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