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.





24






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.





25






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.





26







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.





27







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.





28






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.





29






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.





30






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.

© Edgar Online, source Glimpses