Motley Fool Hidden Gems Investing - Can’t Touch This
Episode Date: September 28, 2023How do you measure things like brand and people? (00:21) David Meier and Deidre Woollard discuss: - What the intangibles are and why we need to factor them in. - How Accenture has built a global empi...re by helping businesses advance. - If the Peloton and Lululemon collaboration will be a win for both brands. (18:24) Kirsten Guerra and Mary Long explore the potential of Roblox both as an investment and as a growing social phenomenon. Companies discussed: RBLX, ACN, PTON, LULU, KO Host: Deidre Woollard Guests: David Meier, Kirsten Guerra, Mary Long Producers: Ricky Mulvey, Mary Long Engineer: Dan Boyd Learn more about your ad choices. Visit megaphone.fm/adchoices
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How do you measure what can't be touched?
Motley Fool Money starts now.
Welcome to Motley Fool Money.
I'm Deidre Willard here with Motley Fool analyst, David Meyer.
David, how are you doing today?
I'm doing great.
How are you?
I'm doing well. You gave me some food for thought earlier this week because on the Motley Fool
morning show for our membership, you talked about valuing intangible assets. I'm thinking about that
a lot today with Accenture's earnings because they're kind of intangible, but let's start with
a basic definition. What are intangible assets? How do you define that? The easiest way to think
about it is a tangible asset would be something I could put in my hands. An intangible asset is
something that is not physical. It's not something I could pick up or touch. It's not a building or
maybe some parts in inventory or machinery and things like that. What it tends to revolve around
are things like a company's brand, which is valuable, but it's not something I can see
necessarily, or I can feel. It's something I experience. Other examples would be patents.
Those are intellectual property that can protect products and services that companies provide.
Things like Goodwill, when a company makes an acquisition of another company,
they pay for the tangible assets, i.e., the book value, but they get a lot more. Goodwill also
considered an intangible asset. And yes, it is difficult to value them. Again, how important
is a brand for a company? And if I can't necessarily assign a sales or a cash flow or
profits or anything like that directly to the brand, even though I know it's valuable,
how do I value it? So, there are some shortcuts which we can talk about if you like.
I want to talk about Accenture Earnings because it's hard for me to fully understand
it because it is so intangible. Part of it is the value of the knowledge, it seems like,
in the employees' heads and things like that. But this is a massive company. It's over a $2
billion market cap, not a household name. We refer to them often as a consulting company,
but what's the 30,000-foot view of what Accenture does?
Yes. The best way to think about Accenture, I think, is it wants to provide consulting services
to either help a company solve a problem, or help a company get better, or help a company
manage a change. Let me talk about a couple of the different services that it provides.
The first one is strategy and consulting. Do we want to take our company and start competing
in a different set of markets? Accenture could help consult with the executive team to figure
out, okay, what's the right way to do it? How do I assess the competition? What capabilities do I
need, things like that. Another thing that Accenture does is, it helps implement technology
within a business in order to make it better. If you're a content creation company and you
don't have software like Adobe, you can hire Accenture to come in, install the systems,
you learn how to use them and then basically get ready to take and use software like Adobe,
could be process management, could be companies like Blue Yonder, which is automation, could
be anything. But essentially, they help resell technology services in order for a company
to get better at what it has or use new technology to help them drive their business forward.
Another thing that they do is they help with operations. If you want to improve, whether
it's on the manufacturing floor, whether it's your marketing processes, you can contact
Accenture and they will have people come in, look at what you're doing today, make suggestions
about what you could do tomorrow. Maybe you also implement some new technology that we
just talked about and try to make improvements in order to make your business stronger.
Then they have specific expertise within various industries. They can take the latest and greatest
technologies and they serve different industry groups like communications, financial services,
care, government services, resources, oil and gas, utilities, things like that.
Essentially, if you need a consultant, they can probably do it. They want to be the one-stop
shop for all sorts of consulting problems. Yeah, absolutely. The interesting
thing is, the consulting part of it, the technology part you mentioned, that's growing leaps and
bounds, that's their growth area. They talked about this on the earnings call, technology
transformation begets more transformation and more spending, of course. They're trying to
strike this note I found interesting on the call, CEO Julius, which talked about being optimistic,
but also being appropriately cautious because we're still dealing with that iffy macroeconomic
cycle when it comes to B2B spending. Wanted to zero in a little bit on generative AI because,
of course, we have to talk about that. They had 300 million in spending so far. Tiny,
tiny really compared to their full business this feels like it's an intangible it's an unknowable
how do we think about this so one way that you could think about it is typically a technology
that accenture is trying to help another company implement is probably pretty mature right that
That's the bread and butter of what Accenture does. They take known quantities,
which their consultants are, quote-unquote, experts in, and they can help drive a definitive solution
so that the customer feels what they're paying for. Accenture consultants are expensive,
You want to get results as quickly as possible. I think part of the reason why you're not seeing
huge revenue, it's still early in the process. Also interesting, within that technology realm,
Accenture actually has a venture capital firm. They are constantly looking at new technologies,
even making equity investments in them to get an early start on, what does this technology do?
What could it do in the future? How could I help somebody implement it? I think what this shows is
we're just still really early in the generative AI process. Since Accenture tends to serve
bigger customers, enterprise-sized customers with big bank accounts and writing big checks,
they're just not ready yet. Maybe they're continuing to explore some things on their own
with their own employees before bringing in a company like Accenture. I will caveat all this
to say is, I still think over time, this is going to be big for Accenture. Yeah. You mentioned
those big customers, they've got customers spending over $100 million and a quarter,
just massive. Yes, that's huge.
Yeah. This company is interesting for me. I want to go in a little philosophical
direction here. I've tried to understand this company. I've looked at it a couple of times.
I listened to the earnings calls. I don't fully understand the business. I understand the metrics.
I see things I love. I like the dividend increases. I like the growth here. Do you think
it's okay to invest in a company without understanding what the business does? Is it
enough to just understand the metrics? How do you look at something like that?
Wow. That is a really good question. I would say probably 95% of the time,
I want to know exactly what this business does, where they're going, what they're doing today,
what they're investing in for tomorrow, what's their competitive situation, what's the situation
in the competitive landscape, how much advantage do they have? For the most part, I am a long-term
investor. I'm looking to buy shares of this company that I know and understand. I'm expecting
to see this much revenue flow in and this much revenue flow down to cash flow, et cetera, et
cetera. However, there are times in the stock market where you can just look at the numbers
or the situation and say, you know what? This doesn't make sense. It's a market anomaly,
if you will. You don't necessarily need to understand exactly what the business does
in great detail. You could look at the numbers and just say, this is an opportunity.
An example, when a company spins off another firm, there are people out there who can basically
look at these and say, you know what? On its own, with its own ticker, I can look at the metrics
and just say, this firm isn't trading near where I think it's valued. Maybe they look at some
comparables within the marketplace. You don't necessarily need to know the business model,
but I think it's probably always in your best interest, especially if you're investing your
capital to understand the model before making any decisions. Yeah, really good point. You started
off with the talk about intangibles and brand. I want to pivot a little bit and talk about a
couple of brands that are consumer-facing that have big news today. We've got Peloton and
Lululemon. They were rivals in the heart of the pandemic, each trying to get into each other's
business. Lululemon went into home fitness by buying Mirror for $500 million. Peloton was going
to get into making clothes and shoes lulu well they've admitted defeat on the fitness foray
they're they're shuttering mirror they're partnering with peloton on some of that
connected fitness stuff now is is this a win for lulu even though they're sort of admitting defeat
in in at least one part of the of the fitness realm so uh i love the question and let me let
me go back a little bit in order to get to the answer so you described the situation perfectly
Both companies thought their brands could be extended into new markets. There was this
intangible asset that they have in their brands. Peloton said, I can take my brand from the
exercise equipment and experience realm and put it into apparel. Lululemon said, I can take my
apparel brand and I can put it into the exercise equipment and experience realm.
The markets basically said, no, you can't. That's to both companies. One thing that I hear a lot of
CEOs talk about, whether it's on their conference calls or whether I'm at an investor conference,
is they will say, our brand is our biggest competitive advantage.
Sorry, that is actually 100% wrong. A brand by itself does not create a competitive advantage.
If that was the case, every company with a brand would have an advantage in the marketplace.
We know that's not the case. You have to have the right supporting capabilities
for that brand in whatever you're trying to do in order for it to be an advantage. Peloton had
virtually no capabilities in the apparel side of things. Sometimes you can buy those capabilities.
Maybe you hire some great people, maybe you acquire a company that brings those resources.
Same thing with Lululemon. Lululemon knows how to design products and market them.
They are so good at that. You might think that those capabilities can transfer,
but they're not. They're different marketplaces, they're different experiences.
Getting back to your original question, is this an advantage for Lululemon? I think this helps them
because essentially, they can do co-branded apparel with Peloton. They'll get a licensing fee,
they'll do some work to help Peloton, but there's not a lot that they're going to have to put into
it. They get some incremental revenue that comes at very, very high margin. If it turns
out that people really love having these two brands together, there's a call option on
that potential upside. But essentially, it's the two brands focusing on the things that
they do well, and then coming together, that's the better decision than what they were trying
to do before. It's going to benefit Peloton. I think they get a little more advantage of
being able to use the Lululemon name, but I do think that there is some advantage Lululemon
gets in terms of incremental licensing revenue. It at least allows them a bit of a graceful
exit and to not anger all of the people that bought Mirror and bought Mirror subscriptions.
And the other thing that it does is it allows them to maybe, if they want to try something
like this in the future, they can actually learn from Peloton and its capabilities and see,
hey, do we want to try this again? Or maybe we do additional partnerships in the future.
So it's a learning process. It's an investment in learning as well.
Expensive lesson. But in terms of thinking about brands like this, it seems to me one of the
things with the intangibles, trying to value Peloton. Very popular, very sticky. Now, maybe
less so. When you're thinking about the power of a brand, is it on the rise? Is it on the wane?
What kind of things do you look for outside of, of course, sales growth and things like that?
So, yes, you're exactly right. Sales growth is the most important thing. Basically,
does a company with a brand have, again, the right capabilities to support that brand
and drive market share, which drives revenue? The other thing would be margins. Can I combine
those things efficiently in order to get a good return on the investments that I'm making,
not only in the brand, but maybe the distribution of my brand, if it's products,
the creation of the products. There's a lot of things that you can measure. But to me, again,
at a high level, it's what are the capabilities that support that brand? If we use a classic
example like Coca-Cola, Coca-Cola delivers an experience through its drinks, but what does
it do super well, more so than a lot of other consumer product companies, my goodness, their
marketing is unbelievable. In the holiday season, people look forward to seeing what are the polar
bears going to be doing next. I think that's the perfect example of, again, it's not just
Coke is a brand, right? People know its products. People have experiences with this product
when they consume it, and they have experiences outside of the product which reinforce the
experience, drive the brand higher, give Coca-Cola more value in terms of revenue and cash flow,
that they can reinvest back into both their brand and the things that support their brand.
So, it becomes a virtuous cycle at that point. Again, having the brand by itself doesn't mean
anything. You have to be able to translate that brand into experience, have the customer translate
that experience to opening up their wallet, and so on and so on. When you can do those types of
things over long periods of time, then you can say, yeah, this brand is valuable. If you want
a quick measure of how valuable a brand can be. If you take the tangible book value of
a company, which is the difference between the assets and liabilities on its balance
sheet, and then subtract that from the market cap of the company, its number of shares times
share price, the difference between them is a proxy for the value of the brand.
Interesting. Well, thank you for exploring the intangibles with me today, David.
Oh, you're very welcome. I love it.
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access today, rippling.ai slash fool. Roblox is a social and gaming network, a content platform,
and so much more. Kirsten Guerra and Mary Long dive into how Roblox is growing up along with
its users. Kristen, you've done some boots on the ground, maybe actually the more correct term is
boots in the ether research on Roblox, and that might be a worthwhile place to start. What is
Roblox? And can you walk us through your experience from signing up to picking and actually playing a
game? Yeah. So hi, Mary. Thanks for having me on the podcast. I think you said it right there
in your question. Roblox is an experience. Quite literally, the company wants us to call
what you do on their platform experiences and not games. Gaming is a very big element of Roblox,
but it is also a social network. It's also a content platform. To zoom out, what it looks
like is that you would log into this online platform. You can do that from your phone or
desktop, laptop, a console like an Xbox or a VR headset, already you can tell it's very widely
accessible. And you would log into this sort of flat interface of experiences that you can pick
from. And so you would click on one that piques your interest and you would likely enter what is
a 3D world. And from there, you can just kind of explore if it's more of an experiential experience
like a concert or a playthrough if it's more of a traditional game-like world. And you'll move
through that world with an avatar, which at some point you might want to change the look of and
change how people perceive you, which kind of brings up a very important concept to understand
with Roblox, which is Robux, their in-game virtual currency. The appeal of Roblox broadly is that
they kind of operate on this freemium model. It's free to play, which attracts a ton of people.
But if you want an elevated experience, you can do that by paying for certain things.
So, if I'm in the app, I can translate my real-world currency into Roblox, and I can use that for digital clothes or items for my avatar.
You can buy things like game accelerants or other exclusive in-game features.
So, think like if you're playing a racing game and there's a certain car you want to use, you can possibly purchase that.
And that's the basics of Roblox, but there are upwards of 15 million experiences on the platform.
So if you end up interested in the company, I'd really suggest anyone to just go try it out.
So you mentioned this difference between experience and gaming, and that kind of points to the fact that, yeah, Roblox isn't just a gaming company.
It's not just about games. It's also about creating.
Their platform for developers is pretty essential to the idea of the company as a whole.
So how does that impact how you evaluate it?
Yeah, I think it's critical to understand that when you are logging on to Roblox
and you're choosing a game, you are playing a game, not that Roblox created, but that Roblox
enabled its users to create or developers to create on its platform. So essentially what
Roblox is doing here is to provide the cloud infrastructure that hosts those games. They
provide like a physics engine, Roblox Studio, which is their game creation software. And in a
way. They provide their active network of millions upon millions of daily active users. They provide
marketing and analytics tools, things that help get games in front of the right users that might
be interested in them. And it helps developers understand the behavior of those users, helps
them monetize better, all that good stuff. If you contrast that to the major publishers in other,
in the larger gaming world, think like in Electronic Arts or Take-Two, those publishers
tend to own their own sort of in-house game development studios. They will handle distribution
and sales and marketing and all of that stuff on their own. That's their expertise.
But at the same time, they're fully taking on the financial risk of the games that are developed
by those in-house studios. Roblox does not take on that risk. So I think of it, it's maybe easiest
to think of with the analog and streaming video. You can think of like a Netflix versus YouTube.
Netflix is responsible for funding development of content themselves, or sometimes they're just
allocating capital toward purchasing exclusive streaming rights from other IP owners to show
on their platform, but YouTube doesn't do any of that right. Instead, it enables everyday users to
be the content creators and they're just where those videos are hosted. And so by that comparison,
Roblox is kind of like the YouTube of gaming. I know you're bullish on Roblox long-term,
but let's play devil's advocate for a second. The stock is down about 63% from a high that it hit
in late 2021 of about $134 a share. Quarterly revenues increased in that time, but the company
is still unprofitable. And last fiscal year in 2021, it posted a net loss of $930 million,
which had fallen a lot since the year prior when it had posted a net loss of about $500 million.
How did we get here? Yeah, Roblox had a monster couple of years in 2020 and 2021
in terms of bringing in new users to the platform. And that also, of course,
overlapped with the late 2021 media hype around the idea of the metaverse, largely driven from
Facebook's Meta announcement. There's just a lot of fervor, a lot of froth in the market around
this idea. But as it often happens in the hype cycle of new tech, that died down. But that
doesn't mean that the fundamentals have necessarily gone away. I think if you look at the
enterprise value to revenue ratio for this company, Roblox reached around 42 for that multiple in mid
2021, and now it's only trading at around 8.5X. So, 42 to 8.5X, a big drop there. As you said,
revenue has only gone up since that 2021 share price peak. It's really just that multiplier
off of revenue that has dramatically dropped. And multipliers are very often just kind of an
indicator of general sentiment, and that has certainly dropped here. So, I think big picture,
the biggest thing that has affected Roblox, though there are many smaller nuances, of course,
the biggest thing is just that that sentiment and that froth around the idea of the metaverse,
at least for now, I think has dropped off. So investor sentiment might have dropped off,
but user sentiment seems to only be going up. As of the second quarter of this year,
Roblox has 65.5 million daily active users. But here's another but, about 45% of those users are
under 13, and I feel like this demographic question is something people often mention
when talking about Roblox, is the fact that so many users are relatively young, under 13,
is that an asset or is that a pain point? I think that it's both. It's a pain point
for a number of reasons. I'll start there and then we'll go positive. But it can be a pain
point because for one, with such a young user base, there can be high cost to keeping those
users safe, like high content moderation costs, that kind of thing. It's also a pain point in
that older users spend more. While younger users certainly do spend on the platform, it would be
nice if we could get even older users as they spend more. Then also because advertising is
a potential future growth lever for this company, advertising to these much younger users under 13
feels quite a bit ickier. If that does become more and more of a growth lever,
it's nice to think that we're advertising more to the older audience, but to get into how it's
an asset, I think I would just sort of frame this as the kids know what's up, right? Like kids tend
to be very open to new experiences. And I think that if you are 50 or 40 or even 30 years old,
listening to this podcast, this idea of this virtual gamified 3d gathering space or a metaverse,
if you will. Um, it sounds like otherworldly, right? It sounds very foreign, but if you rewind
even 15 years ago, that's when I joined Facebook as a teenager. And I can tell you that at that
time, adults also did not get Facebook, right? But now we all get it. Uh, it's taken some time,
but we are all there. And it was similar to kind of when Google first bought YouTube, it was very,
very early days for YouTube. And I think it was very easy to look at that and say,
okay but who would want to watch videos that some random person creates and now we have the answer
to that it's me i watch youtube videos like many hours per week right so i think that's the kind of
opportunity a company like roblox has ahead of it and this really invested young user base is a
great sign because they tend to be the ones that get it get these new ideas first and your point
about advertising to younger kids as being icky, completely true. I had noticed in just
doing some research about this that Roblox flagged as a key partnership, Gucci, and they
had built out a Gucci garden as an immersive experience. The idea of immersive experiences
in advertising is fascinating, but I couldn't help but thinking, really? You're advertising
Gucci to young kids, that seems not connected. Anyway, let's talk about this advertising
bit for a bit. What is the status of that segment now? Talk to us a little bit more
about what the company envisions that looking like in the future.
Today, advertising is not a meaningful part of the business. They call it an insignificant
contributor to their bookings. But just in August 2023, one month ago, as we record this,
they said that advertising is now live in its early form. We will start to see some
effect of that. They said that 19% of the top 100 experiences, which I guess is a way
of saying 19 of the top 100 have ad units. They're very much in the early stages of building
out the supply side of the advertising there, and demand certainly exceeds the supply today.
For my thesis, I see advertising really as just icing on the cake for this company.
The cake is growth in the user base, that daily active user metric.
Continuing to expand the network effect is really core to the thesis as I see it.
But if they're able to do that, then I think the add-on effects of advertising aren't even
really considered in the share price today.
Because as I said, it's not a meaningful contributor at all at this point.
It is totally unproven.
So I think that's fair.
they are approaching it cautiously and they're trying not to scare away or overwhelm this user
base that has been using this platform with no ads. But there's a lot on the line here. So I
think that they'll put a lot of energy into getting this right. David Buzuki is Roblox's
co-founder and CEO. He owns 100% of the Class B stock, which allows for 20 votes per share
and has just over 65% of the voting power for the company. How should investors think about
the breakdown of this voting power? How should we think about Bazooki?
There's no way around it here. This is Dave's company. That can be a strength or it can be
a weakness for a single founder to have so much influence. I think it's really up to an
individual investor to decide how reasonable you think the leader is and how much you agree with
their vision of the company. For me, I think it's very clear from the founding story and from the
way Dave continues to talk about the company, that he sees Roblox's singular purpose as doing
everything they can to support the creators in what they're doing, that that's, that that's what
they exist for. And everything from there just belongs to the creators. So for me, because I
agree with that, that that should be the sole focus and everything stems from that. Then my
assessment of it is that I I'm comfortable with him holding that much of the company. In fact,
better him than me. But that is something that I think any individual investor has to decide.
And if anyone is trying to do that and wants to hear from him, one of the best places to go might
be he has a podcast called Roblox Tech Talks, where he interviews his senior leaders. So if
you're interested, maybe something to look at. Kirsten, before we go, out of those 15 million
experiences, is there a favorite one that we should check out for ourselves?
I don't even like horror as a genre in general,
but the game Doors I find to be very fun.
It's very simplistic.
The goal is just to, I think, get to 100 doors by the end of the game.
I say that I'm unsure because I've never completed the game,
but it's very simple.
You have to get through there without dying,
and I have never done it, but it's very fun.
Sounds fascinating.
Well, let us know if you ever make it to 100 doors,
And until then, thanks for hanging out and for talking Roblox.
Thanks, Mary.
As always, people on the program may have interest in the stocks they talk about,
and The Motley Fool may have formal recommendations for or against,
so don't buy or sell stocks based solely on what you hear.
I'm Deidre Willard. Thanks for listening. We'll see you tomorrow.
Thank you.
