Defining the Target Industry
The “edutainment” segment has been experiencing strong growth predominantly in the entertainment segment. Parents
are seeing the importance of technology in the workplace and want to familiarize their children with the technology as early
as possible. In 1998, more than 40% of households had computers and, of those households with children, 70% had
educational software. As the number of homes with PCs continues to increase worldwide and with the proliferation of
video games, the demand for educational and entertainment software is expected to accelerate.
Management Preferences
Mattel was looking for an independent children’s software company with a strong brand identity and more than $400
million in annual sales. Mattel preferred not to acquire a business that was part of another competitor (e.g., Hasbro
Interactive). Mattel’s management stated that the target must have brands that complement Mattel’s business strategy and
the technology to support their existing brands, as well as to develop new brands. Mattel preferred to engage in a stock-for-
stock exchange in any transaction to maintain manageable debt levels and to ensure that it preserved the rights to all
software patents and licenses. Moreover, Mattel reasoned that such a transaction would be more attractive to potential
targets because it would enable target shareholders to defer the payment of taxes.
Potential Targets
Game and edutainment development divisions are often part of software conglomerates, such as Cendant, Electronic
Arts, and GT Interactive, which produce software for diverse markets including games, systems platforms, business
management, home improvement, and pure educational applications. Other firms may be subsidiaries of large book, CD–
ROM, or game publishers. The parent firms showed little inclination to sell these businesses at what Mattel believed were
reasonable prices. Therefore, Mattel focused on five publicly traded firms: Acclaim Entertainment, Inc., Activision, Inc.,
Interplay Entertainment Corp, The Learning Company, Inc. (TLC), and Take-Two Interactive Software. Of these, only
Acclaim, Activision, and The Learning Company had their own established brands in the games and edutainment sectors
and the size sufficient to meet Mattel’s revenue criterion.
In 1999, TLC was the second largest consumer software company in the world, behind Microsoft. TLC was the leader
in educational software, with a 42% market share, and in-home productivity software (i.e., home improvement software),
with a 44% market share. The company has been following an aggressive expansion strategy, having completed 14
acquisitions since 1994. At 68%, TLC also had the highest gross profit margin of the target companies reviewed. TLC
owned the most recognized titles and appeared to have the management and technical skills in place to handle the kind of
volume that Mattel desired. Their sales were almost $1 billion, which would enable Mattel to achieve its objective in this
“high–tech” market. Thus, TLC seemed the best suited to satisfy Mattel’s acquisition objectives.
Completing the Acquisition
Despite disturbing discoveries during due diligence, Mattel acquired TLC in a stock-for-stock transaction valued at $3.8
billion on May 13, 1999. Mattel had determined that TLC’s receivables were overstated because product returns from
distributors were not deducted from receivables and its allowance for bad debt was inadequate. A $50 billion licensing deal
also had been prematurely put on the balance sheet. Finally, TLC’s brands were becoming outdated. TLC had substantially
exaggerated the amount of money put into research and development for new software products. Nevertheless, driven by
the appeal of rapidly becoming a big player in the children’s software market, Mattel closed on the transaction aware that
TLC’s cash flows were overstated.
Epilogue
For all of 1999, TLC represented a pretax loss of $206 million. After restructuring charges, Mattel’s consolidated 1999
net loss was $82.4 million on sales of $5.5 billion. TLC’s top executives left Mattel and sold their Mattel shares in August,
just before the third quarter’s financial performance was released. Mattel’s stock fell by more than 35% during 1999 to end
the year at about $14 per share. On February 3, 2000, Mattel announced that its chief executive officer (CEO), Jill Barrad,
was leaving the company.
On September 30, 2000, Mattel virtually gave away The Learning Company to rid itself of what had become a
seemingly intractable problem. This ended what had become a disastrous foray into software publishing that had cost the
firm literally hundreds of millions of dollars. Mattel, which had paid $3.5 billion for the firm in 1999, sold the unit to an
affiliate of Gores Technology Group for rights to a share of future profits. Essentially, the deal consisted of no cash upfront
and only a share of potential future revenues. In lieu of cash, Gores agreed to give Mattel 50% of any profits and part of any