Snap Inc. – Facebook dependent.

Snap needs Facebook to slip to mount a comeback.

  • Snap’s 1st developer conference revealed a move into gaming as well as a strategy to prevent the rampant copying of its innovations that have caused it so much trouble.
  • I don’t think that this is going to trigger user numbers to start really growing again but it may enable Snap to better monetise the users that it does have.
  • Snap really needs Facebook’s users and advertisers to begin leaving the platform before it can really capitalise on these new initiatives.
  • The new initiatives are:
    • First, SnapKit which is an SDK that allows developers to embed the popular Snap functionality directly into their apps.
    • This was launched in June 2018, but Snap has added App Stories to this which effectively allows 3rd parties to create white label Stories rather than make an inferior copy.
    • This is a double-edged sword in that it will drive some traffic away from Snapchat to 3rd party apps but at the same time, Snap is running the Stories function.
    • Taking traffic from the Snapchat app reduces the advertising opportunity and also Snap’s opportunity to interest users in using its other Digital Life services (see below).
    • However, copying has been a blight on Snap’s performance and by making it freely available, Snap has removed the incentive to copy its functionality.
    • The app developer gets a better Stores function and shares data and advertising opportunities with Snap in return.
    • Snap is also making its advertising monetisation system available to 3rd parties such that they can easily use advertising to monetise their apps paid for by sharing some of the revenue with Snap.
    • Tinder, Fitbit, Netflix, GoFundMe & Venmo are early adopters of this move to make functionality available to 3rd parties and serve as good landmark adopters.
    • Second, Snap Games: After years of no one wanting to address gaming on mobile devices (see here), now everyone seems to be getting in on the act.
    • Snap is the latest to move in this direction with a replication of WeChat gaming within Snapchat.
    • Once again it has lined up a pretty good stable of developers at launch with Zeptolab, Zynga, Spry Fox and a few others making their games available within the Snapchat app.
    • Snap is emphasising the multiplayer aspect of gaming which RFM has long found to be the essential step in developing a thriving community from which to earn revenues.
    • This has suddenly become a crowded space meaning that Snap’s offering will need to be original and compelling to win traction.
    • Third, content: Snap also announced more original content designed to be watched in small doses on mobile phones.
    • 10 new shows and the renewal of 3 of its previous shows were announced which are shot in a vertical format to improve the viewing experience on a mobile device.
    • This is an attempt to expand Snap’s coverage of Digital Life to Media Consumption, but it will need to generate much more traction if it wants to have a sustainable position in this segment.
  • Snap has clearly put a lot of thought into solving its problems with the copying its innovations as well as its growth issues due to its weak coverage of the Digital Life Pie.
  • I think that these all represent moves that the company had to make but whether they have come too late remains to be seen.
  • Facebook is currently the whipping boy of the press, but its users and its advertisers have yet to desert the platform as quarterly reports have so far shown no fall-off.
  • Should this happen, Snap is well positioned to mop up some of the deserting users but until then, it is still Facebook’s game to lose.
  • Snap’s stock has recovered well, but I am wary of it going much higher until some of these initiatives show sign of bearing fruit.

RICHARD WINDSOR

Richard is founder, owner of research company, Radio Free Mobile. He has 16 years of experience working in sell side equity research. During his 11 year tenure at Nomura Securities, he focused on the equity coverage of the Global Technology sector.