Corporate Presentation May 2021 the Further You Get Into Technology, the Further You Go Into Gaming

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Corporate Presentation May 2021 the Further You Get Into Technology, the Further You Go Into Gaming Corporate presentation May 2021 The further you get into technology, the further you go into gaming. That's the general rule. Nick Johnson 2 Disclaimer-forward looking statements Certain information set forth in this presentation contains “forward-looking information”, including “future-oriented financial information” and “financial outlook”, under applicable securities laws (collectively referred to herein as forward-looking statements). Except for statements of historical fact, the information contained herein constitutes forward-looking statements and includes, but is not limited to, the (i) projected financial performance of the Company; (ii) completion of, and the use of proceeds from, the sale of the shares being offered hereunder; (iii) the expected development of the Company’s business, projects, and joint ventures; (iv) execution of the Company’s vision and growth strategy, including with respect to future M&A activity and global growth; (v) sources and availability of third-party financing for the Company’s projects; (vi) completion of the Company’s projects that are currently underway, in development or otherwise under consideration; (vi) renewal of the Company’s current customer, supplier and other material agreements; and (vii) future liquidity, working capital, and capital requirements. Forward-looking statements are provided to allow potential investors the opportunity to understand management’s beliefs and opinions in respect of the future so that they may use such beliefs and opinions as one factor in evaluating an investment. These statements are not guarantees of future performance and undue reliance should not be placed on them. Such forward-looking statements necessarily involve known and unknown risks and uncertainties, which may cause actual performance and financial results in future periods to differ materially from any projections of future performance or result expressed or implied by such forward-looking statements. Although forward-looking statements contained in this presentation are based upon what management of the Company believes are reasonable assumptions, there can be no assurance that forward-looking statements will prove to be accurate, as actual results and future events could differ materially from those anticipated in such statements. The Company undertakes no obligation to update forward-looking statements if circumstances or management’s estimates or opinions should change except as required by applicable securities laws. The reader is cautioned not to place undue reliance on forward-looking statements. 3 1. Investment highlights 2. Esports industry 3. What is garra esports 4. Team and organizational structure 5. Company Vision CONTENTS// 6. League of Legends 7. Other game titles 8. Sporting Mentality 9. Branding & Content 10. Studio 11. Extra Life 4 • Rapidly growing global esports industry • Focus on the Latin American market which is still at an early stage with very high growth potential • Fully equipped and established studio with an established of global Investment highlights and local brands as costumers • Diverse team with extensive experience in Esports. Latin America, video gaming industry, capital markets, and video and content production 5 ESPORTS industry trend highlights Every third person in the world is a gamer Steep growth of investment into esports: US$2.5B over the four months of 2020 (May-Aug) In-game purchases represent 78% of video game revenue (2020) several esports organizations with a valuation of >Us$ 800m Source: Baystreet, Canaccord Genuity, The Esports Observer, Forbes ESPORTS is rapidly growing globally Esports is a fast-growing industry, gaining larger audience among both enthusiasts and occasional viewers. With its great revenue- generating potential esports is expected to reach $1.6 bn in 2024 globally. ESPORTS GLOBAL AUDIENCE, MLN VIEWERS GLOBAL ESPORTS MARKET REVENUE, $BN 700 2 600 11.1% CAGR 500 1.5 286 400 234 215 1 300 197 200 0.5 292 240 100 201 221 0 0 2019 2020 2021E 2024E 2019 2020 2021E 2024E Occasional viewers eSports enthusiasts Source: NewZoo estimates Source: NewZoo estimates ESPORTS is rapidly growing globally Asia-Pacific region is the dominant esports market, accounting for 49% of global esports revenue. Sponsorship is expected to remain the major revenue source for the esports team, followed by Media Rights and Publisher Fees. Esports revenue per region Esports Revenue Streams – 2021 Forecast 700 4% 3% 641.0 600 19% 500 400 49% 300 In US$ million 192.6 200 126.6 25% 100 66.6 32.3 25.1 Asia-Pacific North America 0 Sponsorship Media Rights Publisher Fees Merchandise & Digital Streaming Europe Latin America Tickets Middle East and Africa Source: NewZoo estimates Latam gaming is poised for growth In 2020, estimated gaming revenue in Latin America hit US$6 BN (10.3% YoY), with Mexico and Brazil being the leaders in the region, similar to the 2019 numbers Gaming Revenue LATAM (2020) US$ 6B Number of Players LATAM (2020) 266M 3% of Global Revenue 10% of Total Players 40% of LATAM population Other Mexico Chile 16% 33% Top markets with the largest % of Console players (globally): 5% Colombia Mexico 52% 7% Brazil 43% Argentina 9% Brazil Colombia 38% 30% *Actual data for 2019 Source: Newzoo, Competitive Intelligence Group Latam gaming is poised for growth Latin America has the highest percentage of people who are using any device for gaming purposes, leading in almost all categories among other geographical regions. Rising smartphone penetration rate facilitates further engagement with gaming in LATAM. Number of mobile internet users and smartphone engagement with gaming - % of people who are penetration rate (2019-2025) using the following devices for gaming 450 424 82% 100% 409 395 400 381 80% 90% 86% 368 356 80% 350 343 78% 80% 78% 76% 70% 68% 300 76% 74% 60% 250 74% 72% 50% 44% 46% 200 72% 71% 70% 40% 150 69% 68% 30% Number of users in millions 100 66% 20% Smartphone penetration rate, % 50 64% gaming for devices use who people of % 10% 0 62% 0% 2019 2020* 2021* 2022* 2023* 2024* 2025* PC/Laptop Smartphone Games console Any device LATAM North America Europe MEA APAC Source: Newzoo, GSMA Intelligence, Statista Latam gaming is poised for growth Esports engagement is relatively high compared to developed markets, such as the APAC region Esports engagement by country among 16-24 males: % of internet users who have done the following in the last China 63% month: Taiwan 51% North APAC Europe LATAM MEA South Korea 43% America Saudi Arabia 40% Watched a live 38% 27% 31% 30% 30% Poland 40% gaming stream South Africa 38% Watched an Brazil 37% esports 30% 14% 20% 14% 13% Colombia 34% tournament Spain 34% Broadcast a live Germany 32% stream of your 11% 5% 7% 9% 5% Mexico 31% gameplay USA 29% Canada 28% Russia 22% UAE 19% Argentina 18% Belgium 8% Source: Newzoo Esports teams UNIVERSE Most professional Esports organizations are private with top teams valued at US$400 million. Public companies are diverse: from Astralis Group (ASTGRP, market cap of US$ 58M) to Enthusiast Gaming (EGLX, market cap of US$817M) 40.00 35.00 30.00 Super League Gaming 25.00 (SLGG) (US$ 148M) 100 Thieves 20.00 (US$ 190M) Enthusiast G2 Esports Gaming Gen G (US$ 175M) (TSX:EGLX) P/S Multiple Cloud9 (US$ 185M) 15.00 Astralis Group (US$ 350M) (US$ 817M) (ASTGRP) (US$ 58M) FaZe Clan 10.00 (US$ 305M) Team Liquid (US$ 310M) 5.00 NRG Esports TSM T1 (US$ 155M) (US$ 410M) (US$ 150M) - - 10.00 20.00 30.00 40.00 50.00 60.00 70.00 Revenue (in US millons) Source: Forbes, Bloomberg Global brands are sponsoring esports Esports ecosystem SPONSORS GAME PUBLISHERS PRO TEAMS GAMES PRO SPONSORS PLAYERS KOLS / COMPETITIONS / STREAMERS EVENTS SOCIAL MEDIA, STREAMING PLATFORMS & BROADCASTS, TV BROADCASTS, DIGITAL MEDIA, TRADITIONAL MEDIA GAMING COMMUNITY / FANBASE (PLAYERS & VIEWERS) WHAT is GARRA ESPORTS Garra Esports is the newly established professional esports team based in Mexico. With passion in our veins, and an accomplished, talented foundation, Garra Esports is ready to step up to the world stage to challenge the best there is and truly represent Latin America in competitive gaming and creation. Garra also owns Effects or Films, a creative studio aimed at working with Garra and external clients 15 MANAGEMENT TEAM JORGE RAMIRO MONROY MARCO ROQUE Roberto canovas Chairman Executive Director Managing Director – Founder and Managing Director of Emerging – Strategy games enthusiast, former rugby – Founder and CEO of Game Swap Markets Capital Ltd (Hong Kong) player with multiple league titles and national Technologies (Mexico) team caps – CEO of Reyna Silver Corp. (Canada) – Previously served as General Director at – Director at Emerging Markets Capital Ltd – Holds a Bachelor’s degree from the State Electronic Arts Latin America (Hong Kong) University of New York, MBA degree from the – 10+years of experience in Latin American Hong Kong University of Science and – CEO and Director of Cassiar Gold Corp Gaming industry Technology (Canada) – Holds an MBA degree from Melbourne – 15+ years of international financial Business School experience including capital markets, venture capital and corporate advisory – CFA charterholder, MBA degree from the Hong Kong University of Science and Technology and London Business School MANAGEMENT TEAM AVELINO RODRIQUEZ Cristina ramiro FRANZ ZAVALA Senior Advisor Production and Creative Director Management – Founder and Managing Partner of The Lift – Co-Director and Co-Founder at Effects or – Co-Director and Co-Founder at Effects or Mexico (Mexico) Films (Mexico) Films
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