The following discussion should be read in conjunction with our Annual Report on
Form 10-K for the year ended December 31, 2021 (the "2021 Form 10-K") filed with
the Securities and Exchange Commission (the "SEC") on March 30, 2022 and the
condensed consolidated financial statements and accompanying notes included in
Part I, Item 1 of this Report. Unless the context requires otherwise, references
to the "Company," "Motorsport," "we," "us" and "our" refer to Motorsport Games
Inc., a Delaware corporation.
Overview
The following overview is a high-level discussion of our operating results, as
well as some of the trends and drivers that affect our business. Management
believes that an understanding of these trends and drivers provides important
context for our results for the three months ended March 31, 2022, as well as
our future prospects. This summary is not intended to be exhaustive, nor is it
intended to be a substitute for the detailed discussion and analysis provided
elsewhere in this Report.
Our Business
Motorsport Games is a leading racing game developer, publisher and esports
ecosystem provider of official motorsport racing series throughout the world,
including NASCAR, the iconic 24 Hours of Le Mans endurance race ("Le Mans") and
the associated FIA World Endurance Championship (the "WEC"), INDYCAR, the
British Touring Car Championship (the "BTCC") and others. Our portfolio is
comprised of some the most prestigious motorsport leagues and events in the
world. Further, in 2021, we acquired the KartKraft karting simulation game as
well as Studio397 and their rFactor 2 realistic racing simulator, adding both
games to our portfolio.
Started in 2018 as a wholly-owned subsidiary of Motorsport Network, we are
currently the official developer and publisher of the NASCAR video game racing
franchise and have obtained the exclusive licenses to develop multi-platform
games for the BTCC, the 24 Hours of Le Mans race and the WEC. We develop and
publish multi-platform racing video games including for game consoles, personal
computers (PCs) and mobile platforms through various retail and digital
channels, including full-game and downloadable content (sometimes known as
"games-as-a-service"). For fiscal year 2021 and three months ended March 31,
2022, a majority of our revenue was generated from sales of our NASCAR racing
video games.
As of March 31, 2022, we have increased our total headcount to 194 people, made
up of 193 full-time employees, including 134 dedicated to game development, in
order to continue the development of our expanded product offerings.
COVID-19 Pandemic Update
The global spread of the ongoing and prolonged COVID-19 pandemic and its
variants has created significant business uncertainty for us and others, which
has negatively impacted the global economy, disrupted global supply chains and
workforce participation, and initially created significant volatility and
disruption of financial markets. Additionally, the outbreak has resulted in
government authorities around the world implementing numerous measures to try to
reduce the spread of COVID-19, such as travel bans and restrictions,
quarantines, shelter-in-place, stay-at-home or total lock-down (or similar)
orders and business limitations and shutdowns. In late fiscal 2020 and
throughout fiscal 2021, vaccines for combating COVID-19 were approved by health
agencies in certain countries and regions where we operate and began to be
administered, and we saw some loosening of government-mandated COVID-19
restrictions in certain locations, such as the U.S., in response to improved
COVID-19 infection levels. More recently, new variants of COVID-19, such as the
Omicron variant and its subvariants, that are significantly more contagious than
previous strains, have emerged. Further, the effectiveness of approved vaccines
on these new strains remains uncertain. The spread of these new strains have
caused some government authorities to reimpose some or all of the earlier
restrictions or impose other restrictions, all in an effort to lessen the spread
of COVID-19 and its variants. While these lockdowns have begun to be lifted, the
lingering impact of COVID-19 has continued to create significant volatility
throughout the global economy, such as supply chain disruptions, limited labor
supplies and higher inflation, which in turn has caused constraints on consumer
spending.
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As a result of the ongoing and prolonged COVID-19 pandemic, including the
related responses from government authorities, our business and operations were
impacted, including the temporary closures of our offices in Miami, Florida,
Silverstone, England, and Moscow, Russia during 2021, which has resulted in many
of our employees working remotely. During the initial COVID-19 outbreak in 2020,
demand for our games generally increased, which we believe was primarily
attributable to a higher number of consumers staying at home due to COVID-19
related restrictions. Similarly, there was a significant increase in viewership
of our esports events since the initial impact of the virus, as these events
began to air on both digital and linear platforms, particularly as we were able
to attract many of the top "real world" motorsport stars to compete. Conversely,
several retailers have experienced closures, reduced operating hours and/or
other restrictions as a result of the ongoing and prolonged COVID-19 pandemic
and its variants, which has negatively impacted the sales of our products from
such retailers. Additionally, in our esports business, the ongoing and prolonged
COVID-19 pandemic has resulted in the cancellation or postponement of certain
events to later dates or shifting events from an in-person format to online
only. The emergence of the significantly more contagious Omicron variant of
COVID-19 and the prevalence of breakthrough cases of infection among fully
vaccinated people adds additional uncertainty and could result in further
impacts to our business and operations, such as those discussed above and in the
section entitled "Risk Factors" in Part I, Item 1A of the 2021 Form 10-K.
Although we do not currently expect the COVID-19 pandemic to have a material
impact on our future business and operations, we will continue to monitor the
evolving situation caused by the COVID-19 pandemic, and we may take further
actions required by governmental authorities or that we determine are prudent to
support the well-being of our employees, suppliers, business partners and
others. The degree to which the ongoing and prolonged COVID-19 pandemic impacts
our operations, business, financial results, liquidity, and financial condition
will depend on future developments, which are highly uncertain, continuously
evolving and cannot be predicted. This includes, but is not limited to, the
duration and spread of the pandemic; its severity; the emergence and severity of
its variants; the actions to contain the virus or treat its impact, such as the
availability and efficacy of vaccines (particularly with respect to emerging
strains of the virus) and potential hesitancy to utilize them; the effect on
discretionary spending by consumers; and how quickly and to what extent normal
economic and operating conditions can resume.
Further discussion of the potential impacts on our business, financial
condition, results of operations, liquidity and the market price of our Class A
common stock due to the ongoing and prolonged COVID-19 pandemic is provided in
the section entitled "Risk Factors" in Part I, Item 1A of the 2020 Form 10-K.
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Trends and Factors Affecting Our Business
Product Release Schedule
Our financial results are affected by the timing of our product releases and the
commercial success of those titles. Our NASCAR products have historically
accounted for the majority of our revenue , however we have diversified our
product offerings and are generating revenues from KartKraft, rFactor2 and Le
Mans 24 hour virtual event reducing the percentage of revenues from NASCAR. We
released: (i) our next generation NASCAR console/PC game, NASCAR 21: Ignition,
on October 28, 2021; (ii) NASCAR Heat Ultimate Edition+ on Nintendo Switch on
November 19, 2021, the first-ever NASCAR title to come to Nintendo Switch; and
(iii) the full release of the KartKraft kart racing simulator on January 26,
2022 for the PC. Additionally, in May 2020 and January 2021, respectively, we
obtained the exclusive licenses to develop multi-platform games for the BTCC and
the WEC series, including the iconic 24 hours of Le Mans race, and in July 2021,
we obtained the license to develop multi-platform games for INDYCAR. During the
three months ended March 31, 2022, we modified our product release schedule such
that our next NASCAR title for 2022 will be an update to our 2021 release and
the anticipated timing of some of our other planned product releases for other
racing series have been moved to later periods. The INDYCAR, BTCC and Le Mans
games are currently under development, and we currently anticipate releasing
games for these racing series in 2023 and 2024. Going forward, we intend to
expand our license arrangements to other internationally recognized racing
series and the platforms we operate on. We believe that having a broader product
portfolio will improve our operating results and provide a revenue stream that
is less cyclical based on the release of a single game per year.
Economic Environment and Retailer Performance
Our physical gaming products are sold through a distribution network with an
exclusive partner who specializes in the distribution of games through
mass-market retailers (e.g., Target, Wal-Mart), consumer electronics stores
(e.g., Best Buy), discount warehouses, game specialty stores (e.g., GameStop)
and other online retail stores (e.g., Amazon). We expect to continue to derive
significant revenues from sales of our physical gaming products to a very
limited number of distribution partners. For the year ended December 31, 2021
and the three months ended March 31, 2022, we sold substantially all of our
physical disk products for the retail channel through a single distribution
partner, which represented approximately 28% and 15% of our total revenue for
such periods, respectively. See "Risk Factors-Risks Related to Our Business and
Industry-The importance of retail sales to our business exposes us to the risks
of that business model" and "Risk Factors-Risks Related to Our Business and
Industry-We primarily depend on a single third-party distribution partner to
distribute our games for the retail channel, and our ability to negotiate
favorable terms with such partner and its continued willingness to purchase our
games is critical for our business" in Part I, Item 1A of the 2021 Form 10-K for
additional information regarding the importance of retail sales and our
distribution partners to our business.
Additionally, we continue to monitor economic conditions, including the impact
of the ongoing and prolonged COVID-19 pandemic, that may unfavorably affect our
businesses, such as deteriorating consumer demand, delays in development,
pricing pressure on our products, increased inflation, supply chain constraints,
labor supply issues, credit quality of our receivables and foreign currency
exchange rates. The COVID-19 pandemic has affected and may continue to affect
our business operations, including our employees, customers, partners, and
communities, and there is substantial uncertainty in the nature and degree of
its continued effects over time, particularly due to the emergence of the
significantly more contagious Omicron variant of COVID-19 and the prevalence of
breakthrough cases of infection among fully vaccinated people. For example,
several retailers have experienced closures, reduced operating hours and/or
other restrictions as a result of the ongoing and prolonged COVID-19 pandemic,
which has negatively impacted the sales of our products from such retailers.
"See COVID-19 Pandemic Update" for additional information regarding the impact
of COVID-19 on our business and operations.
Hardware Platforms
We derive most of our revenue from the sale of products made for PCs and video
game consoles manufactured by third parties, such as Sony Interactive
Entertainment Inc.'s ("Sony") PlayStation and Microsoft Corporation's
("Microsoft") Xbox consoles, which comprised approximately 18% and 36% of our
total revenue for the three-month periods ended March 31, 2022 and 2021,
respectively. For the three-month periods ended March 31, 2022 and 2021, the
sale of products for Microsoft Windows via Steam comprised approximately 17% and
8% of our total revenue, respectively, and the sale of products for mobile
platforms comprised approximately 3% and 11% of our total revenue, respectively.
The success of our business is dependent upon consumer acceptance of video game
console/PC platforms and continued growth in the installed base of these
platforms. When new hardware platforms are introduced, such as those recently
released by Sony and Microsoft, demand for interactive entertainment used on
older platforms typically declines, which may negatively affect our business
during the market transition to the new consoles. The latest generation of Sony
and Microsoft consoles provide "backwards compatibility" (i.e., the ability to
play games for the previous generation of consoles), which could mitigate the
risk of such a decline. However, we cannot be certain how backwards
compatibility will affect demand for our products.
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Digital Business
Players increasingly purchase our games as digital downloads, as opposed to
purchasing physical discs. All of our titles that are available through
retailers as packaged goods products are also available through direct digital
download. Forthe year ended December 31, 2021 and the three months ended March
31, 2022, approximately 61% and 65%, respectively, of our revenue from sales of
video games for game consoles and PCs was through digital channels. We believe
this trend of increasing direct digital downloads is primarily due to benefits
relating to convenience and accessibility that digital downloads provide, which
has been heightened during the COVID-19 pandemic. In addition, as part of our
digital business strategy, we aim to drive ongoing engagement and incremental
revenue from recurrent consumer spending on our titles through in-game purchases
and extra content.
Esports
We are striving to become a leader in organizing and facilitating esports
tournaments, competitions, and events for our licensed racing games as well as
on behalf of third-party racing game developers and publishers. During the first
quarter of 2022, we announced our viewership figures for the 2021-22 Le Mans
Virtual Series, which reached 7 million views and registered cumulated
television and digital audience figures of more than 81 million through its
5-month season. During 2021, we organized several esports competitions,
including the DiRT Rally 2.0 World Series on the popular Codemasters game, the
Winter Heat and Summer Showdown on NASCAR Heat 5, and the expansion of the 24
Hours of Le Mans Virtual event into a part of a longer annual series with
professional teams and real-world racing drivers. In addition, we also organized
competitions to drive user engagement on our rFactor 2 platform. For 2021, our
esports events had cumulative total viewership of approximately 1.5 million
views with approximately 3.8 million minutes watched.
Technological Infrastructure
As our digital business has grown, our games and services increasingly depend on
the reliability, availability and security of our technological infrastructure.
We are investing and expect to continue to invest in technology, hardware and
software to support our games and services, including with respect to security
protections. Our industry is prone to, and our systems and networks are subject
to, cyberattacks, computer viruses, worms, phishing attacks, malicious software
programs, and other information security incidents that seek to exploit,
disable, damage, disrupt or gain access to our networks, our products and
services, supporting technological infrastructure, intellectual property and
other assets. As a result, we continually face cyber risks and threats that seek
to damage, disrupt or gain access to our networks and our gaming platform,
supporting infrastructure, intellectual property and other assets. See "Risks
Related to Our Business and Industry-We may experience security breaches and
cyber threats" in the section entitled "Risk Factors" in Part I, Item 1A of the
2021 Form 10-K for additional information.
Rapidly Changing Industry
We operate in a dynamic industry that regularly experiences periods of rapid,
fundamental change. In order to remain successful, we are required to
anticipate, sometimes years in advance, the ways in which our products and
services will compete. For example, the global adoption of portable and mobile
gaming devices has led to significant growth in portable and mobile gaming,
which we believe is a continuing trend. Accordingly, in conjunction with the
launch of our next generation NASCAR console/PC game, NASCAR 21: Ignition, we
launched an updated NASCAR Heat Ultimate Edition+ on Nintendo Switch in the
fourth quarter of 2021.
Recurring Revenue Sources
Our business model includes revenue that we deem recurring in nature, such as
revenue from our annualized sports franchise (currently NASCAR) for game
consoles, PC and mobile platforms. We deem this recurring because many existing
game owners purchase annual updates, which includes updated drivers, liveries
and cars as they are released. We have been able to forecast the revenue from
this area of our business with greater relative confidence than for new games,
services and business models. As we continue to incorporate new business models
and modalities of play into our games, our goal is to continue to look for
opportunities to expand the recurring portion of our business.
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Reportable Segments
We use "the management approach" in determining reportable operating segments.
The management approach considers the internal organization and reporting used
by our chief operating decision maker for making operating decisions and
assessing performance as the source for determining our reportable segments. Our
chief operating decision maker is our Chief Executive Officer ("CEO"), who
reviews operating results to make decisions about allocating resources and
assessing performance for the entire company. We classified our reportable
operating segments into (i) the development and publishing of interactive racing
video games, entertainment content and services (the "Gaming segment") and (ii)
the organization and facilitation of esports tournaments, competitions and
events for our licensed racing games as well as on behalf of third-party video
game racing series and other video game publishers (the "esports segment").
Components of Our Results of Operations
Revenues
We have historically derived substantially all of our revenue from sales of our
games and related extra content that can be played by customers on a variety of
platforms, including game consoles, mobile phones, PCs and tablets. Starting in
2019, we began generating sponsorship revenues from our production of live and
virtual esports events.
Our product and service offerings included within the Gaming segment primarily
include, but are not limited to, full PC, console and mobile games with both
online and offline functionality, which generally include:
? the initial game delivered digitally or via physical disk at the time of sale,
which also typically provides access to offline core game content; and
? updates to previously-released games on a when-and-if-available basis, such as
software patches or updates, and/or additional content to be delivered in the
future, both paid and free.
Our product and service offerings included within the esports segment relate
primarily to curating esports events.
Cost of Revenues
Cost of revenues for our Gaming segment is primarily comprised of royalty
expenses attributable to our license arrangement with NASCAR and certain other
third-parties relating to our NASCAR racing series games. Cost of revenues for
our Gaming segment is also comprised of merchant fees, disk manufacturing costs,
packaging costs, shipping costs, warehouse costs, distribution fees to
distribute products to retail stores, mobile platform fees associated with our
mobile revenue (for transactions in which we are acting as the principal in the
sale to the end customer) and amortization of certain acquired license
agreements and other intangible assets acquired through our various
acquisitions. Cost of revenues for our esports segment consists primarily of the
cost of event staffing and event production.
Sales and Marketing
Sales and marketing expenses are primarily composed of salaries, benefits and
related taxes of our in-house marketing teams, advertising, marketing and
promotional expenses, including fees paid to social media platforms, Motorsport
Network and other websites where we market our products.
Development
Development expenses consist of the cost to develop the games we produce, which
includes salaries, benefits and operating expenses of our in- house development
teams, as well as consulting expenses for any contracted external development.
Development expenses also include expenses relating to our software licenses,
maintenance and studio operating expenses.
General and Administrative
General and administrative expenses consist primarily of salaries, benefits and
other costs associated with our operations including, finance, human resources,
information technology, public relations, legal audit and compliance fees,
facilities, and other external general and administrative services.
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Depreciation and Amortization
Depreciation and amortization expenses include depreciation on fixed assets
(primarily computers and office equipment), as well as amortization of finite
lived intangible assets acquired through our various acquisitions.
Results of Operations
Three Months Ended March 31, 2022 compared to Three Months Ended March 31, 2021
Revenue
For the Three Months Ended,
March 31,
2022 2021
Revenues:
Gaming $ 2,958,388 $ 2,450,213
Esports 363,401 23,919
Total Segment and Consolidated Revenues $ 3,321,789 $ 2,474,132
Revenues were $3,321,789 for the three months ended March 31, 2022 versus
$2,474,132 for the three months ended March 31, 2021. The $847,657, or 34%,
period over period increase reflects $508,175 of higher game sales from our
Gaming segment, primarily from sales of our rFactor 2 racing simulation game,
which we acquired in April 2021. For the three months ended March 31, 2022
revenues from our esports segment increased $339,482 compared to the three
months ended March 31, 2021. The increase was primarily due to an increase in
sponsorship and events revenue from Le Mans Esports Series Ltd, which held the
final of its 2022 Le Mans Virtual Series in January 2022.
For the Three Months Ended,
March 31,
2022 2021
Cost of Revenues:
Gaming $ 1,404,007 $ 715,116
Esports 609,799 66,692
Total Segment and Consolidated Cost of
Revenues $ 2,013,806 $ 781,808
Cost of revenues were $2,013,806 for the three months ended March 31, 2022 as
compared to $781,808 for the three months ended March 31, 2021 representing an
increase of $1,231,998 or 158%. Cost of revenues from our Gaming segment
increased $688,891, or 96%. The increase was primarily due to a $355,617
increase in amortization of intangible assets primarily driven by the
acquisition of Studio397, a $198,998 increase in license/royalty fees, and a
$131,642 increase in game production costs due to manufacturing costs for
Nintendo Switch.
For the three months ended March 31, 2022, cost of revenues from our esports
segment increased by $543,107 to $609,799 from $66,692 for the three months
ended March 31, 2021. The increase was primarily due to costs associated with
conducting the 2022 Le Mans Virtual Series.
For the Three Months Ended,
March 31,
2022 2021
Gross Profit:
Gaming $ 1,554,381 $ 1,735,097
Esports (246,398 ) (42,773 )
Total Segment and Consolidated Gross Profit $ 1,307,983 $ 1,692,324
Gross profit was $1,307,983 for the three months ended March 31, 2022, versus
$1,692,324 for the three months ended March 31, 2021, a decrease of $384,341 or
23%. Gross profit from our gaming segment decreased $180,712, or 10%. The gross
profit margin for the gaming segment was 53% and 71% of revenues for the three
months ended March 31, 2022 and 2021, respectively. The decrease in the gaming
segment gross profit was primarily due to a decrease in mobile game sales, which
have a higher gross margin than the sale of physical game discs, as well as a
higher cost of revenues driven by increased royalty and amortization expenses
primarily from the acquisition of Studio397. Gross profit from our esports
segment decreased $203,628 primarily due to costs relating to TV production and
event staff used in connection with the final of the 2022 Le Mans Virtual
Series.
Operating Expenses were $16,911,333 for the three months ended March 31, 2022,
compared to $17,069,393 for the three months ended March 31, 2021, which
reflects a decrease of $158,060 as described below.
Sales and Marketing
Sales and marketing expenses were $1,688,449 and $1,024,218 for the three months
ended March 31, 2022 and 2021, respectively. The $664,231 or 65%, increase in
sales and marketing expenses were primarily driven by an increase in headcount
to support the promotion of additional games and platforms that were added to
product and platform offerings, as well as planned future releases in our
product roadmap.
Development
Development expenses were $2,404,338 and $1,250,362 for the three months ended
March 31, 2022 and 2021, respectively. The $1,153,976, or 92%, increase in
development expenses were due to internal and external development expenses
required to support the development and launch of future new platform and game
releases.
General and Administrative
General and administrative ("G&A") expenses were $3,423,153 and $14,764,038 for
the three months ended March 31, 2022 and 2021, respectively, resulting in a
$11,340,885 decrease in G&A expenses. The decrease in G&A expenses reflects
$12,189,032 of expenses incurred in the first quarter of 2021 in connection with
the 2021 acquisition of Studio397 and our initial public offering in January
2021 (the "IPO"), including IPO-related bonuses and stock-based compensation
expenses that did not recur in the first quarter of 2022, partially offset by
$295,382 of increased investor relations expenses, $224,274 of increased
insurance expenses, $270,123 in additional non-cash compensation expenses and
$132,330 in increased costs for software licenses and subscriptions incurred
during the three months ended March 31, 2022.
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Impairment of Goodwill, Intangible and Long-Lived Assets
Loss on impairment of goodwill was $4,788,268 for the three months ended March
31, 2022 versus $0 for the three months ended March 31, 2021. The impairment
loss primarily relates to goodwill acquired in connection with the acquisition
of Studio397. The trigger for the interim assessment was primarily by revisions
made in the first quarter of 2022 to the scope and timing of certain product
releases included in our product roadmap, as well as a significant reduction in
the Company's market capitalization since the date of the last impairment
assessment. Changes to the forecasted revenues and discount rates, as a result
of the triggers identified, were the primary drivers for change in fair value
since the annual assessment and impairment loss recorded in the three months
ended March 31, 2022.
Loss on impairment of indefinite-lived intangible assets was $3,170,061 for the
three months ended March 31, 2022 versus $0 for the three months ended March 31,
2021. The trigger for the interim assessment was the changes to the product
roadmap and market capitalization of the Company, as referenced above. The loss
on impairment of indefinite-lived intangible assets relates to the rFactor 2
trade name and the Le Mans Video Gaming License and is primarily driven by a
reduction in expected future revenues following changes made to the product
roadmap in the first quarter of 2022, as well as changes to the discount rates
and royalty rates used when valuing the assets.
Loss on impairment of finite-lived intangible assets was $1,320,993 for the
three months ended March 31, 2022 versus $0 for the three months ended March 31,
2021. The trigger for the interim assessment was the changes to the product
roadmap and market capitalization of the Company, as referenced above. The loss
on impairment of finite-lived intangible assets relates to the rFactor 2
technology and was primarily driven by a change in the technical obsolescence
assumption used when determining the fair value of the asset.
Depreciation and Amortization
Depreciation and amortization expenses were $116,071 and $30,775 for the three
months ended March 31, 2022 and 2021, respectively, an increase of $85,296, or
277%. The increase was primarily due to additional depreciation expense for
fixed assets acquired during 2021 and the first quarter of 2022.
Interest Expense
Interest expense was $201,596 and $119,539 for the three months ended March 31,
2022 and 2021, respectively. The increase of $82,057, or 69%, was primarily due
to an increase in non-cash interest for accretion of INDYCAR license liability.
Gain Attributable to Equity Method Investment
The gain attributable to equity method investment in Le Mans Esports Series Ltd
was $0 and $1,370,837 for the three months ended March 31, 2022 and 2021,
respectively. We discontinued equity method accounting and began to fully
consolidate Le Mans Esports Series Ltd upon acquiring a majority interest during
the first quarter of 2021.
Other (Loss) Income, Net
Other expense, net was $162,099 for the three months ended March 31, 2022. For
the three months ended March 31, 2021, other income, net was $40,347. The change
was primarily due to changes in foreign currency losses recorded during the
three months ended March 31, 2022 and 2021.
Other Comprehensive Loss
Other comprehensive loss was $125,245 and $32,914 for the three months ended
March 31, 2022 and 2021, respectively. This was primarily due to increased
activity in our subsidiaries in the U.K., Australia, Russia and the Netherlands
and represents unrecognized foreign currency exchange losses.
Liquidity and Capital Resources
Liquidity
Since our inception and prior to our IPO, we financed our operations primarily
through advances from Motorsport Network, which were subsequently incorporated
into a line of credit provided by Motorsport Network pursuant to the $12 million
Line of Credit, as described below.
On January 15, 2021, we completed our IPO of 3,450,000 shares of Class A common
stock at a price to the public of $20.00 per share, which includes the exercise
in full by the underwriters of their option to purchase from us an additional
450,000 shares of Class A common stock. We received net proceeds of
approximately $63,073,783 from the IPO, after deducting underwriting discounts
and offering expenses paid by us in 2020 and 2021.
We measure our liquidity in a number of ways, including the following:
Liquidity Measure March 31, 2022 December 31, 2021
Cash and cash equivalents $ 12,367,235 $ 17,819,640
Working capital $ 10,100,765 $ 16,024,590
In addition, as of March 31, 2022, the $12 million Line of Credit (as defined
below) was undrawn.
For the three months ended March 31, 2022, the Company had a net loss of
approximately $16.0 million and negative cash flows from operations of
approximately $5.6 million. As of March 31, 2022, we had an accumulated deficit
of $53.1 million. We expect to continue to incur significant operating expenses
and, as a result, we will need to continue to grow revenues to reach
profitability and positive cash flows. We expect to continue to incur losses for
the foreseeable future as we continue to develop our product portfolio and
invest in the development of new video game titles. Accordingly, we do not
believe that our existing cash on hand will be sufficient to fund our operations
for at least the next 12 months.
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Our future liquidity and capital requirements include funds to support the
planned costs to operate our business, including amounts required to fund
working capital, support the development and introduction of new products,
maintain existing titles, and certain capital expenditures. The adequacy of our
available funds generally depends on many factors, including our ability to
successfully develop consumer-preferred new products or enhancements to our
existing products, continued development and expansion of our esports platform
and our ability to enter into collaborations with other companies and/or acquire
other companies or technologies to enhance or complement our product and service
offerings.
We continue to explore additional funding in the form of equity and/or debt
financing arrangements and consider these to be viable options to support future
liquidity needs, providing such opportunities can be obtained on terms that are
commercially competitive and on terms acceptable to the Company. We are also
seeking to improve our liquidity by achieving cost reductions by maintaining and
enhancing cost control initiatives.
As we continue to evaluate incremental funding solutions, we have reevaluated
our product roadmap in the first quarter of 2022 and modified the expected
timing and scope of certain new product releases. These changes have been made
not only to maintain the development of high-quality video game titles but also
to improve the timing of certain working capital requirements and reduce
expenditures, thereby decreasing our expected future cash-burn and improve
short-term liquidity needs. If needed, further adjustments could be made that
would decrease short-term working capital requirements, while pushing out the
timing of expected revenues.
We expect to generate additional liquidity through consummating equity and/or
debt financings, achieving cost reductions by maintaining and enhancing cost
control initiatives, and/or adjusting our product roadmap to reduce nearterm
need for working capital. If we are unable to generate adequate revenue and
profit growth, there can be no assurances that such actions will provide us with
sufficient liquidity to meet our cash requirements as, among other things, our
liquidity can be impacted by a number of factors, including our level of sales,
costs and expenditures, as well as accounts receivable and sales allowances.
There can be no assurance that we will be able to obtain funds on commercially
acceptable terms, if at all, to satisfy our future needed liquidity and capital
resources. If we are unable to obtain adequate funds on acceptable terms, we may
be required to, among other things, significantly curtail or discontinue
operations or obtain funds by entering into financing agreements on unattractive
terms.
If we are unable to satisfy our cash requirements from the sources identified
above, we could be required to adopt one or more of the following alternatives:
? selling assets or operations;
? seeking additional capital contributions and/or loans from Motorsport Network,
the Company's other affiliates and/or third parties; and/or
? reducing other discretionary spending.
There can be no assurance that we would be able to take any of the actions
referred to above because of a variety of commercial or market factors,
including, without limitation, market conditions being unfavorable for an equity
or debt issuance, additional capital contributions and/or loans not being
available from Motorsport Network or affiliates and/or third parties, or that
the transactions may not be permitted under the terms of our various debt
instruments then in effect, such as due to restrictions on the incurrence of
debt, incurrence of liens, asset dispositions and related party transactions. In
addition, such actions, if taken, may not enable us to satisfy our cash
requirements if the actions that we are able to consummate do not generate a
sufficient amount of additional capital.
Even if we do secure additional financing, if our anticipated level of revenues
are not achieved because of, for example, less than anticipated consumer
acceptance of our offering of products and events; less than effective marketing
and promotion campaigns, decreased consumer spending in response to weak
economic conditions or weakness in the overall electronic games category;
adverse changes in currency; decreased sales of our products and events as a
result of increased competitive activities by our competitors; changes in
consumer purchasing habits; retailer inventory management or reductions in
retailer display space; less than anticipated results from the Company's
existing or new products or from its advertising and/or marketing plans; or if
the Company's expenses, including, without limitation, for advertising and
promotions, product returns or price protection expenditures, exceed the
anticipated level of expenses, our liquidity may continue to be insufficient to
satisfy our future capital requirements.
In accordance with Accounting Standards Codification ("ASC") 205-40, Going
Concern, the Company has evaluated whether there are conditions and events,
considered in the aggregate, that raise substantial doubt about the Company's
ability to continue as a going concern within one year after the date that these
condensed consolidated financial statements are issued. The factors described
above, in particular the available cash on hand to fund operations over the next
year, have raised substantial doubt about the Company's ability to continue as a
going concern.
The accompanying condensed consolidated financial statements do not include any
adjustments that might result from the outcome of this uncertainty. Accordingly,
the condensed consolidated financial statements have been prepared on a basis
that assumes the Company will continue as a going concern and which contemplates
the realization of assets and satisfaction of liabilities and commitments in the
ordinary course of business.
31
Cash Flows From Operating Activities
Net cash used in operating activities for the three months ended March 31, 2022
and 2021 was $5,589,106 and $6,834,752, respectively. The net cash used in
operating activities for the three months ended March 31, 2022 was primarily a
result of cash used to fund a net loss of $15,967,045, adjusted for net non-cash
adjustments of $10,514,807 and $136,868 of cash used by changes in the levels of
operating assets and liabilities. Net cash used in by operating activities for
the three months ended March 31, 2021 was primarily due to net loss of
$14,085,424, adjusted for non-cash expenses in the amount of $7,883,479 and by
$632,807 of cash used to fund changes in the levels of operating assets and
liabilities.
Cash Flows From Investing Activities
Net cash used in investing activities for the three months ended March 31, 2022
was $101,004, which was primarily attributable to the purchases of property and
equipment. During the three months ended March 31, 2021, net cash used in
investing activities was $956,501, which was attributable to $1,000,000 paid in
connection with the acquisition of KartKraft, the purchases of intangible assets
and property and equipment of $26,000 and $83,751, respectively, partially
offset by $153,250 of net cash acquired in the purchase of an additional
controlling interest in Le Mans Esports Series Ltd.
Cash Flows From Financing Activities
Net cash provided by financing activities during the three months ended March
31, 2022 and 2021 was $148,152 and $53,633,631, respectively. Cash flows from
financing activities for the three months ended March 31, 2022 was attributable
to the receipts of advances from related parties. During the three months ended
March 31, 2021, net cash provided by financing activities was primarily
attributable to $63,073,783 of net cash provided by the sale of Class A Common
stock in our IPO, partially offset by $10,027,497 of net repayments to
Motorsport Network.
Promissory Note Line of Credit
On April 1, 2020, the Company entered into a promissory note (the "$12 million
Line of Credit") with the Company's majority stockholder, Motorsport Network,
that provides the Company with a line of credit of up to $10,000,000 (and after
the amendment described below, up to $12,000,000) at an interest rate of 10% per
annum, the availability of which is dependent on Motorsport Network's available
liquidity. The principal amount under the $12 million Line of Credit was
primarily funded through one or more advances from Motorsport Network, including
advances in August and October 2020 for purposes of acquiring an additional
ownership interest in 704Games. The $12 million Line of Credit does not have a
stated maturity date and is payable upon demand at any time at the sole and
absolute discretion of Motorsport Network, which has agreed, pursuant to a Side
Letter Agreement related to the $12 million Line of Credit, dated September 4,
2020, not to demand or otherwise accelerate any amount due under the $12 million
Line of Credit that would otherwise constrain the Company's liquidity position,
including the Company's ability to continue as a going concern. The Company may
prepay the $12 million Line of Credit in whole or in part at any time or from
time to time without penalty or charge. In the event the Company or any of its
subsidiaries consummates certain corporate events, including any capital
reorganization, consolidation, joint venture, spin off, merger or any other
business combination or restructuring of any nature, or if certain events of
default occur, the entire principal amount and all accrued and unpaid interest
will be accelerated and become payable. On November 23, 2020, the Company and
Motorsport Network entered into an amendment to the $12 million Line of Credit,
pursuant to which the availability under the $12 million Line of Credit was
increased from $10,000,000 to $12,000,000, with no changes to the other terms.
During the three months ended March 31, 2022, there was no activity under the
$12 million Line of Credit and the balance due to Motorsport Network was $0 as
of March 31, 2022. Subsequent to March 31, 2022, the Company has not made any
advances or repayments of the $12 million Line of Credit. For the three months
ended March 31, 2021, the Company was advanced $1,772,503 and repaid $11,800,000
of the $12 million Line of Credit.
Capital Expenditures
The nature of the Company's operations does not require significant expenditures
on capital assets, nor does the Company typically enter into significant
commitments to acquire capital assets. The Company does not have material
commitments to acquire capital assets as of March 31, 2022.
Material Cash Requirements
There have been no material changes in our reported material cash requirements
as described under "Liquidity and Capital Resources-Material Cash Requirements"
in "Management's Discussion and Analysis of Financial Condition and Results of
Operations" in Part II, Item 7 of the 2021 Form 10-K.
32
Off-Balance Sheet Arrangements
We did not have, during the periods presented, and we do not currently have, any
relationships with any organizations or financial partnerships, such as
structured finance or special purpose entities, that would have been established
for the purpose of facilitating off-balance sheet arrangements or other
contractually narrow or limited purposes.
Critical Accounting Policies and Significant Accounting Estimates
There have been no material changes to the items disclosed as critical
accounting policies and estimates under "Liquidity and Capital
Resources-Critical Accounting Policies and Estimates" in "Management's
Discussion and Analysis of Financial Condition and Results of Operations" in
Part II, Item 7 of the 2021 Form 10-K, with the exception of an additional
critical estimate identified in respect of finite-lived intangible assets.
Valuation of Finite-Lived Intangible Assets
We review our finite-lived assets for impairment whenever events or changes in
circumstances indicate, based on recent and projected cash flow performance and
remaining useful lives, that the carrying value of these assets may not be fully
recoverable. We evaluate asset impairment at the lowest level for which
identifiable cash flows are largely independent of the cash flows of other
assets and liabilities. The lowest level for which we maintain identifiable cash
flows that are independent of the cash flows of other assets and liabilities is
at the intangible asset level, with the exception of technology intangible
assets which are at the reporting unit level. If estimated undiscounted future
cash flows are less than the carrying value of an asset, an impairment charge is
recognized to the extent its carrying value exceeds fair value.
We typically estimate fair value a cost to recreate valuation technique, however
the valuation method used will be dependent on the finite-lived intangible asset
subject to fair value assessment.
The principal assumptions used in our cost to recreate model for our interim
impairment review for the three month period ended March 31, 2022 were:
- Number of hours to recreate;
- Rate per hour; and
- Technological obsolescence.
If the carrying value exceeds its fair value, an impairment loss is recognized
in an amount equal to that excess. If the fair value exceeds its carrying value,
the finite-life intangible asset is not considered impaired.
33
Recently Issued Accounting Standards
As an "emerging growth company", the JOBS Act allows us to delay adoption of new
or revised accounting pronouncements applicable to public companies until such
pronouncements are made applicable to private companies. We have elected to use
this extended transition period under the JOBS Act. We have elected to use this
extended transition period under the JOBS Act until such time as we are no
longer considered to be an emerging growth company.
Our analysis of recently issued accounting standards are more fully described in
our condensed consolidated financial statements included elsewhere in this
Report.
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