Good morning. I would like to welcome our investors, analysts, and all others who have dialed in to the Media and Games Invest earnings call for Q1. We released our financials early this morning, and we are very happy and proud regarding the great performance we showed in Q1 2021. It's continuing our fast, profitable growth strategy and giving us a very good start into the year 2021. We will run you through the headlines today, and this will be done by Paul Echt and myself. I would like to start on page number four, where there's a short picture of Paul and myself. Won't go into detail, I think everybody knows us by now, and just giving a short overview of the shareholdings. We talk about in total of 128.7 million shares outstanding, where let's say I'm holding still 33% and the rest is free float, where we highlight here Oaktree as one of our cornerstone investors. Yeah. We'd like to go to the presentation. Page number six. Here we show our financial highlights for Q1 2021. Yeah, really happy about these numbers. A good start into the year. We did EUR 51.9 million revenues, which is a 96% year-on-year growth, so compared to Q1 in 2020. We did this with a 26% EBITDA margin, so we realized EUR 13.5 million Adjusted EBITDA, which is 127% increase versus the EBITDA of Q1 2020. What were the highlights of the quarter? Two M&A transactions that we did early in the quarter. KingsIsle, a transforming transaction getting two great games into our portfolio. Also adding very nicely to the revenues already in Q1. LKQD, a company that we acquired from Nexstar large TV company, a digital TV company in the U.S., which also added a lot of assets to our media side, also growing it very substantially. Going to the next slide number seven, which gives an overview of who we are, the one slide that shows the main things, characteristics of the company. We did over 30 M&A transactions, just going through from on the left side, in the last year. M&A has been really very strong in building our critical mass. That's how we started with a small game company, Gamigo, where we said, "Okay, that's too small. Let's really build critical mass." With critical mass, we can also do strong organic growth, which we are now also showing. Market cap over EUR 600 million now. Listed on Frankfurt Stock Exchange since early 2018. Also on Nasdaq First North Premier since October last year. Over 800 employees. The gaming side, named first already do media and games. The gaming side, a majority of our revenues is coming from so-called massive multiplayer games that people are playing together, are building up the character or the city and are very loyal and also very loyal paying players. Also casual games, over 5,000 casual games. What really is common on everything that we do on the gaming side is we are looking for sustainable long-term revenue streams. Games or game subscriptions or game categories where people are in for a long time so that our user acquisition costs are relatively low in comparison to the lifetime revenues that those games generate. Over 100 million registered gamers by now. On the media side, we delivered 111 billion ads in the last 12 months, which is if you looked at December, we announced that we did 83 billion over 2020. We had a strong growth on that. Working for over 5,000 advertisers. Getting a bit more in detail later into the segments. On the right upper side, a bit of the regions. In Q1, we did 61% of our revenues in North America. We further strengthened our position in North America, which had a lot to do with KingsIsle. Last year, full last year, we did 54%, just as a comparison. It shows really strong growth in North America. Also, happy to see that Asia and the other parts of the world have also been growing. Let's say everything has basically been growing. Also Europe has been growing, although percentage-wise, Europe has gone down a bit. In the segments, roughly 50/50, 53% games, 47% media. On the bottom side, you see that we have really been able to grow substantially year-over-year. Now the last bit over two years, we had a CAGR of 76%, which has also continued very strongly as you saw with the 96% growth quarter-over-quarter in Q1. Coming to the next slide eight. Here going into the two segments. For the gaming part, EUR 27.4 million revenues in Q1, which was a 97% growth. The media side on the right side, EUR 24.5 million revenues, which was a 94% growth. Gaming grew a little bit faster, but both have extremely fast growth. EBITDA EUR 10.9 million on the gaming side, which is a 40%. It's extremely very strong EBITDA, which is realized, and we have been able to improve our EBITDA by economies of scale, further cost savings, and of course, also KingsIsle added a lot to more substantial EBITDA. Most money coming on the gaming side still from in-game purchases, but also game subscriptions and advertising revenues. On the media side, EUR 2.6 million EBITDA, which is much lower at 11% of the revenue, which is, let's say, compared to the gaming side, is still low. Also we need to realize that the media side, we're only doing integrations and have been building up the segments since less than four years, while on the gaming side, we're doing it over eight years. On the media side, we are not into our target margin. Target margin is 15%-20%, which we also expect to reach soon. To realize in 2020, we had an EBITDA margin of 9% over the full year. Q1, which is not the strongest one in media. Media Q1 normally is the weakest quarter. We did already 11% and expect to lift that up further in the year. Revenues in the media side coming from SaaS fees, agency fees, and ad commissions. The majority now is SaaS fees. Coming to the next slide nine. To show a bit that we are working in growing markets. Games as well as media are showing strong growth. 2020 revenues worldwide, annual revenues are expected to be EUR 175 million on the gaming side and EUR 323 million on the media side, with strong growth expected in the next years. 12% CAGR is expected. Yeah, we are very happy that with our 38% organic growth that we did now in Q1, that we're really far above that. The markets are growing, which makes our lives a lot easier. With our strategy, where we, in the beginning, only did acquisitions but now have really strong organic growth, we've shown that we can outreach the market by organic growth. Coming to the next slide 10. Yeah, that's also the reason that we're combining the two, and I think that's a big part of our organic growth is really combining gaming and media. We are not unique in this. I don't know for those that watched, AppLovin has announced its IPO. ironSource has announced its SPAC deal. Those are companies that originally were media companies that started to get into gaming, so they also do the combination like we do. Yeah, what you see here on the slide without now going in every detail, the combination of media and gaming makes a gaming company much more effective, much more efficient, and also a media company gets more efficient by having the gaming side. That's a really big win, and we're really starting to show that more and more in our combination. Coming to slide 11. Highlights for Q1 on our products. On the gaming side, acquisition of KingsIsle, already mentioned before. We added two strong games to our portfolio, Wizard101 and Pirate101. They both performed in Q1 above the plan that we made when we acquired the company. We're really happy with it. There's, of course, always when you do acquisition, a certain risk, let's say, in the handover phase, but it was really extremely smooth transaction, and the team is extremely motivated, has been integrated in the total team of the gaming part, and is extremely enthusiastic and a lot more to come. Trove, South Korea. We have, let's say, a lot of IPs where we own the IP worldwide fully. Here also, let's say in certain markets, we don't want to publish the games ourselves because of the market risk or the political risk. One of those markets is South Korea, also a very competitive market. Here we found EPID Games, a strong publisher in the Korean market who we closed a partnership with to publish Trove in that market. The open beta has been finished. The game is now being live and, let's say, it looks very promising. We expect quite something from the Korean market. The third one, Echo of Soul, another of our games that we have. We had a massive 3.0 update which brought a lot of extra levels to the players. They can now play altogether 99 levels, which is a big upgrade on the game. That's also typical on massive multiplayer games. At a certain point, people are at a level cap, which means they have reached the highest level. If you open more levels, new levels, people get much more active again, and also, of course, that's good for the revenue. That's what we saw in Q1. ArcheAge, one of our other strong games. Akasch Invasion was a big update that we did which gives access to gunslinger skill sets and also, let's say, a lot of new things to explore and to further elaborate on the game. Those things have been driving strong organic growth on the gaming side. On the media side, strong organic and inorganic growth because KingsIsle was also on the list. On the media side, also here to start with the non-organic part, which was the acquisition of LKQD, as already mentioned before, which is a digital video platform. Video is becoming more and more important for advertising. A lot of traditional TV is moving to digital TV. More and more is on video screens, for that it's very interesting and very important as a gaming company also to have the capability to advertise the games on these media. With that, we are really happy with the acquisition. LKQD is fully focused on the US market. That's one thing that the Verve team is now working on to also expand it outside of the U.S. The launch in Japan. Japan is a very important market for gaming, but also for media. Also very happy to have an office there on the Verve Group, and also, let's say, starting to roll out our products and advertising services there. Very important, having done also several acquisitions on the media side, where a lot of them were still working with their own brands. We have now decided to take everything under the Verve brand. The Verve Group brand. There's also a new logo which was released, and we are now rolling out to all the companies, to all the group companies, this logo. The integration, let's say, of the teams happened already before, but we also want to show this now to the market and to also have a single offering out to the market. Very important also, being a gaming company, the media part did last year 60% of their revenues with game companies. We've increased that now by 10%, so to 70%. We see that the know-how that we have on the gaming side and also the properties and everything is really a very attractive offering for other game companies. Also there we show strong growth. Yes, 94% revenue growth on the media side, 97% the revenue growth on the gaming side. Really proud and happy with these results. Going to slide 13, the strategy. We'll quickly go over because this has not changed in the last eight years. We buy companies, we integrate the companies, we build and improve. To buy is part of the strategy, looking for targets. There is so many targets out in the market. Integrating, that is a bit special. I mean, that is a lot of other buy and build stores in the market are not integrating the companies they buy. We strongly believe that when we integrate them, that we get more efficient and that it is easier to manage those companies and you get larger cost savings because of that, which we also can prove. With that, of course, when we have those integrated groups, which is the media part and the gaming part, so the Gamigo and Verve, we really work on improving the products, on extending the user base, on internationalization and, yeah, all together for the growth of the groups. Page 14, a bit more about the M&A side. Also same here. This is the principles we are working on the M&A side. Have done over 30 acquisitions in the last years. Typically, we target two kinds of targets. The one is more the distressed side, where we typically look at a payback of below 24 months, which means purchase price plus burn rate, plus restructuring costs, which has so far been happening. On the EBITDA positive side, we look to pay not more than 6x EBITDA, which sounds like extremely low because at the moment we see that certain acquisitions really people paying 15x, 20 x, and over EBITDA multiples. That's the reason we are targeting a bit smaller targets. Because if you target the large targets, they really get more expensive. The other thing, of course, because we integrate the targets, we have a lot of synergies there. It might be that we pay also 10x or even a bit more than that as a multiple. Then there must be enough synergy to really come up in the end at this purchase price of the 6x EBITDA. Target sizes just mentioned, if you target game companies between EUR 5 million and EUR 40 million, that's a level where you could still get good multiples. Gaming companies with EUR 50 million and over revenues are really, there's a lot of bidding on them, a lot of competition, and that's the reason we try to steer away from that. We will rather do a bit more M&A in the next years or more M&A cases instead of moving towards too much larger cases. On the right bottom side, you see that we have a well-filled pipeline of targets. On the left side, we have well-defined processes for integrating the companies. For acquiring the companies, but also integrating the companies. Next page 15. KingsIsle. This is the slide from the old presentation. We acquired the company in January with $32 million expected US dollars of revenues, expected EUR 21 million EBITDA, which is a 66% EBITDA margin. Purchase price of EUR 126 million and an EV/EBITDA of 6x. It looks like the performance of this company is much stronger than we expected. We haven't raised the targets yet. KingsIsle did 17% of our MGI Group revenues in the first quarter. It was well above plan. Revenues on, as you see on the left side, is mostly still U.S., so we're working on also internationalizing that more. Having it just acquired in January, this will take a bit more time to really see those effects. On the right side, you see the split of where the revenues come from. Which are interesting because most of our M&A MMOs do only in-game revenues, but subscription revenues are not so strong in the MMOs. Here we have two games with subscription revenues, which is an interesting model, which we also might roll out partly on some of our other games to make some additional revenues. Interesting case, very happy with this. I said before, the team has integrated very nicely, and that's of course, a good start for it. Next slide, page 16. An overview of the M&A pipeline. Nothing changed here since our last presentation, which was not so long ago. We have very substantial targets lined up. We have also smaller targets lined up and other targets that are a bit earlier in the pipeline. We wouldn't like to buy all five targets of this, but yeah, pretty confident that we can close two or three out of this list in the coming six months, maybe a bit earlier already. That's what we are focusing on to further grow on the M&A side. Not only M&A, as I showed before, also organic is going very nicely. I would like to hand over to Paul to present the financials. Let's go through the financials. Paul, if you take over to page 18. Yeah. Starting here on page 18, this is the first quarter financial highlights. Here we can see that we increased net revenues to EUR 51.9 million compared to EUR 26.5 million last year, which is an increase of 96%, with a strong underlying organic growth of 38% and an M&A growth of 58%, while the adjusted EBITDA increased to EUR 13.5 million compared to EUR 5.9 million last year, which is an increase of 127% due to the KingsIsle acquisition, but also increased EBITDA margins on the media side. The adjusted EBIT increased to EUR 9.3 million compared to EUR 3.4 million last year, which is an increase of 173%, and the operating cash flow increased to EUR 11.3 million compared to EUR 6.2 million last year, which is an increase of 83% and has been mitigated a bit compared to the EBITDA through a working capital effect. Coming now to page 19, the summary of the financial performance, and here we see that we have now reached EUR 166 million revenues and EUR 37 million adjusted EBITDA on a last 12 months basis, with 96% total growth in Q1 versus Q1 last year, with a strong organic growth of 38%, while the EBITDA margins for the group have been increased from 20.8% - 22.2%. As KingsIsle is just here one quarter included, we will also see strong increase in EBITDA margins over the coming three months, but also in combination with the increased organic growth economy of scale and then also overall increasing EBITDA margins in our game segment, but especially also coming from the media segment, where we, as Remco mentioned already, expect 15%-20% within the second half year. Therefore, we expect to go to the 25%-30% EBITDA margins we have set as a financial target during 2021. Coming now a bit more into the first quarter revenue EBITDA development on page 20. On the left side, we see the revenue, where we have increased revenues in the first quarter from EUR 27 million last year to EUR 52 million this year, which is again 96% year-over-year revenue growth. On a last 12 months basis, we increased revenues from EUR 97 million to EUR 166 million. On the right side, we see the Adjusted EBITDA, and here we have actually increased EBITDA from EUR 6 million to now EUR 14 million into Q1 2021, where we increased on a quarter basis the EBITDA margin pretty strongly from 22%-26%, and on the last 12 months basis increased EBITDA from EUR 29 million - EUR 37 million. An overall very strong increase in revenues in combination with a strong increase in EBITDA and also overall increased EBITDA margins for the group. Coming now to page 21, a bit more in detail also the segment performance. As we started in the first quarter of 2020 also with the segment reporting for the games and media segment, we are able now for the first time to show also year-over-year comparison. On the left side, we see the gaming segment year-over-year. First quarter of 2020, we reached EUR 14 million revenues, and in the first quarter of 2021, EUR 27 million revenues, which is a 97% revenue increase for the gaming segment, where we were growing the EBITDA from EUR 5 million to EUR 11 million now, which is a strong increase also in EBITDA margins from 36%-40%. On the right side, we see the media segment, where we also increased the revenue substantially from EUR 13 million - EUR 25 million, where we increased the EBITDA from EUR 1 million - EUR 3 million and also see a very strong EBITDA margin increase from 7%-11%. We are not at the 15%-20% as Remco mentioned at the beginning yet, but as mentioned as well already, we expect to be there within the second half of 2021, so the 15%-20%, and already see here a very strong increase in overall EBITDA margins in line with also very strong increase in revenues. Coming now to page 22, the operating cash flow and CapEx development. Here we see that in line with also the previous years and quarters, we have increased on the left side our operating cash flow substantially to more than EUR 30 million now with a very strong underlying free cash flow of almost EUR 25 million, which is achieved to a very limited maintenance CapEx, what we see on the right side, so EUR 5.7 million. That has increased compared to the EUR 4.6 in 2020, as we also now have the investments for the Wizard101 IP. It's also limited, and therefore we have a very strong free cash flow. The expansion CapEx, which includes investments in M&A, but also into new game IPs, where we will say a bit two more words later in our outlook. Here we also see a very strong increase in expansion CapEx due to the purchase price of KingsIsle and LKQD, and again, also some organic growth investments. We are well prepared for also further organic growth in combination with also strong increase in operating cash flow and free cash flow during 2021. Coming now on page 23 to the risk profile of MGI. Here we see that we have actually stayed between in our financial net leverage target range between two and three, despite the fact that we had a pretty strong high cash out in the first quarter of 2021. We increased our net debt from EUR 62 million - EUR98 million and our net leverage ratio from 2.1 - 2.7. It's super important to mention here that there's just one quarter of KingsIsle included yet, and therefore we will see a very strong deleverage over the coming quarters, and they will most likely be at our lower net leverage target range of two and three or even below the two, and therefore, yeah, again, a well risk diversified risk profile of MGI. Coming now to page 24, our midterm financial targets. As we mentioned, the last presentations are ready. We can tick the box for 2021 here already and rather overachieve, and I think that's also what we can see now here in the first quarter. Starting with the revenue page of 25%-30%, which we have set as a target, we overachieved that substantially with 96% net total growth and 38% organic growth with an underlying 58% M&A growth. Three times higher than our financial targets. While we are in terms of the margins have been well within our target range of 25%-30% with 26%, rather also increase that over time. Our adjusted EBIT margin target of 15%-20%, here we have achieved 18% in the first quarter. Also well within this target and on the net leverage side, two to three have been achieved, 2.7, which will further delevered over the coming quarters as KingsIsle will contribute further strong to our group EBITDA. Also, the media segment is also increasing in terms of EBITDA margins currently, and therefore we will overall see deleverage over the coming quarters. Coming now to page 25. Here, I would like to hand over to Remco for a brief outlook of our organic growth pipeline. Yeah. Thanks, Paul. This is also the last page for our presentation. After that, there's time for questions, which we will happily answer. Page 25, as mentioned before, we have a very strong organic growth, and we will want to continue this. We have the strongest organic growth pipeline in history. Going a little bit back in history, this company started really with a small acquisition of a distressed gaming company called Gamigo, which we then turned around and then started buying critical mass via M&A. The last years, we have seen each year that we were able to grow our organic growth substantially year-on-year. It's also a bit based on investments, by the way. If we're complaining about where is your organic growth, we said, let's first build critical mass, but now we're really proud to show the organic growth. We have so many iron in the fire at the moment. So much fireworks coming now. It's gaming. It's difficult to say which game will really be successful and which will maybe not, but we do a very strong pre-selection. We have a lot of good IPs. With a lot of things, we are more certain about success. New game launches are always a bit more risky, of course. We still don't do new game development. Developing a game from scratch is something that we don't touch. What we do, of course, is in licensing games or in the case of Golf Champions, buying a game where, let's say, the last part of the development still has to be done, but where the game is already 90% ready. Those kind of things we do. Would like to run you through the highlights here. Heroes of Twilight, it's a new IP. We're expecting a lot of it. It's been made ready for launch. Testing is going on at the moment. We expect it to be on the mobile phones, Android and iOS, in the summer this year. It's a mixed genre. It's mixing different game genres. It's turn-based tactical combat, combining with real-time PVP battles, person versus person. It's licensed from a top Canadian game studio, which is called Beenox. We're looking forward to this launch. That's coming up. Golf Champions: Swing of Glory, just already mentioned. A strong game. We expect a lot. Gamigo has in its past also quite some experience already with golf games. It's a pretty nice niche segment with people spending quite good money and being very loyal. Also here, it's a competitive free-to-play game. People can compete in different leagues, and they can, of course, improve their skills and get a better golf swing, all those kind of things. Also here, looking forward, this will be more a bit towards the end of the year as far as we expect it at the moment. We have Desert Operations, one of our own strong IPs. Here what we do with more games, porting to other platforms. Desert Operations is extremely successful on PC. We work on the mobile version. The early days, we wanted to do a quick port. We have decided to really make it much more substantial, to do it much more thorough. This will take also a bit, but we also expect to launch this in 2021. We're looking forward to that. The IP is strong, and we have the user base, so that should also bring quite some nice things on mobile. Skydome. That's a new name that was not formally mentioned also in presentations. It's a PC game, four versus four tower defense battle arena, and really very exciting game, which we licensed from Kinship Entertainment. Will also be published for Europe and North America, where we have the exclusive licenses. Also here, preparations are ongoing. Also expecting quite something nice from that. That's a bit about the gaming side, some highlights. There's much more on the gaming side. Updates in existing games, so big DLCs. For example, porting other platforms, or let's say other games to other platforms. Trove being transferred to Switch, which will also hopefully already be launched in end of Q2, but latest early Q3 as we see it now. We expect a lot from that. There's much more coming on the gaming side. In licensing things, we're preparing for the gaming side, but also out-licensing deals. Too much to mention on a slide here. On the media side, also a lot of stuff happening, a lot going on. The first, the very obvious one, of course, adding more customers, adding more suppliers. Often suppliers and customers are the same in this field. Of course, a game company is, let's say, placing ads or buying advertisements for user acquisition, but on the other hand, it also has a lot of ads in their games. Also here we have a good task. There's some game companies that only do the advertising via us or only sell their ads via us, and it's of course nice if we have on both fields. That's a very important thing. To make sure that somebody who was maybe with LKQD already buying CTV, that he now is also starting to buy via our platforms. The other formats that we have, like banners, like video ads, like et cetera. That's a very important thing for organic growth. Internationalization, as before with Japan, also in South America, for example, we are expanding our reach, adding new countries. That's important. Of course, the technical side, the product side. Enterprise solutions, as shown here on the slide. We have a full stack SaaS platform, which means that we cover the full advertising channel from DSP via DMP to SSP to SDKs. Which means that advertisers have a full transparency and also publishers in this whole chain, which is a very big asset in the market where a lot of identifiers are disappearing. That's what we are, let's say, leveraging at the moment. We are also using the data that we have from the gaming side to make the advertisements better and to target better. Focus on customer acquisition for this tech stack and for the growth. IDFA. Apple has now finally announced that IDFA will be out, or let's say, will be fully implemented by end of this month. Which means that a lot of companies that are advertising will be a little bit more blind than before, or will be quite a lot more blind than before. There are solutions for that. Our technology part of the media side has been working very hard on that, and there will be more formal announcements around it in the coming weeks. We have pretty nice solutions to mitigate that and to even be able to target very nicely. That's some of the highlights. There is much more in the pipeline, as mentioned already before, we need to have something in our next presentation, of course, also to announce, not giving all the slides here. As always a warning, new game launches are risky. There are over 2,000 game launches per month. We do our selection very carefully, we think that we have games that really have a lot of potential, you never know with game launches. With own IPs, of course, the risk is much less. There we know already that the games are successful, that we have a user base which we can grow. Yeah, building on our existing user base, we have, let's say, tons of registered gamers and tons of advertisers, is, of course, also less risky than doing anything that's new. That brings me to the end of the presentation. Yeah. Time for questions. I hope you all like our numbers, and would hand over to the moderator to organize the questions. Thank you very much. Thank you. If you wish to ask a question, please dial zero one on your telephone keypads now to enter the queue. Once your name has been announced, you can ask your question. If you find it's answered before it's your turn to speak, you can dial zero two to cancel. Once again, that's zero one to ask a question or zero two if you need to cancel. Our first question comes from the line of Ellis Acklin of First Berlin. Please go ahead. Your line is open. Yes. Good morning, gentlemen. Thank you for the detailed information. That means I've just got one question at the moment. If you could maybe quantify the organic growth by segment for me, that would be much appreciated. Should I go or? Yeah, please, Paul, go ahead. We saw it here on a combined basis, as there's a lot of synergies between the segments where we could realize the organic growth, but you can almost cut it by half for each segment. Therefore, we started now showing it on a combined basis as it really depends also how much for user acquisition you invest on the games segment, which means then further organic growth on that side, but it then also leverages further organic growth on the media side. Therefore, we show it on a combined basis, which is, from our point, the most true and fair view, therefore. To give a rough number, it's half by half currently now. Okay. Thank you. You're welcome. Thank you. Our next question comes from the line of Danesh Zare of RedEye. Please go ahead. Your line is open. Good morning, gentlemen. Congrats on a great quarter. Thank you. KingsIsle, 17% of total revenues. Really strong. Just to clarify, did KingsIsle only contribute two months to the quarter, or was it consolidated from January 1st? It was consolidated from the January 1st. We made a very deep dive with the auditors. As the SPA was structured in a way where we have set a target date for closing on the 1st of January already and also the profit from the 1st of January is 100% ours, therefore, we could also go for the first time consolidation to the 1st of January. That's the reason why also, yeah, the 1st of January were chosen here, despite the fact that the SPA was signed afterwards. Okay. Thanks for that. You mentioned re increased marketing budgets affecting media segment in a positive way due to the reopening of the economies. How will this affect the user acquisition cost in the gaming market? Have you seen an increased budget for that? That question I or? Yeah. You want. If you want, you can. Otherwise, I can. Go forward and then I maybe add one or two sentences. Now, let's say what we saw last year in the media side is, especially in Q2, that a lot of parties either totally stopped advertising or were hesitant about advertising. After that, we saw the, let's say the more digital companies like gaming companies, media companies, already starting to further increase their budgets. While we have now seen also from early this year that also, let's say the non-digital companies, which also part of them are our customers, which are more traditional companies like the McDonald's and those kind of guys, that they are also starting to further increase their budgets again. That's basically what's happening in the overall media market. What we also saw, of course, that if there's less demand, prices go down, and prices go up, of course, if there's more demand. We expect indeed, let's say that also gaming companies will be influenced a bit by upcoming, by higher CPMs, higher CPCs, so-called cost per mille, cost per click, and that it will affect the market a bit. Indeed, let's say also looking at the market, that might mean that further budget increases will come up. In altogether, we expect further growth of the market. Of course, not to forget that there are still a lot of media-Traditional media parts like traditional TV advertising and newspaper advertising, where the numbers are further going down, which is all going to digital. I think also there, of course, the whole COVID helped a lot that companies are realizing that they have to go digital or that they have to strengthen their digital. That's also, of course, helping the whole media part. In terms of your user acquisition cost for the gaming segment, do you still push on the gas pedal when prices increase, or do you dial that back a bit? In general, let's say we look at efficient user acquisition. Let's say that, first of all, the reason that we are focusing on MMOs, where if you have a user, he's with you for many years. Secondly, that's the reason that we started to invest in the media side because we said we need to become more efficient and more effective on the media side with user acquisition. We are not, if you work with external parties that are sub-optimizing the whole chain. Those two things are really working in our advantage. With, let's say, closer cooperation between the media part and the gaming part, where we still have a lot of potential, we are able to get more users for every dollar we spend basically. It's becoming more efficient. On the other hand, of course, working it against it would be higher prices. So far, we're still, let's say, increasing our budgets because we see that by the efficiency gains that we have because of the tools that we have at hand now, that we are still able to further increase our user acquisition. Okay, great. Lastly, M&A firepower. You're at the higher end of your net leverage ratio, and you're in deep talks with several companies on the M&A front. How should we think about basically the size of potential acquisitions when you're at the higher end of the net leverage ratio and/or looking to tap in the equity markets basically? Maybe let me start, and you can jump in. On the net leverage, that's based on reported numbers, right to 2.7. If you take into account the additional nine months of KingsIsle on a pro forma basis, we are at the lower end of the net leverage targets or even below two. Therefore, actually, in terms of really taking into account also the full EBITDA which we acquired in the last 12 months, we are much lower on the net leverage. Therefore, we're feeling pretty comfortable on that end. In terms of M&A, we have done the tap issue, we have more than EUR 50 million cash in bank. As we are also pretty smart in the way to structure the deals when it comes to deferred purchase prices and also earn out payments and these kinds of things, we have quite some room to do further M&A and can also do contribution kinds and these kind of things. Not to say that we plan to do it on a short notice, but we have sufficient firepower also to take advantage of some acquisitions on our M&A pipeline. Maybe to add, let's say we don't need to do M&A. We have this growth target of 20%-30% year-on-year, which I think with Q1 we almost have met already. On the other hand, it's pretty relaxed, but if there are good opportunities out there, and there are good opportunities, we would also be stupid to not do M&A. Yeah, above that, I think mid-size, smaller M&As, we can finance easily from our existing cash and our also strong cash flow, of course. If you would do a really larger deal, it might be that we have to tap capital markets, but I don't expect it till it happens. In that sense, we are well positioned at the moment for further M&A. Okay. Thank you. Thank you. Once again, if there are any further questions, please dial zero one on your telephone keypads now. Okay, there seems to be no further. Give me just one minute. There's one question coming in just as I start to say that. We just need to register that, so just one moment. Apologies for the delay there. We were unable to establish the name of the person in that Q&A queue, so we can't put them forward for a question. As there are no further questions at this time, I'll hand back to our speakers for the closing comments. Great. I would like to thank everybody for participating in this call. As always, if there's more questions, we're also happy to do one-to-one sessions and to answer questions, of course. Thank you, everybody, and looking forward to Q2. Thank you very much. Thank you. Bye-bye. Bye.
Loading workspace