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CSE:NWES NEW W A VE ESPORTS MARCH 2020 I NEWWAVEESPORTS.COM - PowerPoint PPT Presentation

CSE:NWES NEW W A VE ESPORTS MARCH 2020 I NEWWAVEESPORTS.COM Disclaimer The information contained in this presentation has been prepared by NEW WAVE ESPORTS CORP . (NWE) is confidential and proprietary to NWE. The information contained in


  1. CSE:NWES NEW W A VE ESPORTS MARCH 2020 I NEWWAVEESPORTS.COM

  2. Disclaimer The information contained in this presentation has been prepared by NEW WAVE ESPORTS CORP . (“NWE”) is confidential and proprietary to NWE. The information contained in this presentation (a) is provided as at the date hereof unless otherwise indicated, (b) does not purport to contain all of the information that may be necessary or desirable to fully and accurately evaluate NWE, and (c) is not to be considered as a recommendation by NWE that any person make an investment in NWE. This presentation is being provided to you solely for your information and may not be reproduced, in whole or in part, in any form or forwarded or further distributed to any other person. By reviewing this presentation, you acknowledge and agree (i) to maintain the confidentiality of this presentation, the information contained herein and all other information received, (ii) to protect such information in the same manner you protect your own confidential information, which shall be at least a reasonable standard of care, and (iii) to not utilize any of the information contained herein or otherwise received. You will be liable for any damages caused by or resulting from any unauthorized disclosure or use or reliance of the information contained herein. FORWARD-LOOKING INFORMATION This presentation also contains certain statements that may constitute forward-looking information under applicable securities laws. All statements, other than those of historical fact, which address activities, events, outcomes, results, developments, performance or achievements that NWE anticipates or expects may or will occur in the future (in whole or in part) should be considered forward-looking information. In some cases, forward-looking information is identified by the use of terms and phrases such as “anticipate”, “believe”, “could”, “estimate”, “expect”, “intend”, “may”, “plan”, “predict”, “project”, “will”, “would”, and similar terms and phrases, including references to assumptions. Such information may involve, but is not limited to, comments with respect to strategies, expectations, planned operations or future results including as to NWE’s investment and other activities, and as to the esports industry potential. These forward-looking statements are based on currently available competitive, financial and economic data and operating plans as of the date of this presentation but are subject to known and unknown risks, uncertainties and other factors that (including risks and uncertainties relating to business and investee performance, financing, and a variety of other risks, which are set out in great detail in NWE’s CSE Form 2A Listing Statement dated October 24, 2019 and available on SEDAR) may cause actual results, performance or achievements or industry results to be materially different from those expressed or implied by such forward-looking information. Such factors are based on information currently available to NWE, including information obtained from third-party industry analysts and other third-party sources, and are based on management’s current expectations regarding future growth, transactions, future capital (including the amount, nature and sources of funding thereof) and expenditures. The forward-looking information contained in this presentation is expressly qualified by this cautionary statement. Because of the risks, uncertainties and assumptions contained herein, do not read forward-looking information as guarantees of future performance or results and do not place undue reliance on forward-looking information. NWE does not intend to provide updates on any of the forward-looking information herein except as may be required by applicable securities laws. Nothing in this presentation is, or should be relied upon as, a promise or representation as to the future. There is no warranty or guarantee given by any person as to any forecast or financial outlook contained herein. Information herein relating to NWE’s investees has been provided to NWE by such parties and has not been verified.

  3. INTRODUCTION New w a ve esports We are an esports organization focused on acquiring esports companies, developing business, and optimizing revenue streams for sustained profitability. We provide capital and advisory services to esports teams and organizations, events and tournament organizers, platforms and networks, and technologies and tools. We are publicly traded on the Canadian Securities Exchange (CSE:NWES).

  4. OUR V ALUE PROPOSITION ENTERT AINMENT PUBLISHERS We capitalize on esports EA, Activision, Riot, Blizzard, and others entertainment and lifestyles. rely on esports for new rev streams and retention. DEVELOPERS experiences Respawn, DICE, Bioware, and others We provide entertainment and experiences by need active player bases. collaborating with publishers, developers, and gamers. Super smash bros. Esports Broadcasting EXPECTED Tournament opera tor & productions B2c PROFIT ABILITY B2b $350k Revenue in 2019 $514k Revenue in 2019 mid-year 2022 $700k est. Revenue in 2020 $1.78M est. Revenue in 2020 25-40% Profit Margins 22-26% Profit Margins 80+ Events / Year 20+ White-Label Clients / Year 7.5k+ Attendees / Year Events Typically Cost $100k’s 32.3M+ Views on Twitch & YT In-House production reduces costs for clients

  5. Our audience B2c Esports gamers & viewers Fighting game communities who play and watch t arget Smash Bros, Tekken 7, Street Fighter 5, DragonBall FighterZ, and more. B2b Esports & non-endemic Companies increasing their esports program revenues t arget and organizations looking to start new rev streams. Consumer & clientele funnel reach In B2C, we are direct-to-consumer: digital comms, influencer marketing, gaming PR, partner promotions, and venue and vendor sales. In B2B business, we are direct-to-client: digital comms, RFP , direct proposals, word-of-mouth, and onsite leads. Onsite & online Distro Bulk of business done onsite with live activations as we Channels extend programming to livestream and VOD for amplification, exposure, and additional monetization.

  6. ECONOMIC MODELS Esports tournaments Broadcasting & production toronto, ny, la, chicago La, vegas MONETIZATION MONETIZATION • $25-$100 ticket / attendee • $50k-$500k accounts • Addt. revenue from onsite • Addt. revenue from online experiential and vendors broadcasting CONSUMERS CLIENTELE • Repeat attendees on weekly, • Repeat clientele on a yearly monthly, and quarterly basis basis COST STRUCTURE COST STRUCTURE • Corporate and Event-Based • Corporate and Production- Costs Based Costs • Fixed Costs: Management, • Fixed Costs: Management, Office, and General Office, and General • Variable Costs: Cost of Sales, • Variable Costs: Contractors, Advertising, Professional Fees Production, Venues PROFITABILITY PROFITABILITY • Est. Q3/2020 • Currently Profitable • Currently Break-Even • Increased Profitability • Profitability dependent on dependent on scaling opex to major event expansion production demand

  7. Scalable ecosystems LOW-COST PRODUCTIONS • Venue costs are consistent and relationship-based. • Onsite equipment is rented to keep depreciation low. • Online broadcasting has minor cost with large gains. COMMUNITY RECEPTION • Passionate and dedicated fighting game communities in key cities. • Repeat consumers who latch on to lifestyle and competitive nature. IP P ARTNERSHIP • One of the few TO’s partnered with Nintendo. • Approvals on Nintendo IP usage easy to obtain. HIGH-QUALITY EXPERIENCES • Venue costs are fairly consistent year-over-year. • Fixed production costs fronted by client. • Discounts on costs incentives for maximum profitability. EST ABLISHED BRANDS • Clientele consists of long-established brands including Intel, Dell, Alienware, Caesar’s Entertainment, Marriott, and more. IP P ARTNERSHIPs • Working alongside world-renowned brands sets pedigree. • Coming in under costs with max output positions Activate as repeat production partners.

  8. COMPETITION & ADV ANT AGE Competition Competition Competition • Esports VC’s and Funds • FGC TO’s • Experiential agencies • Esports organizations • FGC Online Platforms • Gaming event production acquiring entities for profit teams Adv ant ages Adv ant ages Adv ant ages • Publicly-traded • Official Nintendo partnership • Esports broadcasting • Shares liquidity • Consistent sponsorship flows expertise • Access to capital • Experienced operator of 6 yrs • Low-cost production solutions • Ancillary services and support • Access to high-quality • Gaming and esports network equipment sust ainability sust ainability sust ainability • Strong profitability strategy • Low-cost productions • Stronghold on current • Aggressive expansion efforts • Repeat customers accounts • Global audiences • Profitable expansion plans • Local govt. agency support

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