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 Basketball League of Rose Bowl DOTA 2 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 video game franchises, for example EA SPORTS’ FIFA and Madden games, NBA 2K and Codemasters’ annual F1 game.” Source: Nielsen Mobile Game Tracking The Racing Game 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 Xbox - 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 Nintendo Switch Eden Games: Background Ø Demonstrated successes with racing games on console • V-Rally and Test Drive 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
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