TAG Generic Title slide allows for logo inclusion Becoming the Leader in Esports Engagement Content for Consumers & Brands Alike Introducing Millennial Esports A Vertically Integrated Esports Company Engaging the Market in All Key Areas

Unique Esports Positioning:

ü Esports Breadth & Racing Depth ü Premium Content Production ü Esports Based Data & Analytics What Sets Millennial Apart? Millennial has unique positioning in the Global Esports market.

ü Industry Leading Management

ü A Versatile & Adaptive Gaming Platform

ü Technology Innovation

ü Integrated Business Model

ü In-House Data Analytics Esports - Accepted Worldwide & Growing Rapidly The Esports Market Is Growing And It's Audience Is Rapidly Approaching The Magnitude Of The World’s Most Highly-viewed Media Events.

Esports Global Audience (mm) Esports Total Market Size ($ mm) 600 6,000 495 5,000 500 5,000 400 365 4,000 300 3,000 200 2,000 892 100 1,000 0 - 2016 2020E 2016 2020E

Viewership by Sport (mm) 114 120 100 80 60 41 36 28 40 20 20 15 20 6 0 Super Bowl NCAA League of Rose Bowl NBA Finals MLB World Series NHL Stanley Cup (Final 4) Legends Championship (Game 5) Championship

Macquarie Research: Source: Activate, Superdata, Esports Earnings, ESPN, H1 Gambling Capital, Newzoo, Macquarie Research, June 2017 *Rev est. Mobile - Highest Growth in Mobile Game Consumption Mobile is expanding market share in a growing market. Within Mobile Games, Three Genres Are Taking Over

Nielsen Esports Report 2016 60 Sports 70 Casino, Board Games, & Card “Esports fans show a stronger 80 Games High growth/Low clutter Racing affinity than the average American Low growth/Low clutter 90 World Builder for three key sport types: Simulation Low growth/High clutter combat/fighting sports, racing, Action/ 100 and U.S./European soccer. In fact, Shooter High growth/High clutter Strategy the Esports audience is at least 110 three times as likely to be an avid 120 Arcade fan of these three sports, which is Role-Playing Ownership (index to average) noteworthy given that these GamesRacing 130 Ownership: Average ownership of titles parallel three of the most popular within each genre displayed as an index to the average ownership of titles genres of sports video games”. 140 across all genres.

Interest: Average download interest of 150 Sports titles within each genre displayed as an Puzzle/Tri index to the average download interest via of titles across all genres. 160 60 70 80 90 100 110 120 130 140 Interest (index to average) Source: Nielsen Mobile Game Tracking Esports Fans Are Into Traditional Sports Interest In Traditional Sports Shows Significant Market Opportunity

Motorsports / Racing is Top 5

“In all four markets, interest in the most popular established sport among esports fans is well over 50%. The sports which tend to garner the most interest – soccer, football, basketball, boxing & motorsport – among esports fans also tend to have popular franchises, for example EA SPORTS’ FIFA and Madden games, NBA 2K and ’ annual F1 game.”

Source: Nielsen Mobile Game Tracking The Industry is Ripe for Disruption No current racing title has successfully organized competitive events or premium content surrounding the title; Millennial is poised to do both.

Premium Tournament Publisher Physical Venue Data & Analytics League Content Platform

Eden

Own (EA)

Own

Codemasters

Polyphony (Sony)

Turn 10 (Microsoft)

RR3 (EA) Leadership Team Recruited for This Opportunity Millennial Is A Fully-integrated Esports Business With Top-tier Management Leading The Way.

• 25+ yrs Technology, • Chief Revenue Officer & CMO St. • 20+ yrs Motorsports & eRacing Innovator Entertainment, & Casino Louis Rams 12 Seasons growing • Created World’s Fastest Gamer with Gaming value from $220M to $3.5B McLaren • Internationally-recognized • EVP & CMO Indianapolis Motor • Race Car Driver Thought Leader in Esports Speedway & INDY (IRL) • GT Academy - Nissan & Sony and Gaming Sectors • Endeavor Founder - WME • Silverstone Motor Racing Esports Executive Relationship Alex Igleman Bob Reif Darren Cox CEO President CMO & European MD

• 35+ yrs Private Investment, • 25+ yrs Gaming & • 30 yrs Entertainment, • 20+ yrs Capital Board, Executive Hospitality Industry Media, & Securities Markets, Fund Management, & Investment • CEO Fifth Street Research Management, Banking Gaming & Chairman • Founder 2.0 Research Analyst • Currently Managing Downtown Grand Hotel Entertainment • Founder Epic Capital Partner, Windrock • Esports Innovator: • President Motion Management Investments, Director of Owner, Rogue Esports Picture Group at Sony; • Nationally ranked Profire Energy Inc. Team, Esports Gaming President Columbia securities analyst at • Presidentially-appointed Platform, Esports Bar & Pictures Deutsche Bank NASA CFO Restaurant, Nevada • Motion picture and • Various Executive & Board Esports Alliance television Producer positions with Multinationals • Wynn Resort Executive Hon. Ronald Spoehel Seth Schorr Doug Belgrad David Fawcett Chairman Strategic Acquisitions & Investments 2016 2017 – 2018…

October May July July January

PRO GAMING STREAM HATCHET IDEAS+CARS OGAMING.TV EDEN GAMES LEAGUE INC. (RTO) S.L.

• PGL's production division • Provides analytics and • Leader within Esports racing • Leader in Esports Media, the • Legendary independent game delivers turnkey tournament business intelligence for environment; Clients include largest French eSport gaming studio producing racing titles and ev ent p lanning, those persons and entities Aston Martin, Formula E and platform • Their latest game Gear.Club coordination and logistics involved in video game Moto GP • Community of ~2 million released on mobile platforms streaming • Launched in 2013 with a goal • ‘World’s Fastest Gamer’ streaming fans/month & ~10 at the end of 2016; over 6 to unite popular Esports • Tracks all broadcast activity platform developed in million unique users/year million downloads to date communities on Twitch, YouTube Gaming, partnership with McLaren • 24/7 live streams as well as • Hosted over 5,000 events Mixer/Beam, & Smashcast • Live event partnership with VOD Silverstone Circuits • 620h monthly content produced • 3.2 billion minutes watched since 2016 Business Overview Millennial’s Business Model Is Designed To Scale Existing Assets Globally

Millennial Leadership

StreamHatchet Data Analytics

Acquisition & Investment Acquisition Acquisition & Inv.

Premium Content + IP Game Titles Live Events

• Millennial Studios • Eden Games • Millennial Tournament Platform (PGL) • NBA 2K Media (Content) • Mobile • O’Gaming • World’s Fastest Gamer (McLaren) • Gear.Club (6.3 mm • ‘thE Arena’ (Las Vegas) • Beyond the Sticks (Owned IP) downloads) • Madden America (Content) • Gear.Club 2.0 (Q1 ‘18) • F1 (Q2 ‘18) • Console • Nintendo (Xmas ‘17) • X-Box + PS (Q3 ’18) Expand User Downloads by Linking with Millennial Assets, Targeted Marketing Campaigns, & Tournament Incentives

Millennial Assets Tournament Incentives § Large prize pools (Cash) § Best in class game developer § League membership (Legitimacy) § Best in class tournament platform § Opportunity to become an actual racecar driver § Best in class management (Experience) § Best in class marketing team § In-app purchases (Incentive) § Demonstrated content platforms § Travel to renowned destinations (Incentive)

Targeted Marketing § Social media marketing § Influencer marketing campaigns § Targeted marketing campaigns on platforms for which we own analytics: Twitch, YouTube Gaming, Mixer / Beam, Smashcast § Event piggybacking: Music festivals, DreamHack, ComicCon, etc. § Continuous UI & content updates § Platform expansion Create & Execute a First-to-Market Global Racing Tournament Experience

Singapore Macau Las Vegas

Monaco New York Mobile Global World Travel WFG Competition Tournament

Compete against Advance in the Become the world’s best Drive behind the wheel millions of other gamers tournament and travel to racer at the global finals in a simulator as the from the comfort of your premium integrated World’s Fastest Gamer own home resorts Market The Worlds Anyone, anywhere Top 1% of players The Best of the Best Fastest Gamer Global Series of Racing

Millennial is positioned to capitalize on its assets and the global consumer affinity for racing games to create the world’s first global esports racing series.

Execution Strategy:

1) Acquire Gear.Club 2) Create & Execute a Global Tournament Series 3) Expand User Downloads 4) Grow Per User Revenue

“Connect a proven mobile racing game to a proven tournament structure to validate a proven competition concept” - Gear.Club downloads - Future platforms to date (6.3 m) Acquired the including - Current ARPDAU proven - Developed by leading ($0.08) expert & innovator in mobile racing - Current platforms: iOS, the racing space Eden game Gear.Club Android mobile, Games Eden Games: Background Ø Demonstrated successes with racing games on console • V-Rally and Unlimited: Breakthrough games that were both critical and commercial successes Eden Games is a hugely • Gear.Club is currently Eden’s most successful mobile game, with over 6 million downloads successful “franchise creating” game Ø All major technology & IP remains in house developer with strong • Enables quick build capability for future driving games market presence and Ø Stronglicensing expertise pipeline of game titles and platforms in the works • Official F1 game developer • Extending game titles to Nintendo Switch platform • Playstation and Xbox versions in development

Ø Experienced development team remains in place Eden Games

Eden Games is a hugely successful “franchise creating” game developer with strong market presence and licensing expertise Eden Games (cont’d) Unique Opportunity

Millennial has the unique opportunity to leverage industry leading assets and contacts to unlock the potential of an established gaming studio’s IP in the fast growing space of mobile gaming

Acquired Game Developer Grow User Base Create Global Esports Racing Series with multiple assets & through Millennial’s unique assets, IP w/ Millennial platforms, expertise, & growth potential and breakthrough marketing strategic partners Competitively Positioned for Growth

• Racing games not fully optimized for mobile monetization • Opportunity to mix high DAU(RR3) with medium ARPDAU(others) • 3 (RR3) is the current market leader • Gear. Club launched in October 2016 has already achieved over 6.5M downloads with zero marketing spend • Gear.Club has double the DAU as a % of its install base demonstrating a stickiness compared to other racing game developers

('000s) Market leader (RR3) Gear.Club Best #s on each metric Install base 380,000 6,500 380,000 Peak Daily Downloads 200 3 300 D1 Retention 42% 28% 42% D30 Retention 8% 2% 8% DAU 1,300 45 1,300 DAU as % of install base 0.34% 0.69% ARPDAU $0.07 $0.08 $0.26 Daily Revenue $91.00 $3.60 Annualised Revenue $33,215 $1,314 Gear.Club Execution Strategy Summary

§ IP Drive § Content Marketing Downloads § Direct Marketing § Data & Analytics Capabilities

Drive Daily § Millennial Tournament Platform Active Users § O’Gaming Audience (DAU) § Platform Extensions (Xbox, Nintendo Switch, Twitch)

Drive Avg. § Esports Expertise § Consistent UI Updates Revenue per § Racing Expertise § Consistent New Content Updates DAU § Racing Content

Drive § Large Prize Pool Tournament § Experiences Participation Proven Marketing Strategy - “The Money Maker Effect”

Chris Moneymaker Jann Mardenborough Gear. Club + ME + Incentivizing the • 2003 Won World Series of Poker • 2011 Won GT Academy beating consumers = MAXIMIZING • First unknown player to qualify 90,000 competitors online and DOWNLOADS from a satellite online live tournament to go on and win • 2011 Official Driver for Nissan GT WSOP 4 European Cup • 33 Podiums • 10 wins Grow Average Revenue Per User Via In-app Offerings

Leverage Millennial Assets to Increase User Engagement and Thereby Drive Higher Average Revenues Per User Increasing Average Revenue Revenues as Result of User and Per-User Revenue Growth per Daily Active User § Expand downloads to +80 million with $350,000 Millennial assets & targeted marketing $292,000 $300,000 § Increased downloads drive higher $250,000 $228,125 revenues AND increased user engagement $200,000 $0.20 (along with tournaments) $182,500 $0.25 $150,000 $146,000 § Increased user engagement drives higher

(in thousands) $0.32 $109,500 $100,000 frequency of in-app purchases Annualized Revenue Annualized $73,000 $50,000 $36,500 § Higher frequency of in-app purchases $- drives higher ARPDAU, coupled with 500 1,000 1,500 2,000 2,500 expanded in-app offerings Daily Active Users DAU % = daily active user / total install base (0.69% today) Approx. Total 82 million 143 million 215 million 289 million 361 million Install base Gear.Club Revenue Strategy Annualized Revenue Sensitivity to ARDAU & DAU ('000s) Daily Active Users (DAU) • Focus to increase ARPDAU to $0.32 by end of year 5 driven by higher user engagement through increased number of tournaments, $36,500. 0 500 1,000 1,500 2,000 2,500 better prize pools and greater selection of cars (Increase car $0.20 $36,500 $73,000 $109,500 $146,000 $182,500 selection from 20 to 200), thus driving higher in-app purchases $0.22 $40,150 $80,300 $120,450 $160,600 $200,750 • Leverage IP and industry relationships to improve user engagement $0.24 $43,800 $87,600 $131,400 $175,200 $219,000 $0.25 $45,625 $91,250 $136,875 $182,500 $228,125 $0.26 $47,450 $94,900 $142,350 $189,800 $237,250 $0.28 $51,100 $102,200 $153,300 $204,400 $255,500 $0.30 $54,750 $109,500 $164,250 $219,000 $273,750 Gear.Club Potential Avg. Rev. Per DAU $0.32 $58,400 $116,800 $175,200 $233,600 $292,000 (Figures in '000s) Install base 82,000 143,500 215,250 288,889 361,111 DAU 500 1,000 1,500 2,000 2,500 ARPDAU $0.20 $0.25 $0.32 $0.32 $0.32 Annualized EBITDA Sensitivity to ARDAU & DAU ('000s) Daily Revenue 100 250 480 640 800 Daily Active Users (DAU) Annualized Revenue 36,500 91,250 175,200 233,600 292,000 $20,858. 8 500 1,000 1,500 2,000 2,500 Staffing & $0.20 $20,859 $41,718 $62,576 $83,435 $104,294 Overhead Costs 2,866 7,166 13,758 18,344 22,930 $0.22 $22,945 $45,889 $68,834 $91,779 $114,723 Marketing Costs 12,775 31,938 61,320 81,760 102,200 $0.24 $25,031 $50,061 $75,092 $100,122 $125,153 Marketing Costs $0.25 $26,073 $52,147 $78,220 $104,294 $130,367 % 35% 35% 35% 35% 35% $0.26 $27,116 $54,233 $81,349 $108,466 $135,582 EBITDA 20,859 52,147 100,122 133,496 166,870 $0.28 $29,202 $58,405 $87,607 $116,809 $146,011 Assumptions $0.30 $31,288 $62,576 $93,864 $125,153 $156,441 Avg. Rev. Per DAU 1) Gear.Club continues its historical DAU as a % of Install base at 0.69% compared to market leader at 0.34% $0.32 $33,374 $66,748 $100,122 $133,496 $166,870 2) Marketing spend on prize pools and tournaments drives Install base and DAU Substantial Additional Growth Opportunities

ü Premium Content Development and Production

ü Expanding Strategic Brand Alliances

ü Geographic Expansion and Diversification Technology Innovation

ü Mobile Applications Authoring best Esports focused apps in market ü Tournament Platform World –class platform offers ladder, tournament, and direct challenge competitions ü Data Analytics Industry leader in Esports related analytics ü Execution Tools Continuing development of tools for online and offline competitive campaigns ü Integrating Blockchain Technology into Gaming Market Design and Implement Blockchain-based Game and Digital Content Tokens Closed First Tranche of Private Placement

Issuer: Millennial Esports Corp. (TSXV: GAME) Units Offering: Each Unit - One Common Share and ½ Warrant Warrant: Purchase One Common Share at $1.20 for 24 Months Issue Price: $0.70 per Unit Amount: Issued 17,316,258 out of Total Offered of 28,571,429 Remaining Units: 11,255,171

Note: Offering made only to Accredited Investors pursuant to the Subscription Agreement. Millennial Key Competitive Advantages Millennial is a Fully-integrated Esports Business Model with Top-tier Management Leading The Way

Industry-Leading Management Strong Gaming Platform & Technology

• Team of world-class management, Board, • 5+ year old gaming platform owned and & Advisors with unmatched experience operated in-house • Optimal blend of abilities across channels • Strong relationships with top streamers & & assets influencers • Global footprint • Linchpin of a revenue-generating model in esports

Integrated Business Model In-House Data Analytics

• Production of premium content • Experienced data analytics feeding business • Omni-channel marketing and distribution decisions platforms • Standalone analytics business driving revenue • Online & offline event creation and coordination generation