani at joseph.pisani@wsj.com

Copyright ©2022 Dow Jones & Company, Inc. All Rights Reserved. 87990cbe856818d5eddac44c7b1cdeb8



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GameStop Entering NFT and Cryptocurrency Markets as Part of Turnaround Plan

GameStop Corp.

GME 1.28%

is launching a division to develop a marketplace for nonfungible tokens and establish cryptocurrency partnerships, according to people familiar with its plans, pushing the company into much-hyped areas as it tries to turn around its core videogame business.

The retailer has hired more than 20 people to run the unit, which is building an online hub for buying, selling and trading NFTs of virtual videogame goods such as avatar outfits and weapons, according to the people. The company is asking select game developers and publishers to list NFTs on its marketplace when it launches later this year, the people said.

GameStop also is close to signing partnerships with two crypto companies to share technology and co-invest in the development of games that use blockchain and NFT technology, as well as other NFT-related projects, the people said. The retailer expects to enter into similar agreements with a dozen or more crypto companies and invest tens of millions of dollars in them this year, the people said.

Grapevine, Texas-based GameStop has been working to reset its business after years of losses. The company was at the center of a stock-trading frenzy last year that dramatically boosted its share price, which rode a surge in interest and optimism from individual investors. Many saw potential in GameStop despite the pandemic’s negative impact on foot traffic and even though consumers have been increasingly opting to download and stream games over the internet, rather than buy the kind of hard copies that the company specializes in selling.

Last year, GameStop overhauled its executive team and board of directors, naming activist investor

Ryan Cohen

as chairman. Mr. Cohen, who co-founded online pet-products retailer

Chewy Inc.

and sold it for $3.35 billion in 2017, has been pushing to make GameStop more tech-centric.

The turnaround effort has yet to show significant results in GameStop’s financial performance. In the quarter through October, the company said revenues grew, but its loss widened compared with the same period a year earlier. The revenue growth came from sales of hardware and accessories, while revenue from game software slipped 2%.

“We believe our emphasis on the long term is positioning us to build what will ultimately become a much larger business,” GameStop Chief Executive

Matt Furlong

said on an earnings call with analysts last month. Mr. Furlong, who joined the company last year from

Amazon.com Inc.,

then mentioned that GameStop was exploring business opportunities involving blockchain and NFT technologies.

There are signs some investors are losing patience. GameStop shares have plunged by more than 45% over the past six weeks, though the stock remains far above where it was when investors started piling into GameStop shares a year ago.

Terms like “nonfungible token,” “minting,” “gas fees” and more sound like a foreign language to you? To better understand it—and explain it—WSJ’s Joanna Stern turned her son’s art into an NFT on the Ethereum blockchain. Photo illustration: Jacob Reynolds

Diving into the crypto and NFT space puts GameStop on a rapidly growing list of companies trying to cash in on these nascent and largely unproven technologies. A handful of NFT marketplaces already exist and some feature tokens from game publishers. Earlier this week, a marketplace called OpenSea said it raised $300 million in venture capital and is now valued at $13.3 billion, greater than GameStop’s valuation of close to $10 billion.

The videogame industry is likely to play a major role in the adoption of cryptocurrency, NFTs and blockchain technology, analysts say. Gamers are expected to be among the first to embrace the technologies because they are already spending a lot on virtual goods. Virtual real estate in videogames, as well as videogame collectibles, are a rapidly growing segment of the NFT market.

In recent weeks, some of the industry’s biggest publicly traded videogame companies have launched or announced plans to sell NFTs, including

Ubisoft Entertainment,

Zynga Inc.

and

Square Enix Holdings Co.

Some industry executives and players, though, have expressed concerns about the value of NFTs and developers’ motives for creating them.

By getting into the crypto and NFT space while it is still in its infancy, GameStop hopes to avoid missing out on opportunities to be part of a budding trend as it did with computer-game downloads about a decade ago, the people familiar with its plans said. GameStop tried to get into the streaming of videogames at the time but abandoned the effort. Today, the downloading and streaming of games are rapidly growing trends.

Write to Sarah E. Needleman at sarah.needleman@wsj.com

Copyright ©2022 Dow Jones & Company, Inc. All Rights Reserved. 87990cbe856818d5eddac44c7b1cdeb8

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The pandemic boom in videogames is expected to disappear in 2022

While the videogame industry continued to enjoy a pandemic boost in 2021, investors and analysts expect less in 2022, as continued semiconductor shortages and game delays combine with expectations that many will turn off the PlayStation and leave the house.

Chip shortages have especially been a pain for makers of videogame consoles, such as Sony Group Corp.’s
SONY,
-0.62%

6758,
-0.55%
PlayStation, Microsoft Corp.’s
MSFT,
+0.21%
Xbox and Nintendo Co.’s
7974,
-1.73%
Switch consoles. Lewis Ward, gaming research director at IDC, expects that part of the videogame industry to be a drag on growth: IDC expects console/TV spending to decline nearly 6%, to $62.75 billion in 2022.

Overall, Ward estimates worldwide gaming revenue will rise 11% to $251.39 billion in 2021, compared with 2020’s surge of 24% to $226.84 billion. While 11% is still pretty healthy growth, Ward also expects a more “dramatic” flattening in 2022, when he forecasts revenue of $256.43 billion, or only 2% growth.

A lot of that expected flattening has to do with the assumption that the worst of COVID-19 has passed, and that even with variants like delta and omicron popping up, stay-at-home conditions will not go back to what was seen in 2020 and early 2021.

“In my models and discussions with folks, we’re certainly thinking that life will return to something more normal, especially in countries where the vaccination rates are over 50%, 60%, 70%, 80% in some cases,” Ward told MarketWatch in an interview.

Also read: For the videogame industry to grow, it needs to first grow up

Ward said he expects “that there will be a return to normalcy and a substantial minority of the people that were first-time gamers go back to being non-gamers, and a substantial minority of the people who became much more intensive gamers will go back to spending their time and money doing other pursuits beyond gaming, that there will be something of a slowdown inherent in that.”

Games themselves will also be a big issue, as many major releases have faced delays, with no publisher wanting to experience the same fan and media heat as CD Projekt SA
CDR,
-0.20%
did after its bug-plagued 2020 release of “Cyberpunk 2077.” Publishers are more likely to keep updating their older games with fresh downloadable content to keep making money from previously successful releases.

“I think the biggest games in 2022 are going to be the biggest games from 2021, that were the biggest games from 2020,” NPD Group analyst Mat Piscatella said, citing examples like Epic Games’ “Fortnite,” Roblox Inc.’s
RBLX,
-1.42%
platform, Activision Blizzard Inc.’s
ATVI,
+0.73%
“Call of Duty” franchise, and Mojang Studios’ “Minecraft,” which is owned by Microsoft.

“Those are the games that are going to continue to be the biggest because of that persistent content flow they have, and the big are going to stay big — now, trying to break into that tier is becoming exceptionally difficult,” Piscatella said.

Expectations for a dramatic slowdown were apparent on Wall Street in 2021. With two trading sessions left in 2021, Activision Blizzard shares were down 28% on the year, Electronic Arts Inc.
EA,
-0.25%
is down 6%, Take-Two Interactive Software Inc. 
TTWO,
+0.51%
 shares are off by 12%, Zynga Inc.’s
ZNGA,
-1.72%
stock is down 34%, and Unity Software Inc.
U,
+0.72%
shares are down 13%. In comparison, the iShares Expanded Tech-Software Sector ETF
IGV,
-0.14%
has risen 11%, and the S&P 500 index
SPX,
+0.14%
has gained 28%.

For companies that went public in 2021, things were a bit different: Shares of Roblox are up 126% from their direct listing price of $45, and AppLovin Inc.
APP,
-2.05%
shares are 17% above their $80 IPO pricing. Shares of Israeli mobile-game developer Playtika Holding Inc.
PLTK,
-3.97%,
however, are 33% off their $27 IPO pricing.

Console makers and buyers had it tough in 2021

Expectations for a shrinking console market come from product cycles and chip shortages. Ward said the current version of Nintendo’s popular Switch console was “getting long in the tooth” and that the company was pulling back shipments in anticipation of a new iteration in 2023.

Ward’s console category includes hardware-bundle spending, while PC and mobile are software/service spending only, and TV refers to micro-console game spending like Alphabet Inc.’s
GOOG,
+0.04%

GOOGL,
-0.02%
Stadia Pro and Nvidia Corp.’s
NVDA,
-1.06%
Shield Android.

Even with strong consumer demand, Sony pulled back shipments of its PlayStation consoles “by about a million units” because of production challenges, and “even though they haven’t said it,” Microsoft has run into similar challenges with the Xbox, Ward said. Microsoft showed its hand by having to resort to using developer models of the Xbox for a recent tournament because it couldn’t find enough consumer versions.

Ward said that console makers are not only contending with chip shortages, but then they have to deal with the logistics of getting the parts to the factories, and then getting finished products out of China to consumers as global supply-chain problems triggered by COVID-19 remain a problem. So, Ward said, the pullback in numbers reflects the console makers’ “own expectations of where they’ll be relative to where they’d thought they would be a few quarters ago.”

Looking at the larger chip picture, other analysts expect supply-chain problems to ease in 2022, but not by much.

“The overall supply landscape remains constrained, but we are generally seeing signs of easing,” Benchmark analyst David Williams said in a recent note. “Demand remains resilient despite inflationary pressures and well-telegraphed shortages across most end markets.”

“Although many areas of the supply chain have improved, we think the prior surge in commodity and transportation costs have not been fully worked through to end consumers, which may be a headwind to consumption in the new year,” Williams said.

Evercore ISI analyst C.J. Muse looks at it from the demand side and fundamentals in the industry, and said in a recent note “if you think the wall of worry was difficult in 2021, just wait.” Muse thinks a correction in the industry will more likely come in 2023 than 2022.

“On a secular basis, the semiconductor story is robust, with COVID accelerating the digitization of nearly every industry vertical,” Muse said. “Sprinkle in product cycles including AI/ML, data center/networking infrastructure, the Metaverse, 5G, continued broad-based recovery across automotive/industrial, and there is much to like in Semi Land with a clear vision for silicon intensity rising as a % of GDP.”

Bugs or delay? Both result in angry fans

Game development during COVID-19 has seen a rise in a common dilemma: If it’s taking longer than expected to develop a game by its announced release date, do you release it on time and risk it having bugs, or do you delay the release — sometimes repeatedly — to ensure it meets the highest quality-control standards?

Most publishers have chosen to go the latter route of late, after the “Cyberpunk 2077” debacle, which forced distributors like Sony to offer full refunds due to low quality and a lack of backwards compatibility with previous-generation consoles.

Then you have the possibility of the worst of both worlds: A delayed game that is not received well when it does hit. EA’s “Battlefield 2042″ was not only delayed by a month in its release but it became regarded as one of the worst-reviewed games in the history of online game site Steam, with gamers posting online videos showing bugs in the game.

Activision Blizzard said in November it would be delaying the release of two of its highly anticipated games, and Take-Two recently suffered a rough launch of its “Grand Theft Auto: The Trilogy – Definitive Edition.” 

While IDC’s Ward said he thinks delays and bugs are “game specific” — meaning some games are more difficult than others to develop — International Game Developers Association Executive Director Renee Gittins said COVID-19 was the biggest headwind for developers.

“Particularly with the pandemic, we’ve seen a lot of game studios struggle with the transition to remote work,” Gittins said. “When you’re used to working in an open-office environment, where you have a lot of passive communication between teams and you can really more easily collaborate by have those informal meetings in person, being forced into a remote-work environment hurts that communication a lot.”

“There’s a lot of difficulties that game developers normally face and that’s only being exacerbated by this remote-work environment that many have been forced into by the COVID-19 pandemic,” Gittens said.

Videogames to give way to the metaverse?

With new games proving harder to produce as older games continue to rake in cash, many are looking to the “metaverse” as the future of the industry. The concept — a virtual world in which users can build and offer their own experiences — is similar to what Roblox offers, and could offer the industry a way to not rely so heavily on single-game launches, Ward said.

“If the platform does well, you can monetize that for a long time, more than any single game,” he said.

A recent Goldman Sachs report put forward Roblox, Facebook parent company Meta Platforms Inc.
FB,
-0.95%,
and Snap Inc.
SNAP,
-1.36%
as key buy-rated stocks exposed to the multi-year metaverse theme.

“When you think about a traditional game developer/publisher versus companies that are in the metaverse space — and certainly Niantic is trying to go there — I would say Facebook is trying to go there, they’re a platform company,” Ward said.

“And I would say a company like Roblox may not be talking about the metaverse, but I think they’re closer to that than many other game developers and publishers in the sense that they want to be selling picks and shovels and Levis to the actual miners who will go out and make those experiences,” the IDC analyst said.

Read: Amazon videogame exec on the success of ‘New World’ and why everyone is chasing Roblox

Privately held Niantic Inc. “seems to be inching away from ‘Pokemon Go’ as the main vehicle for monetization,” Ward said, and now they’re licensing their Lightship AR development kit “to become a platform company.” Niantic recently raised $300 million and is now worth $8.7 billion, according to Crunchbase.

Expanding game franchises to multiple platforms is also a big trend to look for, Piscatella said, a trend best exemplified by “Call of Duty,” which can be played on PC, console, tablets and phones.

One of those cross-platform categories includes free-to-play games, and the industry is finding better ways to make money off those. It used to be that free-to-play games would have a word from their sponsor, or have video “commercials”: Now developers have found a tweak to make that more fun for the player and more profitable for the sponsor.

Video advertising in games can either be unrewarded — in which a player is interrupted with an ad during game play and can skip it after a few seconds, or in some cases, has no choice but to let the whole ad run — or rewarded, where a player is asked if they want to watch an ad, and they’ll be rewarded with some amount of in-game resources.

Back in August, Zynga highlighted that their “watch to earn” ads were a major revenue driver, while AppLovin, which went public in April, not only makes marketing, monetization and analytics software for developers to grow their businesses, but also owns a portfolio of more than 200 free-to-play mobile games.

When it comes to rewarded ads, “more people like them than dislike them,” IDC’s Ward said. “This ad format is something that gamers actually like versus regular video ads, which are strongly negative.”

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With Peloton, ‘Patience Required.’ Deutsche Bank Starts Coverage at Buy.

Text size

A Peloton stationary bike for sale at the company’s showroom in Dedham, Massachusetts, U.S., on Wednesday, Feb. 3, 2021.


Adam Glanzman/Bloomberg

Shares of


Peloton Interactive

were falling Friday even after Deutsche Bank initiated coverage on the stock at Buy despite its recent tumbles.

In addition to the Buy rating, analyst Chris Woronka set a $76 price target, which implies a nearly 80% upside from the stock’s closing price on Dec. 1 of $42.25.

“While it’s never fun to lead off a Buy report with a ‘patience required’ asterisk of sorts, that’s exactly what we find ourselves doing here,” Woronka wrote.

The exercise bike manufacturer (ticker:


PTON

) became a darling stock in 2020 when the coronavirus pandemic boosted sales of at-home exercise equipment. It has since lost favor among Wall Street bulls as the company has grappled with manufacturing woes and people have returned to gyms.

Peloton stock was down 4% to $42.63 on Friday. The shares have lost about 71% this year.

Disappointing third-quarter earnings sent the stock on a downward spiral in November, driving it to its lowest levels since July 2020 and prompting a series of price target slashes. Peloton reported a net loss of $376 million, or $1.25 a share, in its latest quarter, delivering a worse performance than the loss of $1.10 a share expected by Wall Street. 

Peloton now expects to end the 2022 fiscal year with 3.35 million to 3.45 million connected fitness subscribers, down from a prior forecast of 3.63 million. Its outlook for fiscal-year revenue ranges from $4.4 billion to $4.8 billion, down from a prior forecast of $5.4 billion.

Of the 31 analysts covering the stock, 16 rated it a Buy, 12 rated it a Hold, and two rated it a Sell.

In his note, Woronka noted that the market is looking at fitness stocks as an “either/or” sector — either people return to gyms full-time or continue working out at home.

“That’s an oversimplified view of the world; we think the hybrid work model extends to fitness, too, and that PTON has plenty of momentum to regain operationally,” he said.

Woronka brushes off fears that the at-home fitness trend was just a “fad,” pointing to Peloton’s strong growth trajectory before the first Covid case was reported.

While investors have been spooked off by lower sales volumes for the company’s core Bike product and recent recall of its Tread Plus machine, Woronka sees several upsides in the coming year. Peloton’s new, lower -priced Tread model could outpace the Bike units within a few quarters, he said. He also foresees the company’s subscription revenue growing rapidly by 2024.

He also outlined other growth opportunities for the company, such as tapping into the corporate fitness market and expanding into international markets to continue growing.

The brand also has a cult-like following that it could leverage to “expand the content platform into new, adjacent mediums that don’t necessarily fit neatly into the traditional fitness bucket,” Woronka wrote. Peloton’s churn rate is extremely low, hovering below 1% for all periods the company has disclosed it dating back to 2019.

“We think if indeed the stock can regain its footing for fundamental reasons, it has quite a bit of room to run,” he said.

Write to Sabrina Escobar at sabrina.escobar@barrons.com

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