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GameWith Presentation Material for New Investors

GameWithIR
April 28, 2023

GameWith Presentation Material for New Investors

GameWithIR

April 28, 2023
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  1. INDEX 03 02 01 Medium-Term Business Strategy Services About the

    GameWith 04 Appendix 03.2 03.1 Network Business: “GameWith Hikari” Media 03.3 NFT Games 03.4 eSports
  2. 3 “Create a more enjoyable gaming experience” We are passionate

    about gaming, have a connection with games, and are proud to work in the game industry. We at GameWith endeavor to “create a more enjoyable gaming experience.” About the GameWith / Mission “Create a more enjoyable gaming experience”
  3. 4 Media eSports/ Entertainment New Business For both users who

    play games and makers who develop games, GameWith provides experiences and values that no one else can, and will become the infrastructure for the enjoyment of everyone involved in games. We will expand beyond the media business into all business areas to make games more entertaining. About the GameWith / Vision “Become the world’s game infrastructure”
  4. 5 About the GameWith / History of GameWith 2013 2023

    2017 2018 2019 2020 2021 2022 • Established in a condominium room • Game media "GameWith" released • Launched new game reviews • Started video streaming business through YouTube • Listed on Tokyo Stock Exchange Mothers 2015 • Entered eSports business • Changed to the First Section of the Tokyo Stock Exchange • Business transfer of AtWiki • NFT game EGGRYPTO released • Acquired DetonatioN Inc. as a subsidiary • Changed market classification to TSE Standard • “GameWith Hikari" Optical network business launched Establishment 10th anniversary of establishment
  5. 6 About the GameWith / Our Approach to Capital Investment

    and Shareholder Return Policy • Stable business condition with high capital adequacy ratio and liquidity • Places the highest priority on growth investments, while also placing importance on shareholder returns. We will continue to explore the best approaches while considering balance 1,056 2,920 2,828 963 Balance Sheet for the Fiscal Year Ended May 2024 Growth investment Shareholder return Aiming to maximize corporate value over the medium to long term, we placed the highest priority on aggressive growth investment in eSports and New Businesses to create the second and third profit pillars after the Media Business. Our basic policy We recognize shareholder returns as a key management issue, and have recently decided to implement a shareholder benefit program and a share buyback. We will continue to explore the best approaches while considering balance. Key management issue and recognition Capital adequacy ratio:75.2% Cash and deposits Other Assets Liabilities Net assets
  6. 7 About the GameWith / Company Outline Company Name GameWith,

    Inc. Address Sumitomo Fudosan Azabu-juban Bldg. 4F, 1-4-1 Mita, Minato-ku, Tokyo, 108-0073, Japan Representative and President Takuya Imaizumi Date of Foundation June 2013 Number of employees 175employees(Average number of temporary employees:61/as of May 31, 2024) Capital 553 million yen (as of May 31, 2024) Group Company AtWiki, Inc. DetonatioN, Inc. GameWith Contents Studio, Inc. GameWith NFT, Inc. GameWith ARTERIA, Inc. Company Outline Member Organization Japan esports Union (JeSU)
  7. 8 About the GameWith / Top message Thank you very

    much for the continuous business with us. GameWith was started in 2013 in an apartment room. By employing top gamers and providing high-quality articles to coincide with game events and updates, GameWith has succeeded in winning user support and has grown into the operator of one of the largest sites for game-playing tips in Japan. Currently, we will expand beyond the realm of media into new fields such as NFT game and Network Businesses and eSports businesses while continuing to provide game-playing tips as the core business. "Get absorbed in games, be connected through games, and focus on games as a business." With this approach, we aim to create a more enjoyable gaming experience. We hope that we can count on your continued understanding and support as we pursue these initiatives. GameWith, Inc. Representative and President Takuya Imaizumi
  8. 10 Services / Three segments Planning and management of Japan's

    largest game information media including “GameWith” Provision of information on game guides and introductions Management of one of Japan's leading professional eSports teams, creator management for live video game distributors, etc. Developing various new businesses related to games to realize our corporate philosophy Recently focused on NFTs and Network business 65.0% 23.7% 11.3% Ad network advertising revenue, tie-up advertising revenue, etc. Sponsor revenue, tie-ups/events, tournament prize money/support funding, fan business, etc. NFT Games: In-game purchases Network business: Monthly fees, etc. Media eSports/Entertainment New Business *Sales composition ratios are based on figures as of May 31, 2024. Sales composition ratio Sales composition ratio Sales composition ratio
  9. 11 Users Provision of Advertising Space Advertising Rates eSports/Entertainment Provision

    of Articles Service Offerings (Fan clubs, merchandise sales, etc.) YouTube Video Streaming Advertising Revenue Advertisement Delivery Video Views Charge Viewing of Articles New Business (NFT, network business, etc.) Service Offerings (NFT games, network service, etc.) Charge Advertising Sponsors Creators eSports Teams Management Charge Service Offerings (Tie-ups, event production, etc.) Game Companies Sponsors Tournament Organizers Earnings Distribution Sponsors/ Prize Money Business collaboration/ earnings distribution, etc. Affiliated Companies Media Clients Services / GameWith's Business Model
  10. 13 Media / Operating one of the largest game media

    sites in Japan GameWith is a service that provides information and functions necessary for better enjoying games. Operating "GameWith," one of the largest game media sites in Japan
  11. 14 Media / Operating one of the largest game media

    sites in Japan Total number of visits to domestic websites 29th in Japan 1st in Japan: Search site G 2nd in Japan: Portal site Y 3rd in Japan: Video site Y Game media No.1 in Japan 39 th 29 th 34 th 45 th 51 st Used car site G IT News site I Portal site L Gourmet site T * Source: SimilarWeb Total number of visits to websites in Japan (1 year from September 2023 to August 2024)
  12. 15 Media Media Strengths Products Multiple Advertising Sponsors Ad Auction

    Server Advertising Sponsors • Operation of the largest game media in Japan by PV count • In-house ad monetization team to achieve stable and high ad unit prices • In-house game cheat site management • Paid game cheat site management • Takeover ads at the top of the game cheat site • Creation of game review articles • Twitter advertising products, etc. • Reach gamers through the largest gaming media in Japan • Reliable solution sales specializing in gaming Network advertising Tie-up advertising A model in which multiple advertising sponsors bid for and obtain advertising spaces A model in which advertising spaces are obtained through direct contracting with advertising sponsors Strengths Products • A model that generates network advertising revenue by generating traffic through the operation of in-house game cheat sites for hit titles, while at the same time generating tie-up advertising revenue by leveraging media value through the provision of a variety of commercial products for corporations. Media / Media Business Model
  13. 16 Media / Media Business Model Management of organizations specializing

    in content creation Utilization of game-playing workers Implement the optimal organizational structure for writers, improve business efficiency and article quality Propose a progressive work style that allows people to turn playing games into work as a side job remotely from anywhere in the country, and hire top players Establishment of a system that can provide higher quality articles more quickly Training/ Education Manuals/ Tools Specialization Rating System • Establish a system that enables rapid provision of higher quality articles by operating an organization specializing in content creation and utilizing game-playing workers, etc.
  14. 17 Media / Basic Agreement for Strategic Partnership with Digital

    Garage, Inc. × Efforts to promote fair competition in the smartphone market have been gaining momentum worldwide, with the EU, UK, and other regions advancing legislative developments Even in Japan, the so-called “Smartphone Software Competition Promotion Act” was passed in June 2024 Monopolistic in-app payment policies by platform providers are being relaxed, and the trend toward out-of-app payment is steadily increasing Aiming to be the No.1 out-of-app payment provider for smartphone games Together with Digital Garage, Inc., which has a payment business that provides diverse, comprehensive payment platforms, we have entered into a basic agreement for a strategic partnership to jointly promote the out-of-app payment business Background
  15. 18 Media / About the Out-of-App Payment • Out-of-app payment

    is a payment method where users make payments on an external website instead of within the app • Compared to in-app payment processed by Google and Apple, the amount of transaction fees paid by gaming companies is lower, and users can often get great deals, so there are advantages for both users and gaming companies alike *Reference: “What is App Payment? An Explanation of Payment Methods, Along with Their Advantages and Disadvantages” https://www.sbpayment.jp/support/ec/app-billing/ User User Payment Purchase Smartphone game app In-game item Play Payment Purchase Website In-game item Play Integration with app User ▪In-app payment: A payment method where users make payments within the app ▪Out-of-app payment: A payment method where users make payments on an external website instead of within the app Commission rate Approx. 30% Commission rate 3 to 15% maximum Through the passage of the “Smartphone Software Competition Promotion Act,” the move to implementing out-of-app payment is accelerating rapidly
  16. 19 Media / Outline of the Out-of-App Payment Business •

    By entering the out-of-app payment business, we will create a new business model for the smartphone game industry and contribute to improving profits for the industry as a whole • Reaching the market valued at approximately 1.2 trillion yen, as GameWith, we will create new monetization points *1 Excerpt for gaming apps (smart devices + social media) from “Trends in Domestic Online Platform Game Content Market Size” on page 49 of FAMITSU GAME HAKUSHO 2024 *2 Calculated as a rough estimate from when the conventional app store commission rate was 30% Domestic smartphone game market size*1 Approx. 1.2 trillion yen Conventional payment transaction fees Estimated 360 billion yen*2 Conventional commission rate Approx. 30%*2 ① Increased payment revenue from smartphone games by enhancing users’ payment experience through media ② Reduced payment transaction fees through implementation of out-of-app payment Simultaneously contribute to improving profits for the smartphone game industry as a whole and reach the market valued at approximately 1.2 trillion yen by entering the out-of-app payment business (1) Increased payment revenue (2) Reduced transaction fees
  17. 20 Media / Future Outlook for the Out-of-App Payment Business

    • Currently considering adding payment functions within the GameWith website • By providing information and functions necessary for payment, including game guides, we will be able to improve the user experience and realize a seamless payment experience from media • We are aiming to be the No.1 out-of-app payment provider for smartphone games, with our reach to gamers as the No.1 game media in Japan and our relationships with gaming companies as our strengths *Aggregated from the period between 2021 to September 2024 User Provision of products Charge Viewing of articles Provision of articles Gaming company Provision of game guides Provision of introduction information Pre-registration functions, etc. Addition of payment functions to media Payment (Purchase of in- game items, etc.) Provision of payment functions Marketing/attracting customers Payment transaction fees Conventional media functions Provision of information and functions necessary for payment Approx. 500 million PV per month Approx. 35 million UU Cumulative total number of business partners Over 400 companies* ▪Advantages ・Can get better deals than in-app payment ・Improved user experience in payment ▪Advantages ・Transaction fees are lower compared to in- app payment ・Enables out-of- app payment without in-house development ・Easy to increase usage rate of out-of-app payment through use of media
  18. 22 eSports/Entertainment / Services Other Business DetonatioN FocusMe eSports player

    management Fan club management Official merchandise sale Video distribution etc. GGGstudio Creator management Video Streaming etc. GameWithCup etc. Internal and external event planning and management https://e-sports.gamewith.co.jp/ http://team-detonation.net/ https://ggg-studio.com/ https://www.gamewith-arteria.com/ Creator Management eSports Team Management Event planning and management Live-Streaming Studio Business
  19. 23 6,118 8,354 9,868 12,536 16,219 19,454 21,781 2019 2020

    2021 2022 2023 2024 2025 4,829 6,859 7,434 7,759 8,041 8,609 10,053 2019 2020 2021 2022 2023 2024 2025 eSports/Entertainment / About the eSports eSports market in Japan* *According to “Japan eSports White Paper 2023" eSports market data, p30-31 • The eSports market is expanding in Japan. • Sales of GameWith’s eSports business are steadily increasing and look set to grow further. (Unit:Thousand people) The number of eSports fans in Japan* (Unit: Millions of yen) ※Figures after 2023 are projections ※Figures after 2023 are projections
  20. 24 eSports/Entertainment / Business Model Business model Fixed Remuneration Strengthening

    the Team Distribution/Video Production Support Event Planning etc. Affiliations and Player Activities etc. Earnings Distribution Prize Money Appearance Players/ Streamers Tournament Improving the brand value of teams Invest in players and streamers to increase their value, support promotion, and monetize through consumer services. Clients Promotion Support Advertising Expenses, etc. Sponsors Tournament Prize Money Tie-up Examples Event Planning/Management Features Realize various monetization points by leveraging one of the strongest and most well-known e-Sports teams in Japan Operate one of the best eSports teams in Japan
  21. 25 eSports/Entertainment / The history of eSports and the journey

    of DetonatioN • Kicked off a professional eSports league (LJL) for LoL in Japan. 2009 • The term eSports appeared in the 2000s. • League of Legends (LoL) released in in North America • DetonatioN started their activities as an eSports team at an early stage in 2012. • In 2015, DetonatioN introduced Japan's first dedicated full-time professional gaming system. • DetonatioN joined the GameWith Group in 2021, and GameWith became the first listed company in Japan to report a business segment related to eSports*. • Experience as members of the Japanese national team in League of Legends and VALORANT, which are leading eSports titles, competition experience at World Championships, and global recognition 2011 2012 • Held the first official national tournament, “The 1st eSports JAPAN CUP.” • Establishment of DetonatioN • Started activities as an eSports team 2018 • The year is referred to as the “first year of eSports” in Japan. • Establishment of Japan esports Union (JeSU) 2021 2022 • Joined GameWith Group • Advanced from the group stage and reached the Top 16 at the World Championships in the LoL Division for the first time as a Japanese team • Conclusion of business alliance agreements with Crazy Raccoon • Won sixth consecutive LJL championships in the LoL division • Entered into a strategic partnership with Riot Games, Inc. • VALORANT division competed in the Asian League • eSports became a medal event for the first time at the Asian Games. • The Japanese government announced enhanced support for eSports with an eye on adoption for the Olympics. 2015 • Introduced Japan's first dedicated full-time professional gaming system. 2023 • Japan made its first-ever appearance in the best 20 at the World Championships in the LoL division. 2014 • Won the LJL Grand Final to become the first champion of the event *Based on our research
  22. 26 eSports/Entertainment / Significant Achievements of DetonatioN FocusMe (DFM) •

    Boasts top-class skills in Japan for two titles that represent globally popular eSports • The highest potential for growth in the global market among Japanese e-sports teams The world's most played multiplayer online battle arena (MOBA) game in teams of 5 vs. 5 ✓ Chosen as eSports Game of the Year*1 for 2020 and 2021. ✓ The maximum number of simultaneous viewers for the 2023 World Championships exceeded 6.4 million worldwide, making it the most watched eSports event to date*2 ✓ Also selected as an official medal event for the Asian Games Highly-competitive tactical shooting game with 5 vs 5 battles ✓ Chosen as “ESPORTS GAME OF THE YEAR” for 2022 and 2023*1 ✓ Sales of in-game merchandise during the 2023 World Championships exceeded 40 million USD (approximately 5.8 billion yen) Half of the sales is distributed to the teams participating in the league*3. ✓ Total number of visitors to the 2023 World Championships, the first to be held in Japan, exceeded 37,000*4. Won six consecutive Japan league championships (as of December 2023) Advanced from the group stage and reached the Top 16 at the 2021 World Championships for the first time as a Japanese team Selected to join a league with some of the world's top teams and competed in the Asia-Pacific region Only two teams from Japan were selected and competed based out of Korea. Game titles Overview DFM Results ©2024 Riot Games, Inc. Used With Permission. *1 https://esportsawards.com/previous-winners/esports-awards-2023/ *2 From the article “Led by Faker, T1 Triumphs at LoL Worlds 2023: South Korean President Extends Congratulations as Event Sets New eSports Peak Viewership Record Amidst Celebratory Frenzy” https://roundup-gamers.jp/article/2023/11/20/1927.html *3 “VALORANT Champions 2023 Skin Revenue Surpasses 5.8 Billion Yen, with Each Team Receiving a Distribution of Approximately 180 Million Yen” https://gamewith.jp/valorant/article/show/414410 *4 “Generation Z Goes Wild for VALORANT World Championship: The Rise of Fandom Culture in eSports” https://xtrend.nikkei.com/atcl/contents/watch/00013/02280/
  23. 27 eSports/Entertainment / Entered into a partnership with Riot Games,

    Inc. in the VALORANT division • In the VALORANT division, we entered into a partnership with the developer Riot Games, Inc. Only 2 teams from Japan and 30 teams from around the world were selected through a strict screening process. • In addition to competing in a league with the world's top teams, participants also receive financial support which is a great value from a monetization standpoint. ✓ The goal is to grow the eSports scene in a long-term and stable manner. ✓ Right to participate in a league of the world's most powerful teams ✓ Weekly broadcasts of the hotly contested matches in multiple languages to fans around the world ✓ Yearly financial support from Riot Games ✓ Provision of unique and exclusive in-game content/product collaboration opportunities ✓ Branded content can now be offered to 15 million monthly active VALORANT players worldwide ✓ Significantly increased sponsorship value as a team Entered into a partnership with Riot Games, Inc. in the VALORANT division Details and benefits VALORANT International League Participating teams ©2024 Riot Games, Inc. Used With Permission. *Reference: “Riot Games Announces New Plans for VALORANT eSports” https://prtimes.jp/main/html/rd/p/000000381.000024470.html “Riot Games Announces 10 Teams for 2023 VCT PACIFIC LEAGUE! ZETA DIVISION and DetonatioN Gaming to Participate” https://prtimes.jp/main/html/rd/p/000000452.000024470.html
  24. 28 eスポーツ・エンタメ / eスポーツの売上高項目別割合 • For eSports, the Company has

    various monetization points and has achieved a well-balanced revenue structure that does not depend on a single revenue source • Support funding and earnings distribution from digital goods, etc. increased due to the conclusion of a partnership with Riot Games for the VALORANT Division in the fiscal year ended May 2024 Sponsor revenue Providing logo placement on uniforms, etc. Tie-ups and events Tie-ups and events for companies, etc. Tournament prize money and support funding Tournament prize money, support from publishers, etc. Fan business Video distribution, merchandise, fan clubs, etc. “eSports” sales for FY ended May 2024 cumulative total: Percentage by revenue item Sponsor revenue 23% Tie-ups and events 15% Tournament prize money, support funding, and earnings distribution from digital goods, etc. 42% Fan business 19% Other
  25. 29 eSports/Entertainment / Creator Management Channel development Assist in shooting/editing

    Collaboration Strengthen the community with fans Administrative support Communication with game companies Creator Management Supporting creators’ activities Organizational support in areas that are difficult for creators to handle alone Model for revenue sharing with creators Over 5 million channel subscribers in total* Execute numerous tie-up projects and events Tie-up Examples Promotion using ASUS gaming laptops Event Planning/Management Events featuring the affiliated creators with two companies as sponsors *As of October 9, 2024 Features Many popular creators are affiliated with the company
  26. 31 New Business / Services https://eggrypto.com/ https://gamewith-nft.jp/ https://gamewith-hikari.gamewith.co.jp/ GameWith Hikari

    Networks business for gamers EGGRYPTO NFT Game New Business GameWith NFT NFT Game media Other Business Network Business NFTs eSports training software etc.
  27. 32 新規事業(NFT・回線等) / NFTゲーム「EGGRYPTO」 • EGGRYPTO has pursued casual gameplay

    and has achieved unusual long-term growth for an NFT game. Rare monsters (NFTs) that can be obtained in the game are sometimes traded for high amounts, indicating the high value of these NFTs. Annual app revenue Casual gameplay General NFT Games Initial investment Necessary Unnecessary Crypto asset wallet Necessary Unnecessary Platform PC browser Smartphone app Users’ main purpose of playing Earning > Enjoyment Enjoyment > Earning User continuity Quit when they no longer make any money Continue playing the game itself EGGRYPTO has pursued casual gameplay since its initial release. Realization of an NFT game with an emphasis on “fun” Continuous growth Continuous growth on the four-year anniversary of the release This is rare for an NFT game and could serve as a model case for future markets. * The number of transactions that combine multiple processes on the blockchain into one, an indicator of how actively NFTs are being exchanged. FY ended May 2021 FY ended May 2022 FY ended May 2023 FY ended May 2024
  28. 33 NFT games are difficult for beginners Quality writers Media

    operation know-how Brand credibility Reach to gamers Contribute to the development and popularization of NFT games Management of media exclusively for NFT games • GameWith NFT, a media platform specializing in NFT games that provides information to help even beginners enjoy NFT games, opened on Wednesday, July 19, 2022. New Business / Media exclusively for NFT games
  29. 34 New Business / Network Business: “GameWith Hikari” • This

    service utilizes high-quality networks and know-how from ARTERIA Networks, a capital and business alliance partner, to deliver a quality unmatched by our competitors • It does not require capital investment, and we have realized a business model that enables us to secure stable profits • We are currently focusing on user acquisition to achieve medium to long term growth, and are investing in promotional costs High quality Secured stable profit No capital investment required • We achieve high quality by utilizing the lines and know-how of our capital and business partner, ARTERIA Networks, which mainly provides fiber optic lines to corporate customers • Through specialization in games, the service is actually being used by many eSports players and teams • It is possible to acquire new users, especially gamers, even without offering significant cashback or discounts like major competitors • Able to secure stable profits for a business model that generates recurring revenue from users' monthly usage fees • If the number of users increases, it is expected to become a large source of profits in the future • No capital investment is required because the service utilizes the networks of ARTERIA Networks • The only major cost is promotional expenses, and profitability can be achieved once the promotion has stopped • We are currently focusing on acquiring users for medium to long term growth and moving forward within the recoverable range
  30. 35 New Business / Results of the Survey on Gamers’

    Opinions about Internet Network Performance • According to the results of the survey conducted, the percentage of gamers who play games online was high at 86%, and of those, over 75% (3 out of 4) prioritize network performance, and over 68% had experienced dissatisfaction with network performance • It was found that gamers have strong opinions on network performance, so it can be said that there is great market potential for “GameWith Hikari,” which is a service specialized for gamers Percentage of online gamers who prioritize network performance Percentage of online gamers who have experienced dissatisfaction with network performance 75% 68% Percentage of gamers who play online 86% *From the Company’s press release “Over 75% of Online Gamers Prioritize the Speed of Internet Network Performance [Survey on Internet Network Performance and Games]” https://gamewith.co.jp/posts/CcHCSADi
  31. 36 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 Q1

    FY ended May 2023 FY ended May 2024 FY ending May 2025 New Business / Trend in the cumulative number of contracts for "GameWith Hikari” • The cumulative number of contracts for “GameWith Hikari” is growing steadily, reaching 4,700 connections as of the end of the first quarter of the fiscal year ending May 2025 4,700 1,900 300 Trend in the cumulative number of contracts for "GameWith Hikari” Leveraging our positioning as a high-quality service specialized for games, the number of users is growing steadily • Provision of “GameWith Hikari eSports Club Support Plan,” a dedicated plan for eSports clubs for schools nationwide • GameWith participated as a gold sponsor of Japan’s biggest high-school eSports festival “STAGE:0 eSPORTS High-School Championship 2024.” GameWith Hikari 10G Pro was used at the venue for the tournament finals ▪Recent branding measures
  32. 37 New Business / Network Business ”GameWith Hikari” *Conventional Plan

    Maximum communication speed 1 Gbps upload/download 10 Gbps upload/download 10 Gbps upload/download Access method NTT collaboration line Shared NTT collaboration line Shared ARTERIA line Exclusive Service area Nationwide Some areas (NTT designated area) Some areas (To be expanded in the future) Features Securing dedicated bandwidth Direct connection to the game server Securing dedicated bandwidth Direct connection to the game server Dedicated proprietary lines Improved corporate internet access for personal use Reliable warranty system Monthly fee (excluding tax) Apartment: 4,400 yen Family: 5,600 yen 6,700yen 18,000yen Anti-malware 〇 〇 〇 SLA (Service Level Agreement) × × 〇 Responding to the various demands of gamers on the strength of ARTERIA Networks' high-quality lines • New plan added to "GameWith Hikari" to be offered from February 1, 2023. • In addition to high-speed models with up to 10 Gbps upload and download speed, a premier plan offering an exclusive line is being rolled out.
  33. 38 NFT game EGGRYPTO “GameWith Hikari" Network Business Users Service

    Offerings Billing Revenue NFT sales revenue Earnings Distribution Internet Connection Service Provision of Optical Fiber Business Expertise Charge Users Service Offerings Promotion Usage Fees A revenue-sharing model jointly developed with our investment company Kyuzan Inc. × Joint Development A model that purchases Internet access services from a joint venture with Arteria Networks and sells them to users • Develop new businesses that leverage GameWith's strengths while also collaborating with business partners. New Business / Business Model
  34. 40 Medium Term Business Plan Concepts Aiming for accelerated growth

    rather than stable growth, we aggressively promote investments For the enhancement of corporate value in the medium to long term, we work towards building a monetization base aimed at achieving our mission/vision as a comprehensive game-related company, not limited to domestic media
  35. 41 ▲ 146 ▲ 121 ▲ 172 ▲ 41 ▲

    205 ▲ 201 301 459 191 Media eSports/ Entertainment New Business (NFTs, Network Business, etc.) Other Total Medium Term Business Plan Formulation Policy The media segment alone has recently generated a profit of over 900 million yen In order to enhance corporate value in the medium to long term, the cash generated from our media business is being invested in new areas, which is impacting the overall profit 837 1,100 948 • It is also possible to shrink investments in new areas to achieve short term profits • On the other hand, we believe that what is required for startups like ours is accelerated growth, not stable growth • The media business has become a cash cow, providing ample cash, which serves as a source for investments (Cash and deposits amounted to 2.8 billion yen) • We intend to continue with our policy of aggressively promoting investments and aim to achieve accelerated growth (Unit: Millions of yen) Annual transition of EBITDA* by segment Formulate a medium term business plan to commit to growth * EBITDA = Operating profit + Depreciation + Amortization of goodwill FY ended May 2022 FY ended May 2023 FY ended May 2024
  36. 42 Management Issue 7 389 994 1,581 2,677 3,148 2,890

    2,880 3,120 3,512 3,497 FY ended May 2014 FY ended May 2015 FY ended May 2016 FY ended May 2017 FY ended May 2018 FY ended May 2019 FY ended May 2020 FY ended May 2021 FY ended May 2022 FY ended May 2023 FY ended May 2024 Media eSports/Entertainment New Business 100% 65% FY ended May 2014 FY ended May 2015 FY ended May 2016 FY ended May 2017 FY ended May 2018 FY ended May 2019 FY ended May 2020 FY ended May 2021 FY ended May 2022 FY ended May 2023 FY ended May 2024 Media eSports/Entertainment New Business (Unit: Millions of yen) The current management issue is the slowdown in the growth rate of the cash cow media segment and establishing a new pillar of revenue to follow the media business Annual sales trends Annual sales composition ratio 35%
  37. 43 Medium Term Business Plan Outline ✓ Addressing the slowing

    growth of the media business ✓ Creation and monetization of new areas following the media business ✓ Resurgence of the media business through full-scale global expansion ✓ Creation of the second and third pillars following media in new areas ✓ Making strategic investments to build a monetization base with an eye on medium to long term growth Current management issue Medium term business plan outline
  38. 44 Positioning of Medium Term Business Plan 35 35 35~40

    FY ended May 2023 (Actual) ~ FY ended May 2024 (Actual) FY ending May 2025 (Forecast) FY ending May 2029 (Goal) FY ending May 20XX 7 billion yen Medium term business plan (five-year plan) (Strategic investments and business growth) Present (Actual) Future (Toward achieving our mission) Plan for Growth (Unit: Hundreds of millions of yen) ~ Investment period Monetization The goal of doubling sales
  39. 46 Media: Summary Promotion of global expansion • A current

    issue with the English version of GameWith is the limited title coverage • Investing in human resources for creating English articles to expand title coverage • Aiming to replicate our media success in Japan by achieving higher search engine rankings and dramatically increasing PV counts • With the increase of media value, we will horizontally expand our business through tie-up articles, etc. • Further expansion beyond English-speaking regions is planned, including the expansion into the South Korean market through collaboration with DIGITAL HEARTS Seoul Co., Ltd. The evolution of game guide dissemination utilizing AI • With the advancement of AI technology, the methods for providing game guides are increasing • We will implement push-style information dissemination, without being confined to the form of web media • We are aiming to acquire traffic through methods other than traditional search FY ending May 2025 FY ending May 2027 FY ending May 2029 Investment in human resources Expansion of title coverage for English- speaking regions Global monetization Investment in AI utilization Practical application of AI ~ ~ Roadmap
  40. 47 Media: Promotion of Global Expansion Overseas game market Approximately

    26.8 trillion yen Game content market size*1 PV unit price*2 (Annual average performance) Approximately 2.5 times higher Domestic GameWith English version GameWith The global market potential is significant Leveraging our track record as the No.1 domestic game media in Japan, we will make a full-scale effort to acquire global market share Domestic game market Approximately 2.1 trillion yen More than 10 times higher *1 “Global Game Content Market Size in 2022” from page 2 and “Trends in Domestic Game Market Size (Home Video Games & Online Platforms)” from page 38 of FAMITSU GAME HAKUSHO 2023 *2 Based on the annual average performance of the advertising unit price per PV of domestic GameWith and English version GameWith in the fiscal year ended May 2024
  41. 48 Media: Entered Into a Partnership with DIGITAL HEARTS Seoul

    Co., Ltd. • Establishing a GameWith team within DIGITAL HEARTS Seoul Co., Ltd. to support Korean gaming companies with sales, conduct joint seminars, and engage in sales activities such as menu development and package sales, leveraging respective know-how and existing assets for comprehensive business collaboration Details of partnership × Maintains strong ties with Korean gaming companies and exerts significant influence in the Korean gaming market Extensive track record of supporting numerous gaming companies by leveraging the value of being Japan's largest game media An issue is that GameWith has low recognition overseas and has few connections with international gaming companies We are aiming to improve GameWith's brand recognition and expand transactions in the South Korean market Entered into a partnership with the subsidiary DIGITAL HEARTS Seoul Co., Ltd. as the second phase of synergy enhancement based on a capital and business alliance with DIGITAL HEARTS HOLDINGS Co., Ltd.
  42. 49 Media: The evolution of game guide dissemination utilizing AI

    Search engine I want to know how to defeat this boss I want to know the evaluation of this character I want to know the location of this item Search Visits the site Provision of information Current game guides Providing information to users who search for desired information through web media Future game guides we are aiming to create Analyze user game progress utilizing AI Providing real-time game guides without the need for searching This information could be useful if the user is using this character It would be helpful to indicate the location of this item Let's provide some advice since the user might get stuck on this boss next AI Providing real-time game guides Gamer
  43. 51 Network Business “GameWith Hikari”: Summary Promotional strategy • In

    a stock-based business model, we believe it is crucial to make upfront investments in promotional expenses to acquire users early. Therefore, we will continue to carry out promotions to maximize future revenue • By specializing in games, we have secured our positioning, and our strengths include providing high-quality connections used by eSports players and teams, as well as having a strong reach to gamers as part of the GameWith Group • By implementing branding initiatives, etc. utilizing media and eSports teams, we will increase awareness among gamers and establish our position as the No.1 gaming network Promotion enhancement/Branding initiatives Monetization FY ending May 2025 FY ending May 2027 FY ending May 2029 ~ ~ Roadmap
  44. 52 Network Business “GameWith Hikari”: Visualization of Monetization ▲ 11,800

    ▲ 1,100 8,200 16,500 23,900yen 1st year 2nd year 3rd year 4th year 5th year FY ending May 2025 (Forecast) FY ending May 2026 FY ending May 2027 FY ending May 2028 FY ending May 2029 (Goal) SG&A expenses 1.4 billion yen 350 million yen Cumulative profit per user will turn to profitability from the third year, reaching 23,900 yen by the fifth year, with an estimated return on promotional expenses for user acquisition of approximately 190% in the fifth year We actively pursued user acquisition to improve revenue over the medium to long term and the number of users grew steadily. We will continue to implement promotion enhancement to develop this business into one that generates significant future sales and profit Average cumulative profit per user Visualization of future monetization of the entire business 300 million yen 70 million yen Sales Gross profit
  45. 54 NFT Games: Summary Development and release of new games

    • In fiscal year ending May 2026, we are aiming to release the new NFT game “EGGRYPTO X”, which is currently under development • The current “EGGRYPTO” continues to experience sales growth as it approaches its 4th anniversary • Our strength lies in possessing the know-how for the development/operation of NFT games that can generate revenue while keeping development costs lower compared to conventional social games. We will undertake the in-house development of new games by utilizing this know-how • Around the same time,we are also aiming to release “AIM NOVA”, which is currently under development by adding game and NFT elements to our aim training software Developmen t of new games Promotion Release of new games Monetization FY ending May 2025 FY ending May 2027 FY ending May 2029 ~ ~ Roadmap
  46. 55 NFT Game: EGGRYPTO X Q2 Q3 Q4 Q1 Q2

    Q3 Q4 Q1 Q2 Q3 Q4 Q1 Q2 Q3 Q4 FY ended May 2021 FY ended May 2022 FY ended May 2023 FY ended May 2024 Policy of the new NFT game “EGGRYPTO X” Approximately 500 yen Over 1.5 million 30-day ARPU for new users Cumulative number of downloads Steady growth in sales as we celebrate our 4th anniversary Achievements of the NFT game “EGGRYPTO” • Leveraging the know-how cultivated with “EGGRYPTO”, we anticipate being able to reduce initial development costs • Based on the ARPU performance and influx of users to “EGGRYPTO”, the initial costs are expected to be recovered in a few months • We anticipate continued revenue by leveraging over four years of long term operational know-how from EGGRYPTO EGGRYPTO app sales trends *Images of game under development
  47. 56 NFT Game: AIM NOVA Aim training software Game elements

    NFT elements Fight with honed aiming ability Acquire NFT monsters by playing Usable in-game • Developed as software to train aiming ability*, which is fundamental in shooting games • To differentiate this game from its competitors, it will not just be training software, but will also incorporate game elements and NFT elements • Assuming a release as a PC game, the monetization will primarily focus on revenue from in-game purchases General game users Earn NFTs by playing Influx from the combination of gaming and NFT NFT users Influx for the purpose of earning through NFT Shooting game users Influx for the purpose of aim training Leveraging the know-how from the development/operation of EGGRYPTO *Aiming ability refers to the ability to align a gun’s sights with the target in shooting games Overview of the new NFT game “AIM NOVA” Features of the new NFT game “AIM NOVA” *Images of game under development
  48. 58 eSports: Summary Strengthening the team of VALORANT division •

    In the globally popular VALORANT division, our partnership with Riot Games, Inc. has already placed us on the world stage, making it crucial to continue winning. Winning attracts more fans, leading to increased merchandise sales revenue and sponsor revenue, etc. • Therefore, we will aggressively invest in our teams to create ones capable of winning around the world Acquisition of streamers to strengthen influencer business • As a current trend, influencer business utilizing streaming is very important, not just in the competition scene • Establish a system to attract new influencers by acquiring core streamers • Not only will revenue from video streaming, tie-ups, and merchandise sales increase, but the improved value of the team also leads to higher sponsorship revenue, etc. Initiatives for regional revitalization • In the lead up to the Asian Games to be held in Nagoya in 2026, there is an increasing need for regional revitalization initiatives utilizing eSports as a tool, not only to invigorate the competitive scene but also to attract young people to local areas • We will enhance collaboration with local governments and undertake initiatives aimed at regional revitalization through eSports and the development of the eSports industry by leveraging our strengths as a pioneer in eSports Investment in VALORANT division Acquisition of streamers Initiatives for regional revitalization Influencer business/monetization of regional revitalization Expansion of revenue Maturation of the eSports market FY ending May 2025 FY ending May 2027 FY ending May 2029 ~ ~ Roadmap
  49. 59 eSports: The Roles of Each Strategy -Key Strengths Pioneer

    in the eSports industry Strength in the competition scene Entered into a partnership with Riot Games, Inc. in the VALORANT division Connections and know-how in various areas gained through initiatives such as introducing Japan's first dedicated full-time professional gaming system and obtaining athlete visas from the early stages Opportunity Monetizatio n Strategy Policy Strengthening the team of VALORANT division • We are already drawing attention on the world stage • All that remains is to aggressively invest in our teams and players to win Tournament prize money, support funding, revenue distribution of digital goods, merchandise sales, increased sponsorship revenue, etc. Strengthening collaboration with local governments and initiatives for regional revitalization • Issues faced by local governments, such as the outflow of young people • National support for eSports Events, tie-ups, eSports consulting, education, increased sponsorship revenue, etc. ▼Weak Points Influencer business While we have many “strong” players in the competition scene, the number of “popular” streamers is relatively fewer compared to other teams Acquisition of streamers to strengthen influencer business • The rising popularity of eSports streamers • If we can acquire core streamers, we have the recognition as a team capable of building a system to attract new streamers Video streaming revenue, merchandise sales, events, tie-ups, fan clubs, increased sponsorship revenue, etc. Formulate a strategy that includes investments leveraging DFM's strengths and those that compensate for its weaknesses Expand monetization points in the eSports business
  50. 61 Representative and President Takuya Imaizumi Director Hideyuki Hiyoshi Director

    (outside) Tomoyuki Takechi Director (outside) Hirokazu Hamamura Director (outside) Toru Kobayashi Permanent auditor (outside) Tomoyuki Hangai Auditor (outside) Katsunari Goto Auditor (outside) Toru Morita Director Takahiro Yazaki Appendix / Board member
  51. 62 Appendix / Company history June 2013 GameWith, Inc. established

    September 2013 Game media site "GameWith" released June 2017 GameWith stocks go public on the Tokyo Stock Exchange Mothers market August 2019 GameWith moves to the First Section of the Tokyo Stock Exchange December 2019 Established subsidiary, AtWiki, Inc. July 2021 Established subsidiary, GameWith NFT, Inc. October 2021 DetonatioN, Inc. became subsidiary December 2021 Established subsidiary, GameWith Contents Studio, Inc. May 2022 Established GameWith ARTERIA, Inc. a joint venture with ARTERIA Networks, Inc. April 2022 Overseas subsidiary (sub-subsidiary) "DetonatioN KOREA Co.,Ltd." established by DetonatioN June 2023 January 2023 GameWith moves from the First Section to the Standard Market due to the revision of the Tokyo Stock Exchange market classification Conclusion of capital and business alliance agreements with ARTERIA Networks Corporation and DIGITAL HEARTS HOLDINGS Co., Ltd. Conclusion of comprehensive business alliance agreements with DetonatioN, Inc. and SAMURAI KOBO Co., Ltd. managementing of a professional eSports team “CRAZY RACCOON” November 2023 September 2024 Together with Digital Garage, Inc., we have entered into a basic agreement for a strategic partnership to jointly promote the out-of-app payment business
  52. 63 Appendix / Our Initiatives for Sustainability(ESG/SDGs) https://gamewith.co.jp/sustainability With the

    goal of contributing to solving social issues with games, GameWith has come up with the three key themes of “With Consumers,” “With Society,” and “With Work,” each indicating our area of focus in business.
  53. 64 Appendix / List of Investments A venture capital fund

    supporting mostly North American and European startups in the digital media and entertainment spaces Planning, development, and operation of software applications that promote the use of technology in sports Provision of back-end server services specialized in mobile game development Development and operation of the blockchain game Planning, development, and operation of the blockchain game and digital asset tokens, and development of services using blockchain and cryptocurrency technology
  54. 65 The forward-looking forecast statements included in this document, are

    prepared based on judgements and assumptions based on information available at the time of presentation of this material, and no guarantees are made as to their accuracy. Accordingly, there is a possibility that actual results may differ greatly from forecasts due to various uncertain factors included in these judgements and assumptions, changes in risk factors, and changes in the economic environment. Contact information Disclaimer Please use the inquiry form on the IR website IR website https://gamewith.co.jp/ir Corporate website https://gamewith.co.jp/ GameWith, Inc. X https://twitter.com/GameWith_inc note https://note.com/gamewith