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E-SPORTS MARKET OVERVIEW GENERAL OVERVIEW E-SPORTS MARKET

STRONG CONSUMER MARKET WITH UNTAPPED POTENTIAL

E-SPORTS REVENUE, $ E-SPORTS AUDIENCE, M

+28% +16% YoY +14% YoY +34% +20% YoY YoY 1,2BN 1,2BN YoY 515 500 +36% +43% 444 940M YoY YoY 400 390 +51% 264 800M 700M 324 224 YoY 300 235 195 490M 161 200 400M 325M 115 OCCASIONAL VIEWERS 100 195 220 251 120 163 E-SPORTS 0 0 ENTHUSIASTS 2015 2016 2017 2018 2019 2015 2016 2017 2018 2019

ARPU GROWTH REVENUES REVENUES PER FAN $3,3 $4,8 PER FAN

2016 2019 $490M CAGR 40% $1,2BN

TOTAL REVENUES TOTAL REVENUES

* DATA SOURCES - NEWZOO RESEARCHES AND DASHBOARD SPLIT BY REGION AND CATEGORY

NORTH AMERICA WESTERN REVENUE PER CATEGORY, $, 2017 EUROPE $257M EASTERN $151M EUROPE SOUTH $77M KOREA $47M 155M

CHINA 268M $105M 700M 117M

LATIN SOUTHEAST AMERICA ASIA 65M 95M $20M $700M $20M GLOBAL MARKET

SPONSORSHIP ADVERTISING GAME PUBLISHER FEES MEDIA RIGHTS MERCHANDISE & TICKETS

* DATA SOURCES - NEWZOO RESEARCHES AND DASHBOARD E-SPORTS ECO-SYSTEM

GAME DEVELOPERS & PUBLISHERS TEAMS AND PLAYERS

COMPANIES WHICH DEVELOP, PUBLISH GROUP OF PROFESSIONAL GAMERS UNITED UNDER ONE BRAND. EACH AND SUPPORT E-SPORTS GAMES BRAND CAN HAVE SEVERAL TEAMS IN MULTIPLE GAME TITLES

CHANNELS EVENTS & LEAGUES

VISPA

BROADCASTING PLATFORMS THAT ALLOW ORGANIZATIONS WHICH CREATE AND FANS TO WATCH LIVE E-SPORTS ACTIONS HOLD ONLINE/OFFLINE TOURNAMENTS WHY E-SPORTS?

GAME DEVELOPERS SPORTS CLUBS GAME DEVELOPERS ARE MAKING SPORTS CLUBS AND OWNERS BUYOUT E-SPORTS #1 MARKETING TOOL E-SPORTS TEAMS BRANDS OR CREATE E-SPORTS DIVISIONS

16$ ARPU TV CHANNELS ARPU IN E-SPORTS WILL GROW 8 TIMES MAJOR TV CHANNELS START TO BIGGER IN UPCOMING 10 YEARS BROADCASTING E-SPORTS LEAGUES AND TOURNAMENTS 2$ 10 YEARS E-SPORTS AUDIENCE

390M 16-36 YRS TOTAL AUDIENCE 85% OF ENTHUSIASTS

195M 195M 85% OCCASIONAL VIEWERS ENTHUSIASTS MALES

AUDIENCE PROFILE (US) 42% 58% owns an iPhone has very positive vs 38% of online population brand attitude 30% vs 42% of gamers has very positive 20% brand attitude 46% streams via vs 19% of gamers uses Google Play vs 3% of gamers vs 44% of online population 35% has subscription 35% vs 13% of online population owns a Samsung phone vs 31% of online population 22% 52% watches has subscription vs 13% of online population vs 29% of online population

* DATA SOURCES - NEWZOO RESEARCHES AND ESFORCE ESTIMATION E-SPORTS TALENTS AS OPINION LEADERS

WHEN IT COMES TO BUYING PRODUCTS OR SERVICES E-SPORTS PLAYERS ARE ROLE MODELS FOR MILLIONS OF ADMIRERS

WANT TO EXPLORE TEAMS MAKE PURCHASING PARTNERS PRODUCTS AND DECISIONS BASED DIRECTLY SERVICES ON SPONSORSHIP BRAND EXPOSURE

* DATA SOURCES - STEELSERIES RESEARCHES SPORTS VS E-SPORTS

NOTEABLE PRIZE MONEY IN 2015 MILLION VIEWERS IN 2015

20M $20M LOL World Finals 36 $15M DoTA 2 International 31 E-SPORTS 11M CS:GO ESL 27 $10M 9M NBA Finals 20

The Masters 18 $5M MLB World Series 17 2M

TRADITIONALS SPORTS NHL Stanley Cup 5,5 0 Kentucky Derby The Master Wimbledon DoTA 2 0 10 20 30 40 The International

MARKET GROWTH POPULARITY OF (E) SPORTS BY AGES**

60% ~$100BLN ~$120BLN AMERICAN FOOTBALL VIDEO GAMES INDUSTRY VIDEO GAMES INDUSTRY 50%

~$1BLN ~$8BLN 40% E-SPORTS INDUSTRY E-SPORTS INDUSTRY 30% BASKETBALL

20% BASEBALL BLN BLN ~$152 ~$160 ICE HOCKEY SPORTS INDUSTRY SPORTS INDUSTRY 10% 0% E-SPORTS 2015 2020 10-20 21-35 36-50 51-65

* DATA SOURCES - NEWZOO RESEARCHES; ESFORCE ESTIMATION; OPEN SOURCES DATA (TOURNAMENTS, LEAGUES) ** US BRANDS

WORLD TOP BRANDS ARE ALREADY IN E-SPORTS

MORE AND MORE NON-ENDEMIC BRANDS ARE COMING INTO E-SPORTS EVERY YEAR

ENDEMIC NON-ENDEMIC CASES

NON-ENDEMIC TOP E-SPORTS GAMES

GAME MONTHLY PLAYERS TOTAL PLAYERS TOTAL HOURS WATCHED SHARE E-SPORTS

100M N/A 100M 28%

9,5M 28M 50M 46%

11M 102M 37M 37%

N/A 70M 36M 12%

N/A N/A 5M 43%

N/A 30M 22M 7%

N/A 20M 5M 25% E-SPORTS TEAMS OVERVIEW OVERVIEW

100+ PROFESSIONAL TEAMS ON E-SPORTS MARKET TOP E-SPORTS TEAMS

16,4M 4,5M 2M 3,8M 880k 3,1M 700k 1,7M 640k 1,3M 490k 1,2M WEBSITE VISITS* SOCIAL MEDIA 360k FANS** 1,1M 350k 1M

575M 3,8M 337M 2,8M 220M 2,5M 178M 2M 153M 1,9M LIVE BROADCAST & PLAYERS’ SOCIAL YOUTUBE VIEWS*** 91M MEDIA FANS** 1,9M 78M 1,8M 75M 1,7M

PRIZE MONEY WON ** $15,5M $7,3M $6,3M $5,2M $5,1M

*AVERAGE BASED ON LAST 3 MONTHS **TOTAL ***ALL CHANNELS, ALL TIME TOTAL TOP E-SPORTS PLAYERS

E-SPORTS PLAYERS ARE TRENDSETTERS FOR MILLIONS OF FANS

TOP PLAYERS FANBASE

0 1M 2M 3M

Bjergsen (Team SoloMid) ~2,7M

pashaBiceps (Virtus Pro) ~2,1M

scumper (OpTic Gaming) ~1,8M

brTT (RED Canids) ~1,5M

Faker (SK Telecom ) ~1,4M

xPeke () ~1,4M

Dendi () ~1,3M

kami (paiN Gaming) ~1,2M

GeT_RiGhT () ~1,2M

Rekkles () ~1,2M

FalleN (SK Gaming) ~1M

s1mple (Natus Vincere) ~0,7M TEAMS SPONSORSHIP PROMOTION KIT

PLAYERS GAMING HOUSE PROMOTION PROMO BRANDING CAMPAIGNS

SPONSORSHIP PROMOTION UNIFORM DIGITAL & IN-GAME BRANDING BRANDING

CELEBRITY LIVE BROADCAST VIDEOS CO-BRANDED PROMOTION PRODUCTS

SPONSORSHIP PACKAGE PRICE RANGE $150K - $1M TEAMS SPONSORSHIP PROMOTION KIT TEAMS EVALUATION

21 TOP TEAMS REACH VALUE

WEBSITE SOCIAL MEDIA VISITS* FANS** 23M 23M

LIVE BROADCAST & PLAYERS’ SOCIAL ~$50M+ YOUTUBE VIEWS*** MEDIA FANS** SPONSORSHIP 1,6B 26M INVENTORY AND MEDIA RIGHTS

TOP E-SPORTS PLAYERS & TALENTS

*AVERAGE BASED ON LAST 3 MONTHS **TOTAL ***ALL CHANNELS, ALL TIME TOTAL E-SPORTS TOURNAMENTS OVERVIEW OVERVIEW

MAJOR TOURNAMENTS COVER 95% OF E-SPORTS AUDIENCE

WESTERN EUROPE EASTERN EUROPE NORTH AMERICA

ASIA

3-5M 15-30M UNIQUE VIEWS VIEWS

PER TOP EVENT EVENTS SPONSORSHIP PROMOTION KIT

SPONSORSHIP PROMOTION

OFFLINE LIVE BROADCAST DIGITAL

PROMO STANDS (BOOTH’S) PROMOTION DURING STREAMS (BANNERS, DIGITAL MEDIA BRANDING & BANNERS PRE-ROLLS, CHAT-ADS) (WEB-SITE, SOCIAL MEDIA, YOUTUBE)

STAGE BRANDING STUDIO BRANDING PROMO POSTS IN SOCIAL MEDIA

BRANDING (PRESS-WALLS, TICKETS, MERCHANDISE) CASTERS PROMOTION

PRODUCT PLACEMENT IN-GAME BRANDING & ADS

SPECIAL PROMO SPONSOR SHOWS

VIDEOS ON VENUE

PROMO VIDEOS PRODUCTION

SPONSORSHIP PACKAGE PRICE RANGE $100K - $5M / PER EVENT EVENTS SPONSORSHIP PROMOTION KIT LEAGUES AND TOURNAMENTS EVALUATION

MAIN EVENTS REACH VALUE

~$200M+ SPONSORSHIP ~370M INVENTORY 95% OF E-SPORTS AND MEDIA RIGHTS FANS & ENTHUSIASTS OTHER PROMOTIONAL POSSIBILITIES IN E-SPORTS OTHER PROMOTION POSSIBILITIES IN E-SPORTS

PROFESSIONAL PLAYERS, E-SPORTS TALENTS AND BROADCASTING CELEBRITIES PRO AMATEUR STUDIOS EVENTS

AND MILLIONS OF OTHERS BRAND INTEGRATIONS EXAMPLES & EVALUATION HYPERX

KEY PLAYER ON E-SPORTS SPONSORSHIP MARKET WITH WORLDWIDE FOCUS

SPONSORED SPONSORED E-SPORTS SPENDING E-SPORTS TEAMS TOURNAMENTS EVALUATION

~$3,5-4M

+ OTHER LOCAL + OTHER LOCAL MARKETS TEAMS MARKETS EVENTS MSI

MODERATE INVESTMENT IN E-SPORTS WITH FOCUS ON EVENTS AND LOCAL TEAMS

SPONSORED SPONSORED E-SPORTS SPENDING E-SPORTS TEAMS TOURNAMENTS EVALUATION

~$600-900k ASUS

FOCUSES ON OWN IP TOURNAMENTS, HIGH-QUALITY TOURNAMENTS AND E-SPORTS TEAMS

SPONSORED SPONSORED E-SPORTS SPENDING E-SPORTS TEAMS TOURNAMENTS EVALUATION

OWN ASUS TOURNAMENT ~$800k-1M SPONSORSHIP

+ OWN TOURNAMENT ORGANIZATION EXPANSES THANK YOU FOR ATTENTION!

THE LAST QUESTION IS… WHEN WILL YOU BE IN E-SPORTS? CONTACTS

Andrey Cherednychenko NA`VI Head of Partnerships

[email protected]

facebook.com/andriy.cherednychenko