The following discussion is intended to enhance the reader's understanding of
our operations and current business environment and should be read in
conjunction with the description of our business (see Part I, Item 1 of this
Annual Report on Form 10-K) and our Consolidated Financial Statements and Notes
(see Part IV, Item 15 of this Annual Report on Form 10-K).

This "Management's Discussion and Analysis of Financial Condition and Results of
Operations" ("MD&A") contains forward-looking statements within the meaning of
the Private Securities Litigation Reform Act of 1995 and should be read in
conjunction with the disclosures and information contained and referenced under
"Forward-Looking Statements" and "Risk Factors" at the beginning and in Part I,
Item 1A, respectively, of this Annual Report on Form 10-K. As used in this MD&A,
the terms "we," "us," "our" and the "Company" mean SGC together with its
consolidated subsidiaries.

On September 27, 2021, we entered into a definitive agreement to sell our Sports
Betting business to Endeavor in a cash and stock transaction. On October 27,
2021, we entered into a definitive agreement to sell our Lottery business to
Brookfield.

We have reflected the financial results of our Lottery and Sports Betting
businesses as discontinued operations in our consolidated statements of
operations and reflected the assets and liabilities of these businesses as held
for sale in our consolidated balance sheets, for all periods presented.
Accordingly, retrospective reclassifications have been made to prior period
financial statements and disclosures to present the Lottery and Sports Betting
businesses as discontinued operations. See Note 1 and Note 2 for additional
information.

We report our results of continuing operations in three business
segments-Gaming, SciPlay and iGaming (former Digital business segment excluding
Sports Betting)-representing the different products and services we expect to
continue to provide post-divestitures. As a result of our strategic changes and
Pending Divestitures, our Chief Operating Decision Maker re-assessed how he
evaluates the operating results and performance of our Gaming business segment
that resulted in an immaterial change to the Gaming business Segment AEBITDA
calculation, which is our primary measure of the Gaming business segment
performance measure of profit or loss. The Gaming business segment AEBITDA, has
been recast for all periods presented herein to exclude EBITDA from equity
investments to align with this new view. See Note 3 for additional information.

Unless otherwise noted, amounts, percentages and discussion for all periods included below reflect the results of operations and financial condition from our continuing operations.



BUSINESS OVERVIEW

We are a leading developer of technology­based products and services and
associated content for the worldwide gaming, lottery, social and digital gaming
industries. Our portfolio of revenue-generating activities in our continuing
operations primarily includes supplying game content and gaming machines, CMSs
and table game products and services to licensed gaming entities; providing
social casino and other mobile games to retail customers; and providing a
comprehensive suite of digital RMG, distribution platforms, content, products
and services to various gaming entities. Our portfolio of revenue-generating
activities in the discontinued operations primarily includes providing instant
and draw­based lottery products, lottery systems and lottery content and
services to lottery operators along with providing sports wagering solutions to
various gaming entities. We also gain access to technologies and pursue global
expansion through strategic acquisitions and equity investments.

We are incorporated in Nevada. For more information on our corporate history,
please see the General introduction to Part I, Item 1 "Business" of this Annual
Report on Form 10-K above.

Highlights, including recent developments

Strategic Review Update



On June 29, 2021, we announced that the Company (1) with the support of its
Board of Directors, completed its strategic review, which reaffirmed our
strategy to become a content-led growth company with a focus on content and
digital markets; and (2) intended to divest the Lottery and Sports Betting
businesses creating the path to significantly de-lever and position the Company
for enhanced growth. In September and October of 2021, we signed definitive
agreements to divest these businesses. The divestiture of the Lottery business
is now expected to close by the end of March 2022 while the sale of the Sports
Betting business is on track to be completed in the second quarter of 2022, both
subject to applicable regulatory approvals and customary conditions. These
businesses held for sale are included in our covenant compliance requirements
until disposed of and all of their related cash flows are available to the
Company without restriction.

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On July 15, 2021, we submitted a proposal to SciPlay's board of directors to
acquire all the outstanding equity interests in SciPlay not already owned by us
(approximately 19%). Under our proposal, all SciPlay shareholders (other than
SGC and our subsidiaries) would have received 0.250 shares of our common stock
for each share of SciPlay Class A common stock they own. On December 22, 2021,
we withdrew our July 15, 2021 offer. As of December 31, 2021, we continue to own
81% economic interest and 98% voting interest in SciPlay.

On March 1, 2022, we announced our intention to formally change our name to
Light & Wonder, Inc. and that we would immediately begin doing business as Light
& Wonder, Inc. The legal name Scientific Games Corporation is expected to be
legally changed to Light & Wonder, Inc. during the second quarter of 2022, upon
satisfying all applicable legal requirements in the state of Nevada, where the
Company is incorporated.

In connection therewith, the ticker symbol for the Company's common stock will
be changed from SGMS to LNW, at the time of the legal name change. The Company's
common stock will continue to be listed on The NASDAQ Stock Market.

Impacts of COVID-19 on Business Operations, Financial Results and Liquidity



As also described in the "Description of the Business and Summary of Significant
Accounting Policies - Impact of COVID-19" in Note 1, COVID-19 disruptions
continue to impact our results of operations and particularly certain aspects of
our Gaming business segment operations due to the widespread closures of gaming
operation establishments and restricted reopening of a substantial number of
gaming operation establishments coupled with global economic uncertainty. While
most gaming establishments have reopened globally and have begun to operate at
full capacity, there is a continued risk of future COVID-related developments
including new virus variants, such as the Delta or Omicron variants, that might
impact Gaming business segment results. During the second half of 2021, we noted
that the U.S. and U.K. markets have rebounded which has had a notable impact on
our Gaming operations primarily due to the lifting of restrictions and further
elevated by consumer pent up demand from prior periods resulting in higher gross
gaming revenues. Our 2021 Gaming operations revenue also benefited from the FOBT
recovery as described in the Consolidated Results section below.

We continue to see fluctuations in infection rates and regulations for various
regions along with ongoing domestic and international travel restrictions or
warnings, social distancing measures, reduced operating capacity and an overall
economic and general uncertainty regarding the magnitude and length of time that
these disruptions will continue. These circumstances may change in the future
and such changes could be material. We continue to assess the situation
jurisdiction by jurisdiction, actively managing our cash flows and continuing to
evaluate additional measures that may reduce operating costs and conserve cash
to preserve liquidity as we execute on our strategic initiatives. For more
information on the effects that COVID-19 has had on each of our business
segments, refer to the individual business segment sections below.

Our only financial maintenance covenant (excluding SciPlay's Revolver) is
contained in SGI's credit agreement. As of December 31, 2021, our total
available liquidity (excluding our SciPlay business segment, but including cash
and cash equivalents totaling $44 million of the businesses held for sale as
those are still available for our general use until a divestiture occurs) was
$903 million, which included $638 million of undrawn availability under SGI's
revolving credit facility. During 2021, we made voluntary payments on SGI's
revolving credit facility totaling $595 million, leaving the entire revolving
credit facility undrawn and available as of December 31, 2021. See Note 15 for
additional details regarding SGI's credit agreement.

Acquisitions



During 2021, we acquired several businesses to expand the portfolio and content
for each of our three continuing business segments and businesses held for sale,
as noted below (see Note 10 for additional information).

Acquisitions Related to Continuing Operations

•In July of 2021, SciPlay acquired privately-held Koukoi.

•In August of 2021, we acquired privately-held Lightning Box, which has been included in our iGaming business segment.

•In October of 2021, we acquired ACS's table game solution PlayOn™, subsequently renamed to AToM™, which has been included in our Gaming business segment.

•In November of 2021, we acquired Authentic Gaming, a premium provider of live casino solutions, which has been included in our iGaming business segment.

•In December of 2021, we acquired ELK Studios, a leading European games developer, which has been included in our iGaming business segment.


                                       55
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•In March of 2022, SciPlay acquired privately held Alictus Yazilim Anonim ?irketi ("Alictus"), a Turkey-based hyper-casual game studio.

Acquisitions Related to Discontinued Operations

•In May of 2021, we acquired SportCast, which has been included in the Sports Betting business.

•In September of 2021, we acquired Sideplay, which has been included in the Lottery business.



On February 25, 2022, our Board of Directors approved a share repurchase program
under which the Company is authorized to repurchase, from time to time through
February 25, 2025, up to an aggregate amount of $750 million of our outstanding
common stock over a three-year period. Repurchases may be made at the discretion
of the Transaction Committee of the Board of Directors through one or more open
market transactions, privately negotiated transactions, accelerated share
repurchases, issuer tender offers or other derivative contracts or instruments,
or a combination of the foregoing.

Trends and Uncertainties

We have a number of trends and uncertainties that have impacted and may continue to impact our business and results of operations. Such impacts have in some cases been material and could be material in the future should they continue.



Our ability to execute on our new strategic initiatives. The Company recently
completed a comprehensive strategic review and is in the process of executing on
the new strategy in becoming the leading, cross-platform global game company
(more fully described in in Part I, Item 1 above). Successful execution on our
strategy might present unexpected challenges and uncertainties, including
actions that will result in increased restructuring charges as we incur
integration and optimization expenses to execute and facilitate our strategies
including costs necessary to complete the Pending Divestitures.

COVID-19. See above "Business Overview - Highlights, including recent
developments - Impacts of COVID-19 on Business Operations, Financial Results and
Liquidity" for uncertainties regarding the pandemic that significantly impacted
our business and result of operations during 2020 and, to a lesser extent,
continue to impact our business and results of operations during 2021.

Our high amount of leverage. We are currently a highly leveraged company which
presents several challenges, including the dedication of a significant portion
of our cash flow from operations to service interest and principal payments on
our indebtedness.

International operations and foreign currency. We face challenges related to
expanding our footprint within international markets and the related process of
obtaining regulatory approvals to provide services and products within these new
and emerging markets. Our LATAM customers operate in a difficult macroeconomic
environment that (combined with political instability in the region and further
compounded by COVID-19) has historically resulted in (a) a material reduction in
revenue, (b) a reduction in the cash we have collected from these customers on
previous sales and (c) charges for estimated credit losses, primarily during
2020.

Additionally, our international operations provide a significant portion of our
total revenue and expenses. Many of these revenue and expenses are denominated
in currencies other than the U.S. Dollar. We also have foreign currency exposure
related to certain of our equity investments, cross-currency interest rate
swaps, and Euro-denominated debt. As a result, changes in foreign exchange rates
may significantly affect our results of operations.

A high level of competition, with competitor expansion. Our major competitors
are expanding their product and service offerings with integrated products and
solutions that compete directly with ours. For example, competition in our
Gaming business segment is highly competitive and is characterized by the
continuous introduction of new games, gaming machines and related technologies.
Our iGaming business segment is facing challenges related to expanding our
market share within new and emerging markets, while our SciPlay business segment
continues to be highly competitive with low barriers to entry, rapid evolution,
fragmented market and subject to changing technology, shifting needs and
frequent introductions of new games, development platforms and services. See
Part I, Item 1 of this Annual Report on Form 10-K and Business Segment Results
below describing competition and factors impacting each of our business
segments.

Seasonality. Our results of operations fluctuate due to seasonal trends and
other factors impacting all of our business segments, particularly Gaming and
SciPlay businesses. See Part I, Item 1 - Seasonality of this Annual Report on
Form 10-K.

For additional trends and uncertainties impacting our business segments, refer
below to Business Segment Results, specifically the Current Year Update section
for each business segment.

Reportable Segments

                                       56

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We report our operations in three business segments - Gaming, SciPlay and iGaming - representing our different products and services. See Notes 3 and 4 for additional business segments information.



CONSOLIDATED RESULTS

(in millions)                              Year Ended December 31,                                                   Variance
                                    2021              2020             2019                    2021 vs. 2020                           2020 vs. 2019
Total revenue                   $   2,153          $ 1,699          $ 2,388          $        454                27  %       $       (689)              (29) %
Total operating expenses            2,043            1,944            2,098                    99                 5  %               (154)               (7) %
Operating income (loss)               110             (245)             290                   355              (145) %               (535)             (184) %
Net loss from continuing             (294)            (804)            (377)                  510                63  %               (427)             (113) %
operations before income taxes
Net income (loss) from                 24             (801)            (330)                  825               103  %               (471)             (143) %
continuing operations
Net income from discontinued          366              253              212                   113                45  %                 41                19  %
operations, net of tax
Net income (loss) attributable        371             (569)            (130)                  940               165  %               (439)             (338) %
to SGC


Revenue

                    [[Image Removed: sgms-20211231_g3.jpg]]

Year Ended December 31, 2021 Compared to Year Ended December 31, 2020



As described in the "Business Overview - Highlights, including recent
developments - Impacts of COVID-19 on Business Operations, Financial Results and
Liquidity" section above, our total revenue, and primarily revenues for the
Gaming business segment, was significantly impacted in the prior period.
Although these business disruptions continued to adversely impact certain
aspects of our Gaming revenue in the first half of 2021, the re-opening of
venues, lifting of restrictions, increased travel, and distribution of vaccines
along with pent up consumer demand have caused the Gaming business segment to
see more activity and thereby have helped drive 2021 revenue. Particularly, our
Gaming operations revenue demonstrated strong growth driven by strong
performance and increased market share. Machine and table product revenue
continue to be impacted by reduced capital expenditures of casino operators
coupled with ongoing COVID-19 restrictions impacting casino operating capacity.
Additionally, Gaming operations revenue benefited from $44 million U.K. FOBT
recovery received from certain U.K. customers related to a 2020 U.K. court
ruling associated with overcharging of value-added tax for gaming operators that
consequently reduced our net gaming revenues in those affected prior periods
related to these customers and arrangements.

SciPlay revenue increased by $24 million or 4% primarily due to elevated player
engagement from continued COVID-19 prevention measures during the first half of
2021 in addition to the introduction of new content and features resulting in
increased paying player interaction.

                                       57
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iGaming revenue increased by $35 million or 18% primarily due to continuing growth in the U.S. market as iGaming is live in six U.S. states with a 25% market share.

Our 2021 consolidated revenues were impacted by $28 million of favorable F/X impact compared to $4 million of favorable impact in the prior year.



Operating expenses

                                       Year Ended December 31,                    Variance
    (in millions)                         2021                2020             2021 vs. 2020
    Operating expenses:
     Cost of services(1)         $        365               $   338      $          27         8  %
     Cost of product sales(1)             244                   272                (28)      (10) %
    SG&A                                  679                   627                 52         8  %
    R&D                                   190                   148                 42        28  %
    D&A                                   398                   449                (51)      (11) %
    Goodwill impairment                     -                    54                (54)          nm
    Restructuring and other               167                    56                111       198  %
    Total operating expenses     $      2,043               $ 1,944      $          99         5  %

    nm = not meaningful.
    (1) Excludes D&A.


Cost of revenue

Cost of revenue for the year ended December 31, 2021 remained relatively flat as
a result of higher revenue due to the global economy beginning to recover as the
easing of COVID-19 restrictions continues, which was offset by the prior year
period including approximately $48 million in Gaming cost of product inventory
valuation charges for excess and obsolete inventory.

SG&A



SG&A increased primarily due to higher salaries, wages and other compensation of
$39 million as a result of the prior year experiencing temporary austerity
measures implemented to reduce costs during the COVID-19 disruptions, along with
higher stock-based compensation expenses of $57 million driven by the
acceleration of the expense as a result of attainment of certain targets for
some of our directors coupled with the new equity awards issued at a higher fair
value given the increase in our stock price compared to the prior period, and
overall higher bonus incentive reflective of meeting and exceeding current year
targets, of which portion will be paid in equity. This increase was partially
offset by the prior period inclusion of $54 million allowance for credit loss
charges reflecting the credit deterioration and credit weakness in our Gaming
segment's Latin America receivables primarily due to the COVID-19 disruptions.

R&D



R&D increased primarily due to higher salaries and benefits reflective of our
increased investment in development and growth coupled with the prior period
reflecting lower operating costs as a result of the company-wide austerity
measures implemented to reduce costs during the COVID-19 disruptions.

D&A



D&A decreased primarily due to certain gaming equipment, intangible assets and
software primarily associated with historical acquisitions becoming fully
depreciated and amortized in the prior year period, which was partially offset
by approximately $10 million related to accelerated amortization related to
certain of our legacy trade names triggered by ongoing corporate wide
re-branding (see Note 11 for additional details). The impact of accelerated
amortization expense related to these legacy trade names is expected to continue
over the next six quarters in the quarterly amount of approximately $16 million,
however this estimate is subject to change and could accelerate or decelerate
depending on the facts and circumstances related to our re-branding initiatives.

Goodwill impairment

Goodwill impairment recorded in the prior year was related to our U.K. Gaming
reporting unit, which was recorded during the first quarter of 2020. See Note 11
for additional details on Goodwill impairment charge.

Restructuring and other


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The increase in R&O is primarily due to charges related to the announced sales
of the Lottery and Sports Betting businesses, and to a lesser extent business
integration and optimization initiatives implementation costs primarily
associated with efficiency programs coupled with the legal settlement charge of
$25 million associated with the Washington State Matter (see Note 20), which
were partially offset by higher COVID-19 business disruption charges in the
prior year. See Note 5 for additional details.

Other Factors Affecting Net Income (Loss) Attributable to SGC Comparability



(in millions)              Year Ended December 31,                   

Factors Affecting Net Income (Loss)


                            2021               2020                             2021 vs. 2020
Gain (loss) on         $        41          $   (51)         Gains and (losses) are attributable to remeasurement
remeasurement of debt                                        of the 2026 

Secured Euro Notes and 2026 Unsecured


                                                             Euro Notes and 

reflect changes in the Euro vs. the

U.S. Dollar 

foreign exchange rates between the


                                                             periods. 

Approximately 69% of our Euro Notes were


                                                             not treated as 

a net investment hedge in 2021


                                                             compared to 81% in 2020.
Other income                    33               (4)         The increase is primarily due to higher impact of
(expense), net                                               foreign 

currency exchange rates coupled with a $16


                                                             million gain 

on sale of certain assets and as a


                                                             result of acquisitions included in the current year.
Income tax benefit             318                3          The increase 

is primarily due to the release of the


                                                             valuation 

allowance in 2021 primarily related to the


                                                             Pending Divestitures (see Note 19).


Foreign exchange (F/X)

Our results are impacted by changes in foreign currency exchange rates used in
the translation of foreign functional currencies into USD and the re-measurement
of foreign currency transactions or balances. The impact of foreign currency
exchange rate fluctuations represents the difference between current rates and
prior-period rates applied to current activity. Our exposure to foreign currency
volatility on revenue is as follows:

(in millions)                                                                             Year Ended December 31,
                                                                2021                                                                    2020
                                                          % Consolidated            F/X Impact on                               % Consolidated             F/X Impact on
                                     Revenue                  Revenue                  Revenue              Revenue                 Revenue                   Revenue
Foreign Currency:
British Pound Sterling           $     175                              8  %       $          14          $     143                           8  %       $            2
Euro                                   129                              6  %                   7                133                           8  %                    -



Discontinued operations

The $132 million or 13% increase in 2021 revenue is primarily due to higher
Lottery instant products and systems revenue due to the impact of COVID-19 on
the prior year results coupled with the large lottery jackpots in the first half
of 2021 driving both instant products sales and system increases, coupled with
higher revenue from the Sports Betting business due to continued growth and
expansion in the U.S. sports-betting market. These increases in revenue
primarily drove the increase in net income from discontinued operations, net of
tax by $113 million or 45%.

Year Ended December 31, 2020 Compared to Year Ended December 31, 2019



As described in the "Business Overview - Highlights, including recent
developments - Impacts of COVID-19 on Business Operations, Financial Results and
Liquidity" section above, our 2020 total revenue, specifically revenues for the
Gaming business segment, was adversely impacted by COVID-19 disruptions. Gaming
business segment 2020 revenue also reflects $36 million lower system revenues
due to completion of certain Canadian systems launches that we benefited from in
the prior year comparable period.

SciPlay revenue increased by $116 million or 25% primarily due to continued
growth in our mobile platform business and increased player engagement as a
result of the stay at home measures across North America and other countries
coupled with the ongoing popularity of Jackpot Party® Casino, Gold Fish® Casino,
Quick Hit® Slots, and MONOPOLY® Slots.

iGaming revenue increased by $17 million or 10% primarily due to increased iGaming activity that benefited from increased free time and stay at home measures as a result of COVID-19 disruptions coupled with growth in the U.S. market.

Our 2020 consolidated revenues were impacted by $4 million of favorable F/X impact compared to $22 million of unfavorable impact in the prior year.


                                       59
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Operating expenses

                                        Year Ended December 31,                   Variance
   (in millions)                         2020                2019                     2020 vs. 2019
   Operating expenses:
    Cost of services(1)         $        338               $   356              $        (18)       (5) %
    Cost of product sales(1)             272                   390                      (118)      (30) %
   SG&A                                  627                   619                         8         1  %
   R&D                                   148                   166                       (18)      (11) %
   D&A                                   449                   542                       (93)      (17) %
   Goodwill impairment                    54                     -                        54           nm
   Restructuring and other                56                    25                        31       124  %
   Total operating expenses     $      1,944               $ 2,098              $       (154)       (7) %

   nm = not meaningful.
   (1) Excludes D&A.


Cost of revenue

Cost of revenue for the year ended December 31, 2020 decreased primarily due to
the COVID-19 disruptions described above resulting in Gaming machine sales
revenue decreasing by 49% or $297 million. Additionally, the year ended
December 31, 2020 Cost of product sales included approximately $48 million, in
Gaming segment inventory valuation charges, due to a decrease in demand for
certain platforms as we believe that our customers will continue to extend
replacement cycles to preserve their liquidity following their return to full
operations combined with a reassessment of our Gaming product strategy, which
was implemented during the year (see Note 8).

SG&A



SG&A increased primarily due to an increase of $54 million in the Gaming
business segment allowance for credit losses, that reflect forecasted credit
deterioration due to the COVID-19 disruptions generally and credit weakness in
our Latin America receivables portfolio specifically (see Note 7). The SG&A
increase was partially offset by company-wide austerity measures implemented in
response to the COVID-19 disruptions described above, which resulted in lower
SG&A compensation and benefit expenses of $45 million for 2020.

R&D



R&D decreased primarily due to company-wide austerity measures in response to
the COVID-19 disruptions described above resulting in lower R&D compensation and
benefit expenses of $18 million for 2020.

D&A

D&A decreased primarily due to certain Gaming intangible assets and software becoming fully amortized in the prior year.

Goodwill impairment

Goodwill impairment increase was related to our U.K. Gaming reporting unit, which was recorded during the first quarter of 2020. See Note 11 for additional details on Goodwill impairment charge.

Restructuring and other



The increase is primarily due to severance and related charges associated with
COVID-19 disruptions. See Note 5 for additional details on Restructuring and
other charges.

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Other Factors Affecting Net Loss Attributable to SGC Comparability



                                                                     Factors
                                                                    Affecting
(in millions)                    Year Ended December 31,            Net Loss
                               2020               2019                                         2020 vs. 2019
Interest expense          $       (503)         $ (589)
   The decrease in interest expense for the year
                                                                               ended December 31, 2020 reflects the favorable
                                                                               impact of 2019 refinancing activities
                                                                               resulting in lower interest costs (refinancing
                                                                               activities for 2020 are further discussed in
                                                                               "Liquidity, Capital Resources and Working
                                                                               Capital" and for both periods in Note 15).
Loss on debt financing              (1)           (100)                        Loss on debt financing transactions
transactions                                                                   consummated during 2019 includes $80 million
                                                                               in premium charges associated with redemptions
                                                                               of the 2022 Unsecured Notes (see Note 15) in
                                                                               the second and fourth quarters of 2019.
(Loss) gain on                     (51)              9                         (Losses) and gains are attributable to
remeasurement of debt                                                          remeasurement of the 2026 Secured Euro Notes
                                                                               and 2026 Unsecured Euro Notes and primarily
                                                                               reflect changes in the Euro vs. the U.S.
                                                                               Dollar foreign exchange rates between the
                                                                               periods. In 2019 the USD strengthened vs. the
                                                                               Euro by 3% and in 2020 the USD weakened by 9%.
Income tax benefit                   3              47                         The decrease is primarily due to 2019
                                                                               reflecting a $50 million income tax benefit as
                                                                               a result of the exception provision within ASC
                                                                               740-20-45-7 (see Note 19 for additional
                                                                               information).


Foreign exchange (F/X)

Our results are impacted by changes in foreign currency exchange rates used in
the translation of foreign functional currencies into USD and the re-measurement
of foreign currency transactions or balances. The impact of foreign currency
exchange rate fluctuations represents the difference between current rates and
prior-period rates applied to current activity. Our exposure to foreign currency
volatility on revenue is as follows:

(in millions)                                                                            Year Ended December 31,
                                                               2020                                                                     2019
                                                                                    F/X Impact on                                                          F/X Impact on
                                   Revenue           % Consolidated Revenue            Revenue              Revenue          % Consolidated Revenue           Revenue
Foreign Currency:
British Pound Sterling         $     143                               8  %       $            2          $     154                            6  %       $          (8)
Euro                                 133                               8  %                    -                189                            8  %                  (9)


Discontinued operations

The $13 million or 1% increase in revenue for the period is primarily due to
higher Lottery systems revenue, coupled with growth in the Sports Betting
business due to higher license revenue from key customer renewals and growth in
the U.S. market. Net income from discontinued operations, net of tax increased
by $41 million or 19% due to 2019 reflecting $50 million in higher tax expense
as a result of the exception provision within ASC 740-20-45-7 (see Note 19)
coupled with the higher revenues as described above.

See "Business Segments Results" below for a more detailed explanation of the
significant changes in our components of revenue within the individual segment
results of operations.

BUSINESS SEGMENT RESULTS

The types of products and services from which our segments derive their revenues
are further discussed in Notes 3 and 4. Certain financial information relating
to our segments, including segment revenue, AEBITDA and total assets and certain
financial information relating to our revenue derived from and assets located in
the U.S. and other geographic areas is included in Note 3.

GAMING



Our Gaming business segment designs, develops, manufactures, markets and
distributes a comprehensive portfolio of gaming content, products and services.
We provide our Gaming portfolio of products and services to commercial casinos,
Native American casinos, wide-area gaming operators such as LBOs, arcade and
bingo operators in the U.K. and continental Europe, and government agencies and
their affiliated operators.

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The following table summarizes the primary business activities included in our Gaming business segment.



                                                    Services                                  Product sales
Gaming operations                     Service revenues from gaming                N/A
                                      operations are derived from WAP,
                                      premium and daily-fee Participation
                                      gaming machines and other leased
                                      gaming machines (including VLTs and
                                      ETSs) and licensing arrangements.
Gaming machine sales                  N/A                                  

      Sale of new and used gaming machines,
                                                                                  ETSs and VLTs, conversion game kits
                                                                                  and spare parts.
Gaming systems                        We provide services which include           We offer CMSs that help our customers
                                      installation and support of CMSs,           improve communication with players,
                                      including ongoing hardware                  add excitement to the gaming floor
                                      maintenance and ongoing software            and enhance operating efficiencies.
                                      maintenance and upgrade services of
                                      customer CMSs.
Table products                        Revenue is generated from supplied          Sale of table products (including
                                      table products and services                 Shufflers) and PTG licensing.
                                      (including Shufflers).


Gaming Operations

Our services revenue includes revenue earned from Participation games, other
gaming machine services and table product service arrangements. We categorize
our Participation gaming machines as (1) U.S. and Canada units and (2)
International units. The following are different types of Participation games
from which we derive our revenue:

•WAP Participation games: WAP Participation games are electronically linked
gaming machines that are located across multiple casinos within both single and
multiple gaming jurisdictions or across Native American gaming jurisdictions.
Players across linked gaming machines contribute to and compete for system-wide
progressive jackpots that are designed to increase gaming machine play for
participating casinos by giving the players the opportunity to win a larger
jackpot than on a non-WAP gaming machine. We are responsible for funding WAP
jackpots. We create WAP games using our proprietary brands and also using
licensed brands. We operate our WAP systems in five states throughout the U.S.
and in certain Native American casinos.

•Premium and daily fee Participation games: We offer two categories of non-WAP
premium and daily fee Participation games: LAP and standalone. LAP games are
gaming machines that are located within a single casino and are electronically
linked to a progressive jackpot for that specific casino. Our LAP gaming
machines feature games including those offered as WAP and our proprietary brands
such as Ultimate Fire Link®, Dragon Spin®, Ultra Hot Mega Link®, 88 Fortunes®,
Invaders from the Planet Moolah®, 5 Treasures®, Cash Spin® and Dancing Drums
Explosion®. Our LAP products leverage both exclusive brand names and game play
intellectual property, and typically offer players the chance to win multiple
progressive jackpots, all of which tend to result in higher play volumes. We
also provide certain standalone Participation games that are not linked to other
gaming machines. Our standalone games feature titles under both licensed brands
and our proprietary brands. Our standalone Participation gaming machines
generally feature larger, more elaborate top-boxes and provide game play
experiences not possible on a single screen game or on gaming machines that we
sell.

•Server-based gaming: We provide wide-area gaming operators, such as LBOs, bingo
halls and arcades, a comprehensive package of server-based products and services
under long term contracts that typically include gaming machines, remote
management of game content and management information, central computer systems,
secure data communication and field support services. We are typically paid a
fee based on the Net win generated by these gaming machines (subject to certain
adjustments as may be specified in a particular contract, including adjustments
for taxes and other fees). Our business in this category is primarily based in
the U.K.

•VLTs: For certain customers, we provide our multi-game and single-game VLTs,
which include video gaming machines, mechanical reel gaming machines and video
poker games. Our VLTs may be operated as standalone units or may interface with
central monitoring systems operated by government agencies. Our VLTs are
typically located in places where casino-style gaming is not the only
attraction, such as racetracks, bars and restaurants.

•Class II and centrally determined systems: We offer video and mechanical-reel
gaming machines and VLTs for Class II and certain VLT jurisdictions where the
game outcome is determined by a central server system that we provide. These
Class II and centrally determined systems primarily operate in Native American
casinos in Washington, Florida, Alabama and Oklahoma. We receive either a fixed
daily fee or a percentage of the Net win generated by the gaming

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machines or VLTs connected to the central determination system and a small daily fee for the central determination system.

Gaming Machine Sales



The majority of our product sales are derived from sales of gaming machines and
VLTs that use a combination of advanced graphics, mechanical reels, digital
music and sounds and secondary bonus games. We also sell ETSs to either meet the
needs of particular locations where live tables are not allowed or as
productivity-enhancing solutions for other jurisdictions.

Gaming Systems



Our comprehensive suite of technology solutions provides gaming operations of
every size with a wide range of marketing, data management and analysis,
accounting, player tracking, security and other applications and tools to more
effectively manage their operations. Gaming systems products include the iVIEW®
touch screen display, which facilitates the player experience, bonus features,
customer service, and employee functions. Gaming systems revenues related to
core system solutions are highly dependent on new installations. Gaming system
revenues are also generated through ongoing hardware and software maintenance
services and upgrades.

Table Products

Our table product sales are generated primarily from the sale of products designed to enhance table game speed, productivity, profitability and security. Our product offerings include various models of Shufflers to suit specific games.



We also offer Shuffler products under month-to-month arrangements that primarily
contain fixed monthly rates or to a lesser extent Participation rates. These
arrangements include service of the product with back-up and replacement
products available at the customer's request.

We license our PTG content to commercial, tribal and governmental casino
operators typically under month to month arrangements based on fixed monthly
rates or subscription arrangements to our PTG content library. PTGs, which are
designed to enhance operators' table-game operations, include our internally
developed and acquired PTGs, side bets, add-ons and progressive features. Our
proprietary content and features are also added to public domain games such as
poker, baccarat, pai gow poker, craps and blackjack table games and to
electronic platforms.

Current year update



See the "Business Overview - Highlights, including recent developments - Impacts
of COVID-19 on Business Operations, Financial Results and Liquidity" section
above for a description of the COVID-19 impact on our Gaming business segment,
which had an adverse effect on our results of operations and cash flows in 2020
and, to a lesser extent, continuing into 2021. Our results of operations and
cash flows are recovering as social distancing measures (including reduced floor
capacities, table play customer limitations and reduction of slot machines
available for play) have generally been rolled back, however some measures have
been extended or reimposed as infections increase due to the new virus variants.
We are starting to see an increase in the demand for our Gaming products as the
easing of restrictions continues and gaming operators are beginning to return to
pre-COVID levels. Particularly, we are seeing strong demand and orders, however
we are experiencing some supply chain challenges that could impact our ability
to meet demand for our products and delay the timing of fulfillment of these
orders and consequently the timing of revenue recognition. Additionally, we
noted that the U.S. and U.K. markets have rebounded which has had a notable
impact on our Gaming operations primarily due to the lifting of restrictions and
further elevated by consumer pent up demand from prior periods resulting in
higher gross gaming revenues.

Our Gaming operations installed base at period end increased for U.S. and Canada
from 30,105 in 2020 to 30,514 in 2021 as a result of COVID-19 disruptions in the
prior year and current year recovery. Alternatively, International ending
installed base units decreased from 32,061 in 2020 to 29,375 in 2021 due to the
closure of certain LBOs in the U.K. that haven't yet recovered from the pandemic
along with the reduction of some underperforming units in Greece and Latin
America.

Our Gaming business segment leadership team has developed and implemented a
strategy to reverse the declining install base trend in prior periods, which is
starting to show positive results, but a meaningful reversal of this trend is
expected to take longer than a year. Gaming operations generated 45%, 36% and
34% of total Gaming segment revenues for 2021, 2020 and 2019, respectively.

Additionally, our 2021 Gaming revenues benefited $44 million from a court ruling
associated with overcharging of value-added tax for gaming operators in prior
periods that consequently reduced our net gaming revenues related to these
customers and arrangements.

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In October of 2021, we acquired ACS's table game solution PlayOnTM, a cashless
product line that provides players with a debit solution at live table games.
PlayOnTM was subsequently renamed AToMTM (see Note 10).

Results of Operations and Key Performance Indicators

[[Image Removed: sgms-20211231_g4.jpg]][[Image Removed: sgms-20211231_g5.jpg]][[Image Removed: sgms-20211231_g6.jpg]]

1 - The year ended December 31, 2019 includes $10 million in IP charges paid by the SciPlay

business segment, which are no longer being paid as of May 7, 2019 in connection with the

IP License Agreement.

2 - We made an immaterial change to the prior period Gaming business segment AEBITDA

calculation, which is our primary measure of the Gaming business segment performance

measure of profit or loss. Prior period Gaming business segment AEBITDA has been recast to

exclude EBITDA from equity investments to align with this new view. This change decreased

Gaming business segment AEBITDA by $7 million and $9 million for the years ended December


       31, 2020 and 2019, respectively. See Note 3 for additional information.


(in millions)                                Year Ended December 31,                                                    Variance
                                    2021              2020              2019                     2021 vs. 2020                           2020 vs. 2019
Revenue:
Gaming operations                $    601          $    332          $    597          $        269                81  %       $        (265)              (44) %
Gaming machine sales                  360               312               609                    48                15  %                (297)              (49) %
Gaming systems                        204               171               295                    33                19  %                (124)              (42) %
Table products                        156               111               247                    45                41  %                (136)              (55) %
Total revenue                    $  1,321          $    926          $  1,748          $        395                43  %       $        (822)              (47) %

F/X impact on revenue            $     15          $      3          $    (14)         $         12              (400) %       $          17              (121) %

KPIs:
U.S. and Canada units:
Installed base at period end       30,514            30,105            31,486                   409                 1  %              (1,381)      

(4) % Average daily revenue per unit $ 41.72 $ 23.57 $ 38.67 $ 18.15

                77  %       $      (15.10)

(39) %



International units(1):
Installed base at period end       29,375            32,061            34,370                (2,686)               (8) %              (2,309)               (7) %
Average daily revenue per unit   $   9.34          $   5.07          $  10.57          $       4.27                84  %       $       (5.50)              (52) %

Gaming machine sales:
U.S. and Canada new unit
shipments                          11,876             9,987            19,512                 1,889                19  %              (9,525)              (49) %
International new unit shipments    6,327            12,591            10,810                (6,264)              (50) %               1,781                16  %
Total new unit shipments           18,203            22,578            30,322                (4,375)              (19) %              (7,744)     

(26) % Average sales price per new unit $ 16,833 $ 12,178 $ 17,343 $ 4,655

                38  %       $      (5,165)              (30) %
(1) Excludes the impact of game content licensing revenue.


Year Ended December 31, 2021 Compared to Year Ended December 31, 2020


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Revenue



As noted above, Gaming revenue was adversely affected in 2020 which continued to
a lesser extent into 2021, but is recovering as social distancing measures are
being rolled back, although some measures continue to be enforced in certain
jurisdictions, as noted above. While the restrictions continue to be eased and
removed in some geographies, certain mitigation measures have been reintroduced
as a result of new virus variants and are expected to continue for an
indeterminate amount of time, which will continue to affect consumer behavior,
and thus, we continue to see some impact on our Gaming segment.

Gaming Operations



Gaming operations revenue increased primarily due to the significant impact of
COVID-19 disruptions on the prior year period, as described in the Consolidated
Results - Revenue section above, coupled with strong growth, which approached
2019 levels as a result of strong product performance and increased market
share. Gaming operations had a 409-unit increase in the U.S. and Canada
installed base along with increases in average daily revenue per unit of $18.15
for the U.S. and Canada units and $4.27 for the International units,
respectively, which were all primarily caused by the COVID-19 disruptions in the
prior year and current year recovery. Additionally, International ending
installed base units decreased by 2,686-units primarily due to the closure of
certain LBOs in the U.K. that haven't yet recovered from the pandemic along with
the reduction of some underperforming units in Latin America and reducing our
footprint for certain low yield operations in Greece. Additionally, Gaming
operations revenue for the year ended December 31, 2021 benefited from FOBT
recovery in the U.K. as described in the Consolidated Results - Revenue section
above.

Gaming Machine Sales

Gaming machine sales revenue increased primarily due to higher sales of
replacement units in the U.S and Canada along with a higher average sales price
per new unit. Additionally, the impact of COVID-19 on the prior year period as
described above, resulted in lower unit shipments in the prior year period.

The following table summarizes Gaming machine sales changes:



                                           Year Ended December 31,          

Variance


                                          2021                   2020       

2021 vs. 2020

U.S. and Canada unit shipments:


 Replacement units                     10,385                    5,957      

4,428 74 %


 Casino opening and expansion units     1,491                    4,030      

(2,539) (63) %


   Total unit shipments                11,876                    9,987      

1,889 19 %

International unit shipments:


 Replacement units                      3,930                   12,010      

(8,080) (67) %


 Casino opening and expansion units     2,397                      581             1,816       313  %
   Total unit shipments                 6,327                   12,591            (6,264)      (50) %


Gaming Systems

Gaming systems revenue increased primarily due to the COVID-19 disruptions in
the prior year which resulted in fewer installations of new CMSs on fewer casino
openings and expansions and lower hardware sales, systems maintenance revenue,
and iVIEW® installations.

Operating Expenses

The decrease in operating expenses is primarily due to a number of charges in
the prior year period, which did not recur in 2021. The prior period included
(1) a $54 million in goodwill impairment charge related to our U.K. Gaming
reporting unit, which was recorded during the first quarter of 2020; (2)
$54 million in higher allowance for credit loss charges; and (3) $48 million in
inventory valuation charges to cost of products.

AEBITDA



AEBITDA increased by $419 million or 175% primarily due to increased revenues
coupled with $102 million in lower charges to allowance for credit losses and
inventory during the year ended 2021 described above. AEBITDA margin for the
year ended 2021 increased by 24 percentage points to 50%.

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Year Ended December 31, 2020 Compared to Year Ended December 31, 2019

Revenue



All of our 2020 Gaming revenue was negatively impacted by the COVID-19
disruptions that resulted in temporary closures and/or reduced operating
capacity of a substantial number of gaming operations establishments in various
jurisdictions globally, as described in the "Business Overview - Highlights,
including recent developments - Impacts of COVID-19 on Business Operations,
Financial Results and Liquidity" section above. As gaming establishments began
to reopen in June and openings have continued through the year, demand has
steadily increased. The continuation of social distancing measures that were
implemented and still being enforced in many jurisdictions (including
substantial reductions of maximum floor capacities, table play customer
limitations and reduction of slot machines available for play) have had a
negative impact on our Gaming revenue.

Gaming Operations



Gaming operations revenue decreased compared to the prior year primarily due to
the COVID-19 disruptions (including fixed fee arrangement concessions granted)
described above which was the driving factor in a 1,381-unit decrease in the
U.S. and Canada ending installed base and a 2,309-unit decrease in the
International ending installed base and both domestic and International average
daily revenues per unit.

Gaming Machine Sales

Gaming machine sales revenue decreased compared to the prior year primarily due
to the impact of COVID-19 as described above driving lower unit shipments
primarily in replacement unit sales, coupled with decreases in the average sales
price per unit reflecting a less favorable mix of Gaming machine sales.

The following table summarizes Gaming machine sales changes:



                                              Year Ended December 31,                             Variance
                                         2020                           2019                                    2020 vs. 2019
U.S. and Canada unit shipments:
Replacement units                          5,957                          14,290                            (8,333)                  (58) %
Casino opening and expansion
units                                      4,030                           5,222                            (1,192)                  (23) %
  Total unit shipments                     9,987                          19,512                            (9,525)                  (49) %

International unit shipments:
Replacement units                         12,010                          10,616                             1,394                    13  %
Casino opening and expansion
units                                        581                             194                               387                   199  %
  Total unit shipments                    12,591                          10,810                             1,781                    16  %


Gaming Systems

Gaming systems revenue decreased primarily due to the COVID-19 disruptions
described above resulting in fewer installations of new CMSs on fewer casino
openings and expansions, lower hardware sales, lower systems maintenance revenue
reflective of customer concessions granted during the COVID-19 shutdowns, and
lower iVIEW® installations due to certain Canadian contracts that were completed
in the prior year.

Operating Expenses

The decrease in operating expenses is primarily due to lower cost of revenue
correlated with the decrease in total revenue (as described above), which was
partially offset by: (1) a $48 million increase of inventory valuation charges
to Cost of product sales, (as described above and in Note 8), and (2)
$20 million increase in Restructuring and other charges. Additionally, the year
ended December 31, 2020 includes a $54 million in goodwill impairment charge and
a $54 million charge related to allowance for credit losses, which reflects
actual and forecasted credit deterioration primarily due to the COVID-19
disruptions coupled with the impacts of foreign exchange and the worsening of
the expected credit position in our Latin America receivables portfolio
specifically (see Note 7).

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AEBITDA



AEBITDA decreased by $616 million or 72% primarily due to lower revenues as a
result of COVID-19 disruptions, coupled with charges to allowance for credit
losses and inventory during the year ended 2020 described above. AEBITDA margin
for the year ended 2020 comparable period decreased by 23 percentage points to
26%.

SCIPLAY

Our SciPlay business segment is a leading developer and publisher of digital
games on mobile and web platforms. SciPlay operates in the social gaming market,
which is characterized by gameplay online, on mobile phones or on tablets that
are social and competitive, and self-directed in pace and session length.
SciPlay generates substantially all of their revenue from in-app purchases in
the form of coins, chips and cards, which players can use to play slot games,
table games or bingo games. Players who install SciPlay's games receive free
coins, chips or cards upon the initial launch of the game and additional free
coins, chips or cards at specific time intervals. Players may exhaust the coins,
chips or cards that they receive for free and may choose to purchase additional
coins, chips or cards in order to extend their time of game play. Once obtained,
coins, chips and cards (either free or purchased) cannot be redeemed for cash
nor exchanged for anything other than game play within SciPlay's apps. SciPlay
distributes their games through various global social web and mobile platforms
such as Facebook, Apple, Google, Amazon, and Microsoft.

SciPlay currently offers a variety of social casino games, including Jackpot
Party® Casino, Gold Fish® Casino, Quick Hit® Slots, 88 Fortunes® Slots,
MONOPOLY® Slots and Hot Shot Casino®. Our SciPlay business segment continues to
pursue its strategy of expanding into the casual games market. Current casual
game titles include Bingo Showdown® and Solitaire PetsTM Adventure. SciPlay
currently plans to launch an additional casual game in 2022. SciPlay's social
casino games typically include slots-style game play and occasionally include
table games-style game play, while our casual games blend solitaire-style or
bingo game play with adventure game features. All of SciPlay's games are offered
and played across multiple platforms, including Apple, Google, Facebook, Amazon,
and Microsoft. In addition to SciPlay's internally created game content,
SciPlay's content library includes recognizable, game content from Scientific
Games. This content allows players who like playing land-based slot machines to
enjoy some of those same titles in our free-to-play games. SciPlay has access to
Scientific Games' library of more than 1,500 iconic casino titles, including
titles and content from third-party licensed brands such as MONOPOLY™, THE
FLINTSTONES™, JAMES BOND™, and PLAYBOY™. SciPlay's access to this content,
coupled with our years of experience developing in-house content, uniquely
positions SciPlay to create compelling social games.

Current year update



As described in the "Business Overview - Highlights, including recent
developments - Impacts of COVID-19 on Business Operations, Financial Results and
Liquidity" section above, COVID-19 impacted our business in various ways. While
many of SciPlay's current and potential players may have had significantly more
free time to play SciPlay's games during the earlier stages of the pandemic,
they may have also experienced sustained consumer unease and lower discretionary
income. While the increased player engagement SciPlay experienced during the
first half of 2020 as a result of the stay-at-home measures across the U.S.
receded, SciPlay is still seeing higher player engagement as compared to the
pre-COVID-19 time period. SciPlay is not able to predict and quantify the
ultimate impact of further COVID-19 developments on their results of operations
in future periods.

Throughout 2021, SciPlay deployed significant updates across a number of their
portfolio games, and it expects to deploy further updates to games in future
years. While SciPlay has continued testing in certain international markets, it
has not yet achieved the anticipated international market share growth. SciPlay
plans to continue to explore opportunities and increase their investments in the
expansion of international markets throughout 2022 and in future years.

Despite a challenging 2020 comparable that heavily benefited from global
stay-at-home measures, 2021 was another record year for total revenue. SciPlay's
year over year total revenue growth of 4% was below the overall industry growth.
This result is primarily attributable to the previously disclosed event isolated
in Jackpot Party® Casino during the third quarter and a delayed release of the
third version of Quick Hit® Slots. SciPlay's fourth quarter of 2021 compared to
the third quarter of 2021 total revenue growth of 5% is above overall industry
growth, showing a strong rebound from the above noted factors impacting Jackpot
Party® Casino and Quick Hit® Slots. We believe that there is an opportunity for
continued improvement of operating results in 2022 and beyond, as SciPlay
continues to execute on their strategic game updates, enhanced analytics,
international expansion, and an upcoming new game release.

In July 2021, SciPlay acquired privately held Koukoi, a Finland-based developer
and operator of casual mobile games which allows us to expand our casual games
portfolio (see Note 10).

In March 2022, SciPlay acquired Alictus, a privately held Turkey-based hyper-casual game studio. Alictus has developed and published a number of games that have achieved #1 free game status in the iOS U.S. App Store, including Candy


                                       67
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Challenge 3D, Rob Master 3D, Deep Clean Inc., Oh God!, Money Buster!, and Collect Cubes. The Alictus acquisition allows SciPlay to further scale in the casual market while diversifying revenue streams (see Note 10).

Results of Operations and Key Performance Indicators

[[Image Removed: sgms-20211231_g7.jpg]][[Image Removed: sgms-20211231_g8.jpg]][[Image Removed: sgms-20211231_g9.jpg]].

1 - The year ended December 31, 2019 includes charges of $10 million for intellectual property royalties paid to the

Gaming business segment, which are no longer being paid as of May 7, 2019 in connection with the IP License


    Agreement.



(in millions, except
ARPDAU)                                 Year Ended December 31,                                                      Variance
                                 2021                2020             2019                    2021 vs. 2020                            2020 vs. 2019
Revenue:
Mobile                     $      537             $   506          $   391          $         31                  6  %       $        115                29  %
Web and other                      69                  76               75                    (7)                (9) %                  1                 1  %
  Total                    $      606             $   582          $   466          $         24                  4  %       $        116                25  %

KPIs:
Mobile Penetration(1)              89     %            87  %            83  %                  2 pp                 nm                  4 pp                nm
Average MAU(2)                    6.2                 7.4              8.0                  (1.2)               (16) %               (0.6)               (8) %
Average DAU(3)                    2.3                 2.7              2.7                  (0.4)               (15) %                  -                 -  %
ARPDAU(4)                  $     0.71             $  0.60          $  0.48          $       0.11                 18  %       $       0.12                25  %
Average MPUs(5)                   0.5                 0.5              0.5                     -                  -  %                  -                 -  %
AMRPPU(6)                  $    95.26             $ 92.75          $ 82.19          $       2.51                  3  %       $      10.56                13  %
Payer Conversion Rate(7)          8.5     %           7.1  %           6.0  %                1.4 pp                 nm                1.1 pp                nm
nm = not meaningful.
pp = percentage points.
(1) Mobile penetration is defined as the percentage of business to consumer SciPlay revenue generated from mobile platforms.
(2) MAU = Monthly Active Users is a count of visitors to our sites during a month. An individual who plays multiple games or from multiple devices may, in
certain circumstances, be counted more than once. However, we use third-party data to limit the occurrence of multiple counting.
(3) DAU = Daily Active Users is a count of visitors to our sites during a day. An individual who plays multiple games or from multiple devices may, in certain
circumstances, be counted more than once. However, we use third-party data to limit the occurrence of multiple counting.
(4) ARPDAU = Average revenue per DAU is calculated by dividing revenue for a period by the DAU for the period by the number of days for the period.
(5) MPU = Monthly Paying Users is the number of individual users who made an in-game purchase during a particular month.
(6) AMRPPU = Average Monthly Revenue Per Paying User is calculated by dividing average monthly revenue by average MPUs for the applicable time period.
(7) Payer conversion rate is calculated by dividing average MPU for the period by the average MAU for the same period.


Year Ended December 31, 2021 Compared to Year Ended December 31, 2020

Revenue



Mobile platform revenue increased $31 million or 6 percent primarily due to
elevated player engagement from continued COVID-19 prevention measures during
the first quarter of 2021 compared to limited COVID-19-prevention measures for
most of the first quarter of 2020 in addition to the introduction of new content
and features resulting in increased paying player interaction.

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The increase in mobile penetration percentage primarily reflects a continued trend of players migrating from web to mobile platforms to play our games.

Average MAU and average DAU decreased due to the turnover in users. Consequently, ARPDAU increased as a function of lower average DAU. AMRPPU increased while Average MPU was consistent with prior year due to introduction of new content and features resulting in increased paying player interaction.

All-time high payer conversion rate was due to the growing popularity of SciPlay's games while focusing on live operations to enhance game play and engagement

Operating Expenses



Operating expenses increased by $48 million primarily due to a $25 million legal
settlement charge associated with the Washington State Matter (see Note 20),
higher compensation and benefit costs related to increases in headcount, and an
increase in D&A.

AEBITDA

AEBITDA decreased by $3 million or 2 percent primarily due to an increase in salaries and benefits, as described above, which was partially offset by an increase in revenue. AEBITDA margin decreased by 2.0 percentage points to 30.6%.

Year Ended December 31, 2020 Compared to Year Ended December 31, 2019

Revenue



Mobile platform revenue increased $115 million or 29% primarily due to increased
player engagement as a result of the stay at home measures across North America
and other regions and ongoing popularity of Jackpot Party® Casino, Gold Fish®
Casino, Quick Hit® Slots, and MONOPOLY® Slots.

The increase in mobile penetration percentage primarily reflects a continued trend of players migrating from web to mobile platforms to play SciPlay's games.



Average MAU decreased and average DAU stayed relatively flat due to the turnover
in users while paying users stayed consistent. Consequently, ARPDAU increased
due to stay at home measures across North America and other regions,
introduction of new content and features, and ongoing popularity of our games.

The increase in payer conversion rates was due to the growing popularity of our
games and increased interaction with the games by our players as a result of the
introduction of new content and features into SciPlay's games.

Operating Expenses

Operating expenses increased by $38 million primarily due to a $36 million increase primarily related to salaries and benefits, stock-based incentive compensation related to the attainment of higher performance metrics and professional services fees coupled with a $27 million increase in cost of revenue correlated with revenue growth which were partially offset by a $10 million decrease in IP charges paid to the Gaming business segment, which ended as of May 7, 2019 in connection with the IP License Agreement.

AEBITDA

AEBITDA increased by $67 million or 55% primarily due to continued growth in revenue (as described above) and improved operating leverage while AEBITDA margin increased by 6.1 percentage points to 32.4%.

iGaming



We renamed our Digital business segment to iGaming business segment and the
presentation was recast for all periods to exclude the Sports Betting business
due to the pending sale, as described in Note 1. Our iGaming business segment
provides a comprehensive suite of digital gaming content, including digital RMG,
distribution platforms, content, products and services. We derive revenue from
our content aggregation platforms, including Open Gaming System, remote gaming
servers, and various other platforms, which can deliver a wide spectrum of
internally developed and branded casino-style games and popular third-party
provider casino-style games to gaming operators. We also provide the Open
Platform System which offers a wide range of reporting and administrative
functions and tools providing operators full control over all areas of digital
gaming operations. Generally, we host the play of our game content on our
centrally located servers that are integrated with the online casino operators'
websites.

Current year update

                                       69

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We continue to expand our customer base and capitalize on growth in the U.S. by leveraging our industry leading platforms, content and solutions.

In August of 2021, we acquired Lightning Box, which expanded our iGaming content portfolio.



In November 2021, we acquired Authentic Gaming, a premium provider of live
casino solutions, providing a foothold in a key vertical and the fast growing
part of the iGaming market. The acquisition enhances our premium product
offering and is highly synergistic with our leading iGaming platform and our
land-based and proprietary table game content

In December 2021, we acquired Elk Studios, a leading European game developer, which expanded our iGaming content portfolio.

Results of Operations

[[Image Removed: sgms-20211231_g10.jpg]][[Image Removed: sgms-20211231_g11.jpg]][[Image Removed: sgms-20211231_g12.jpg]] Year Ended December 31, 2021 Compared to Year Ended December 31, 2020

Revenue



Overall, iGaming revenue increased by $35 million or 18% due to iGaming market
expansion in the U.S. and higher player activity including original content
launches during 2021. The revenue increase was partially offset by the winding
down of our SG Universe® services, which had a $10 million impact on our 2021
revenue or 7%.

Operating Expenses and AEBITDA



Operating expenses increased primarily due to higher costs of revenue correlated
with the increase in revenue. AEBITDA increased by $17 million or 29% primarily
due to the increase in revenue described above. AEBITDA margin for the year
ended December 31, 2021 increased by 2.8 percentage points to 33%.

Year Ended December 31, 2020 Compared to Year Ended December 31, 2019

Overall iGaming revenue increased by $17 million or 10% primarily due to increased iGaming activities that benefited from increased free time and stay at home measures as a result of COVID-19 disruptions. The revenue increase was partially offset by the winding down of our SG Universe® services, which resulted in a decrease of $11 million or 6% impact on our 2020 revenue growth.

Operating Expenses and AEBITDA



Operating expenses increased primarily due to higher costs of revenue correlated
with the increase in revenue. AEBITDA increased by $18 million or 45% primarily
due to the increase in revenue (described above). AEBITDA margin for the year
ended December 31, 2020 increased by 7 percentage points to 30%.

RECENTLY ISSUED ACCOUNTING GUIDANCE

For a description of recently issued accounting pronouncements, see Note 1.

CRITICAL ACCOUNTING ESTIMATES

Information regarding significant accounting policies is included in Note 1 and in the relevant sections of applicable Notes. As stated in Note 1, the preparation of financial statements in accordance with U.S. GAAP requires management to


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make estimates and assumptions that affect the reported amounts of assets,
liabilities, revenue and expenses, and related disclosure of contingent assets
and liabilities. Management bases its estimates on historical experience and on
various assumptions that are believed to be reasonable under the circumstances,
the results of which form the basis for making judgments about the carrying
values of assets and liabilities that are not readily apparent from other
sources. Actual results may differ from these estimates. We believe that the
estimates, assumptions, and judgments involved in the following accounting
policies have the greatest potential impact on our consolidated financial
statements:

•Business combinations;

•Revenue recognition;

•Goodwill, long-lived and other intangible assets - impairment assessment;

•Income taxes; and

•Legal contingencies.

Business Combinations

As described in Note 10, we account for business combinations in accordance with
ASC 805. This standard requires the acquiring entity in a business combination
to recognize all (and only) the assets acquired and liabilities assumed in the
transaction and establishes the acquisition-date fair value as the measurement
objective for all assets acquired and liabilities assumed in a business
combination.

Determining the fair value of assets acquired and liabilities assumed requires
management judgment, the utilization of independent valuation experts and often
involves the use of significant estimates and assumptions with respect to the
timing and amounts of future cash inflows and outflows, discount rates, market
prices and asset lives, among other items. Any changes in the underlying
assumptions can impact the estimates of fair value by material amounts, which
can in turn materially impact our results of operations. If the subsequent
actual results and updated projections of the underlying business activity
change compared with the assumptions and projections used to develop these fair
values, we could record impairment charges. In addition, we have estimated the
economic lives of certain acquired assets and these lives are used to calculate
D&A expense. If our estimates of the economic lives change, D&A expense could be
accelerated or slowed. For example, for the acquisitions completed during 2021,
if the intangible assets useful life was extended by two years the total annual
depreciation and amortization would decrease by approximately $3 million and if
the useful life was shortened by two years the total annual depreciation and
amortization would increase by approximately $7 million.

Revenue Recognition



Our revenue recognition policies described in Note 4 require us to make
significant judgments and estimates. The guidance requires that we apply
judgments or estimates to determine the performance obligations, the stand-alone
selling prices of our performance obligations to customers, and the timing of
transfer of control of the respective performance obligations. The evaluation of
each of these criteria in light of contract specific facts and circumstances is
inherently judgmental, but certain judgments could significantly affect the
timing or amount of revenue recognized if we were to reach a different
conclusion than we have. The critical judgments we are required to make in our
assessment of contracts with customers that could significantly affect the
timing or amount of revenue recognized are:

•Contracts with Multiple Promised Goods and Services - because we enter into
contracts with customers that involve promises to transfer multiple products and
services, the determination of the distinct performance obligations in contracts
with multiple promises requires significant judgment. Our total gaming systems
revenue that often contains multiple promised goods and services was $204
million for the year ended December 31, 2021, or approximately 9 percent of
consolidated revenue, a portion of which would not be recognized if we had
reached a different conclusion.

•Determination of stand-alone selling prices - the guidance requires that we
determine the stand-alone selling price for our goods and services as a basis
for allocating the transaction price to the identified distinct performance
obligations in our contracts with customers. Because we often bundle the selling
price for multiple promised goods or services or we may license systems for
which the solutions we provide are highly customized and therefore the prices we
charge are variable, the determination of a stand-alone selling price or the
relative range may require significant judgment. Our total gaming systems
revenue that could be subject to this judgment and thus allocated to distinct
performance obligations differently was a portion of $204 million for the year
ended December 31, 2021, or approximately 9 percent of consolidated revenue.

Goodwill - impairment assessment



We allocate goodwill to reporting units based on the reporting unit expected to
benefit from the business combination. We evaluate our reporting units on at
least an annual basis and, if necessary, reassign goodwill using a relative fair
value

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allocation approach. As a result of the financial results of our Lottery and
Sports Betting businesses being reflected as discontinued operations (see Note
2), we reassessed our continuing operations reporting units and determined that
we have six reporting units: SG Gaming, U.K. Gaming, Casino Management Systems,
Table Products, SciPlay, and iGaming. Goodwill is tested for impairment at the
reporting unit level (operating segment or one level below an operating segment)
annually on October 1 and between annual tests if an event occurs or
circumstances change that would more likely than not reduce the fair value of a
reporting unit below its carrying value. These events or circumstances could
include a significant change in the business climate, legal factors, operating
performance indicators, competition, or sale or disposition of a significant
portion of a reporting unit.

Goodwill is reviewed for impairment using either a qualitative assessment or a
quantitative one-step process. If we perform a qualitative assessment and
determine that the fair value of a reporting unit more likely than not exceeds
the carrying value, no further evaluation is necessary. For reporting units
where we perform the quantitative process, we are required to compare the fair
value of each reporting unit, which we primarily determine using an income
approach based on the present value of discounted cash flows and a market
approach, to the respective carrying value, which includes goodwill. If the fair
value of the reporting unit exceeds its carrying value, the goodwill is not
considered impaired. If the carrying value is higher than the fair value, we
recognize an impairment charge for the amount by which the carrying value
exceeds the reporting unit's estimated fair value.

Application of the goodwill impairment test requires judgment, including the
identification of reporting units, assignment of assets and liabilities to
reporting units, assignment of goodwill to reporting units, and determination of
the fair value of each reporting unit. Performance of the qualitative goodwill
assessment requires judgment in identifying and considering the significance of
relevant key factors, events and circumstances that affect the fair value or
carrying amount of the reporting units. Such events and circumstances that we
have considered include macroeconomic conditions, industry specific and market
considerations, and reporting units specific factors such as overall actual and
projected financial performance, among other factors. We also considered the
results of the most recent date that a fair value measurement was performed as a
part of the quantitative goodwill assessment and specifically the cushion
between each reporting unit's fair value and carrying value. The estimates used
to calculate the fair value of a reporting unit as a part of the quantitative
goodwill assessment change from year to year based on operating results, market
conditions, and other factors. Changes in these estimates and assumptions could
materially affect the determination of fair value and goodwill impairment, if
any, for each reporting unit.

We performed our annual goodwill impairment test as of October 1, 2021 using a
qualitative assessment for all of our reporting units other than for the U.K
Gaming reporting unit for which we performed a quantitative assessment given its
impairment in 2020. Based on the results of our qualitative impairment
assessment, we concluded that it is more likely than not that the fair values of
each of our reporting units exceeded their respective carrying values and there
were no reporting units requiring further assessment. The test results for U.K.
Gaming reporting unit for which we performed a quantitative assessment indicated
the fair value was substantially in excess (greater than 20%) of the carrying
value. As of December 31, 2021, the carrying amount of goodwill related to our
U.K. Gaming reporting unit was $127 million.

Refer to Note 11 for key estimates and assumptions used in the 2020 discounted
cash flow analysis for U.K. Gaming reporting unit during which our impairment
testing for these reporting units resulted in an impairment charge.

Long-lived and other intangible assets - impairment assessment



We evaluate the recoverability of intangible assets and other long-lived assets
with finite useful lives by comparing the carrying value of the asset group to
the estimated undiscounted future cash flows that we expect the asset to
generate if events or changes in circumstances indicate that these assets are
not recoverable. Any impairment is measured as the amount by which the carrying
value of the asset exceeds the estimated fair value. The fair value is
determined using a discounted cash flow approach where projections of future
cash flows generated by those assets are discounted using an estimated discount
rate. Significant judgment is required to estimate the amount and timing of
future cash flows and the relative risk of achieving those cash flows. We also
make judgments about the remaining useful lives of intangible assets and other
long-lived assets that have finite lives. While we believe our estimates of
future operating results and projected cash flows are reasonable, any
significant adverse changes in key assumptions (i.e., adverse change in the
extent or manner in which an asset (asset group) is being used or expectation
that, more likely than not, an asset (asset group) will be sold or otherwise
disposed of before the end of its useful life) or adverse changes in economic
and market conditions may cause a change in our evaluation of recoverability or
our estimation of fair value and could result in an impairment charge that could
be material to our financial statements. Refer to Note 11 for our fourth quarter
2021 change in estimate related to the useful lives for certain of our legacy
trade names triggered by corporate-wide re-branding as described above in the
"Business Overview - Highlights, including recent developments" section.

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Income taxes



We are subject to the income tax laws of the many jurisdictions in which we
operate. These tax laws are complex, and the manner in which they apply to our
facts is sometimes open to interpretation. In establishing the provision for
income taxes, we must make judgments about the application of these inherently
complex tax laws.

Despite our belief that our tax return positions are consistent with applicable
tax laws, we believe that taxing authorities could challenge certain positions.
Settlement of any challenge can result in no change, a complete disallowance, or
some partial adjustment reached through negotiations or litigation. We record
tax benefits for uncertain tax positions based upon management's evaluation of
the information available at the reporting date. To be recognized in the
financial statements, a tax benefit must be at least more likely than not of
being sustained based on technical merits. The tax benefit for positions meeting
the recognition threshold is measured as the largest benefit more likely than
not to be realized upon ultimate settlement with a taxing authority that has
full knowledge of all relevant information. Significant judgment is required in
making these determinations, and adjustments to uncertain tax positions may be
necessary to reflect actual taxes payable upon settlement. Adjustments related
to positions impacting the effective tax rate affect the provision for income
taxes. Adjustments related to positions impacting the timing of deductions
impact deferred tax assets and liabilities.

Our income tax positions and analysis are based on currently enacted tax law.
Future changes in tax law could significantly impact the provision for income
taxes, the amount of taxes payable, and the deferred tax asset and liability
balances in future periods. Deferred tax assets generally represent tax benefits
for tax deductions or credits available in future tax returns. Certain estimates
and assumptions are required to determine whether it is more likely than not
that all or some portion of the benefit of a deferred tax asset will not be
realized. In making this assessment, management analyzes and estimates the
impact of future taxable income, available carry-backs and carry-forwards,
reversing temporary differences and available prudent and feasible tax planning
strategies.

We have recorded valuation allowances in certain jurisdictions to reduce our
deferred tax assets to the amounts that are more likely than not to be realized.
Should a change in facts or circumstances lead to a change in judgment about the
ultimate realizability of a deferred tax asset, we record or adjust the related
valuation allowance in the annual period that the change in facts and
circumstances occurs, along with a corresponding increase or decrease in the
provision for income taxes. In assessing the timing of valuation allowance
release, we specifically assessed the certainty and expected gains related to
pending sales of our businesses held for sale, which required significant
judgment and evaluation of various factors. See Note 19 for a more detailed
discussion related to valuation allowance release during 2021.

Legal contingencies



We are subject to certain legal proceedings, demands, claims and threatened
litigation that arise in the normal course of our business. We review the status
of each significant matter quarterly and assess our potential financial
exposure. If the potential loss from any claim or legal proceeding is considered
probable and the amount can be reasonably estimated, we record a liability and
an expense for the estimated loss. If we determine that a loss is reasonably
possible and the range of the loss can be reasonably estimated, then we disclose
the range of the possible loss. Significant judgment is required in the
determination of whether a potential loss is probable, reasonably possible, or
remote and in the determination of whether a potential exposure is reasonably
estimable. Our accruals are based on the best information available at the time.
As additional information becomes available, we reassess the liabilities and
disclosures related to our pending claims and litigation and may revise our
estimates. Potential legal liabilities and the revision of estimates of legal
liabilities could have a material impact on our results of operations, cash
flows and financial position. For discussion of our legal proceedings, see Note
20, which is incorporated by reference into Item 3 of this Annual Report on Form
10-K.

LIQUIDITY, CAPITAL RESOURCES AND WORKING CAPITAL

Cash and available liquidity



As of December 31, 2021, our principal sources of liquidity, other than cash
flows provided by operating activities, were cash and cash equivalents,
including SciPlay cash and cash equivalents (for our SciPlay business segment),
cash and cash equivalents of businesses held for sale and amounts available
under the SciPlay Revolver (for our SciPlay business segment) discussed below
under "Credit Agreement and Other Debt".

The following table summarizes our cash and available revolver capacity as of December 31, 2021 and 2020:


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                                                                                              Revolver
                                                                                           capacity drawn
                                                                                            or committed
                                         Cash and cash                                     to letters of
(in millions)                             equivalents            Revolver capacity             credit               Total
SGC (excluding SciPlay and businesses
held for sale)                         $          221          $              650          $       (12)         $      859

Businesses held for sale                           44                           -                    -                  44
SciPlay                                           364                         150                    -                 514
Total as of December 31, 2021          $          629          $              800          $       (12)         $    1,417

SGC (excluding SciPlay and businesses
held for sale)                         $          659          $              650          $      (547)         $      762
Businesses held for sale                           88                           -                    -                  88
SciPlay                                           269                         150                    -                 419
Total as of December 31, 2020          $        1,016          $              800          $      (547)         $    1,269


On May 7, 2019, SciPlay completed an IPO for an 18.0% minority interest in our
Social gaming business, after giving effect to the underwriters' partial
exercise of their over-allotment option on June 4, 2019. We received
$312 million in net proceeds from the offering (net of $30 million used by
SciPlay to pay the offering fees and the balance retained by SciPlay for general
corporate purposes). Subsequent to the IPO, SciPlay Holding Company, LLC
("SciPlay Holding"), a subsidiary of SciPlay, entered into a $150 million
revolving credit agreement that matures in May 2024. These proceeds enabled us
to reduce our revolving credit facility and other debt in 2019. At this time, we
do not expect SciPlay to declare or pay any cash dividends, other than tax
distributions and certain cash distributions related to the impact of taxes
pursuant to the TRA, of which payments totaling $4 million were made for the
year ended December 31, 2021.

Sources of liquidity

During 2021, we drew $60 million under SGI's revolving credit facility and repaid $595 million leaving the entire revolving credit facility undrawn and available as of December 31, 2021.



Total cash held by our foreign subsidiaries (including discontinued operations)
was $180 million and $173 million as of December 31, 2021 and December 31, 2020,
respectively. We believe that substantially all cash held outside the U.S. is
free from legal encumbrances or similar restrictions that would prevent it from
being available to meet our global liquidity needs.

Our Gaming operations and Lottery systems (included in our discontinued
operations) businesses generally require significant upfront capital
expenditures, and we may need to incur additional capital expenditures in order
to retain or win new contracts. Our ability to make payments on and to refinance
our indebtedness and other obligations depends on our ability to generate cash
in the future. We may also, from time to time, repurchase or otherwise retire or
refinance our debt, through our subsidiaries or otherwise. In the event we
pursue significant acquisitions or other expansion opportunities, we may need to
raise additional capital. If we do not have adequate liquidity to support these
activities, we may be unable to obtain financing for these cash needs on
favorable terms or at all. For additional information regarding our cash needs
and related risks, see "Risk Factors" under Part I, Item 1A.

Our ability to make payments on and to refinance our indebtedness and other
obligations depends on our ability to generate cash in the future. From time to
time we have also repurchased or otherwise retired or refinanced our debt,
through our subsidiaries or otherwise, and may continue to do so in the future.
Such activities, if any, will depend on prevailing market conditions,
contractual restrictions and other factors, and the amounts involved may or may
not be material. If we need to refinance all or part of our indebtedness at or
before maturity, we cannot assure that we will be able to obtain new financing
or to refinance any of our indebtedness on commercially reasonable terms or at
all. In the event we pursue significant acquisitions or other expansion
opportunities, conduct significant repurchases of our outstanding securities or
refinance or repay existing debt, we may need to raise additional capital either
through the public or private issuance of equity or debt securities or through
additional borrowings under our existing or additional financing arrangements,
which sources of funds may not necessarily be available on terms acceptable to
us, or at all. For additional information regarding our cash needs and related
risks, see "Risk Factors" under Part I, Item 1A.

In addition, U.S. lottery customers (included in our discontinued operations)
generally require service providers to provide performance bonds in connection
with the relevant contract. As of December 31, 2021, our outstanding performance
bonds (including those related to discontinued operations) totaled $272 million.
Our ability to obtain performance bonds on commercially reasonable terms is
subject to our financial condition and prevailing market conditions, which may
be impacted by economic and political events. Although we have not experienced
difficulty in obtaining such bonds to date, we cannot assure that we will
continue to be able to obtain performance bonds on commercially reasonable
terms, or at all. For additional

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information regarding our surety or performance bonds in connection with our contracts, see "Risk Factors" under Part I, Item 1A.



We intend to repay, refinance and/or restructure a significant portion of our
existing indebtedness to significantly de-lever our balance sheet and position
the Company for enhanced growth following the receipt of cash from the Pending
Divestitures (See Note 1), which we would also expect to significantly change
the terms and outstanding amounts of our debt.

Cash Flow Summary

(in millions)                                          Year Ended December 31,                                 Variance
                                                 2021              2020           2019           2021 vs. 2020           2020 vs. 2019
Net cash provided by operating activities
from:
Continuing operations                        $      304          $  33          $ 209          $          271          $         (176)
Discontinued operations                             381            438          $ 337                     (57)                    101
Net cash provided by operating activities           685            471            546                     214                     (75)
Net cash used in investing activities from:
Continuing operations                              (347)          (126)          (220)                   (221)                     94
Discontinued operations                             (95)           (47)           (43)                    (48)                     (4)
Net cash used in investing activities              (442)          (173)          (263)                   (269)                     90
Net cash (used in) provided by financing
activities from:
Continuing operations                              (655)           469           (126)                 (1,124)                    595
Discontinued operations                             (24)            (6)            (3)                    (18)                     (3)
Net cash (used in) provided by financing           (679)           463           (129)                 (1,142)                    592

activities


Effect of exchange rate changes on cash,             (6)             7              1                     (13)                      6
cash equivalents and restricted cash
(Decrease) increase in cash, cash            $     (442)         $ 768

$ 155 $ (1,210) $ 613 equivalents and restricted cash

Cash flows from operating activities - continuing operations



                                                         Year Ended December 31,                                    Variance
($ in millions)                                    2021               2020            2019            2021 vs. 2020           2020 vs. 2019
Net income (loss)                            $    390               $ (548)

$ (118) $ 938 $ (430) Less: Income from discontinued operations, (366)

                (253)           (212)                   (113)                    (41)
net of tax
Adjustments to reconcile net income (loss)        479                  740             712                    (261)                     28
from continuing operations to net cash
provided by operating activities from
continuing operations

Changes in working capital accounts,              143                  121            (113)                     22                     234
excluding the effects of acquisitions
Changes in deferred income taxes and other       (342)                 (27)            (60)                   (315)                     33

Net cash provided by operating activities    $    304               $   33

$ 209 $ 271 $ (176) from continuing operations

Year Ended December 31, 2021 Compared to Year Ended December 31, 2020

Net cash provided by operating activities from continuing operations increased in 2021 primarily due to higher cash earnings resulting from the lifting of certain COVID-19 related disruptions. The changes in our working capital accounts for the year ended December 31, 2021 were primarily driven by the following:



•$19 million favorable change in receivables primarily due to increased billing
and collection as recovery from the COVID-19 pandemic continues to gain momentum
with eased restrictions and continued progress towards the return to pre-COVID
levels;

•$9 million favorable change in inventory due to timing of orders and shipments;



•$17 million favorable change in other current assets and liabilities primarily
related to increases in various prepaid expenses and timing of contract assets
and liabilities;

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•$98 million favorable change in accounts payable and accrued liabilities primarily as a result of the timing of expenditures.



Net cash provided by operating activities from discontinued operations increased
due to higher cash flows from discontinued operations driven by higher Lottery
instant products and systems revenue due to the impact of COVID-19 on the prior
year results coupled with the large lottery jackpots in the first half of 2021
driving both instant products sales and system increases.

Cash flows from investing activities



Net cash used in investing activities from continuing operations increased
primarily due to acquisitions of businesses completed during 2021, as described
in Note 10, and higher capital expenditures. Capital expenditures are composed
of investments in systems, equipment and other assets related to contracts,
property and equipment, intangible assets and software.

Net cash used in investing activities from discontinued operations increased
primarily due to acquisitions completed during 2021, as described in Note 10,
higher additions to equity method investments and capital expenditures.

Cash flows from financing activities



Net cash used in financing activities increased primarily due to net repayments
of $535 million under SGI's revolving credit facility compared to the prior year
period $340 million net draw on SGI's revolving credit facility and net issuance
of senior term loans of $209 million, coupled with $16 million in higher
licensing payments and $23 million for taxes paid related to net share
settlement of equity awards during 2021.

Year Ended December 31, 2020 Compared to Year Ended December 31, 2019



Net cash provided by operating activities from continuing operations decreased
in 2020 primarily due to lower cash earnings impacted by the COVID-19 business
disruptions. The changes in our working capital accounts for the year ended
December 31, 2020 were primarily driven by the following:

•$137 million favorable change in receivables due to timing of collections and lower billing primarily associated with Gaming segment receivables;

•$4 million favorable change in inventory due to timing of orders and shipments;



•$6 million favorable change in/ other current assets and liabilities primarily
related to increases in various prepaid expenses and timing of contract assets
and liabilities;

•$26 million unfavorable change in accounts payable and accrued liabilities primarily as a result of the timing of expenditures.

Net cash provided by operating activities from discontinued operations decreased primarily due to lower earnings impacted by COVID-19 on the 2020 results.

Cash flows from investing activities



Net cash used in investing activities from continuing operations decreased
primarily due to lower capital expenditures and proceeds received from the sale
of certain properties in Chicago, which was partially offset by SciPlay's
acquisition of Come2Play. Capital expenditures are composed of investments in
systems, equipment and other assets related to contracts, property and
equipment, intangible assets and software.

Cash flows from financing activities



Net cash provided by financing activities from continuing operations increased
primarily due to the $340 million net draw on SGI's revolving credit facility,
while the prior year included $342 million in proceeds from the sale of SciPlay
common stock, which were partially offset by $253 million in net payments on
long-term debt and $23 million in debt issuance, deferred financing and offering
costs. Additionally, during 2020, we received net proceeds of $543 million from
the issuance of 2025 Senior Unsecured Notes partially offset by $341 million in
net payments for the redemption of the 2021 Notes.

Credit Agreement and Other Debt

For additional information regarding our credit agreement and other debt, interest rate risk and interest rate hedging instruments, see "Contractual Obligations" in this Item 7 below, in Part II, Item 7A "Quantitative and Qualitative Disclosures About Market Risk" and in Notes 15 and 16.


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Contractual Obligations



Our contractual obligations and commercial commitments principally include
obligations associated with our outstanding indebtedness, contractual purchase
obligations and future minimum operating lease obligations and other long-term
liabilities as set forth in the table below as of December 31, 2021:

(in millions)                                                                   Cash Payments Due In
                                                              Less than 1                                                    More than 5
                                              Total               year             1 - 3 years           4 - 5 years            years
Debt, face value (1)                       $   8,772          $      44          $      3,978          $      3,550          $   1,200
Interest payments (2)                          1,802                423                   802                   398                179
License royalty minimum guaranteed
payments                                         105                 35                    46                    24                  -
Purchase obligations (3)                         368                368                     -                     -                  -
Operating leases (4)                              56                 17                    24                    13                  2
Other obligations (5)                             51                  3                    48                     -                  -
Contractual obligations related to
continuing operations                         11,154                890                 4,898                 3,985              1,381
Contractual obligations related to
discontinued operations                          256                181                    49                    18                  8
Total contractual obligations              $  11,410          $   1,071          $      4,947          $      4,003          $   1,389

(1) See Note 15 for information regarding long-term and other debt, including $4 million related to certain revenue transactions presented as debt in accordance with ASC 470 and finance leases. (2) Based on rates in effect and outstanding debt on December 31, 2021. (3) Includes, among other contractual obligations, estimated obligations and/or capital commitments in connection with our Gaming supply contracts. (4) See Note 14 for information regarding our operating leases. (5) Includes certain other contractual obligations, including estimated contingent acquisition considerations and excludes pending legal settlement (see Note 20) and transaction fees contingent on the completion of the Pending Divestitures.

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