Biggest changeOur recent product releases include: (i) our upgrade to our NASCAR game for next generation consoles and PCs, NASCAR 21: Ignition, on October 28, 2021, and a 2022 Season Expansion update on October 6, 2022; (ii) NASCAR Heat Ultimate Edition+ on Nintendo Switch on November 19, 2021, the first-ever NASCAR title to come to Nintendo Switch; (iii) the full release of the KartKraft kart racing simulator on January 26, 2022 for the PC; (iv) NASCAR Rivals, the official game of the 2022 NASCAR Cup Series season , on Nintendo Switch on October 14, 2022 and (v) four quarterly content releases in 2022 for our rFactor 2 realistic racing simulation game .
Biggest changeOur recent product releases include: Title Release Date and Platform NASCAR 21: Ignition October 28, 2021, available on PC and consoles NASCAR Heat Ultimate Edition+ November 19, 2021, available on Nintendo Switch KartKraft January 26, 2022, available on PC (full release) rFactor 2 Q1 2022 Content Update February 7, 2022, available on PC rFactor 2 Q2 2022 Content Update May 10, 2022, available on PC rFactor 2 Q3 2022 Content Update August 8, 2022, available on PC NASCAR 21: Ignition 2022 Season Expansion October 6, 2022, available on PC and next generation consoles NASCAR Rivals October 14, 2022, available on Nintendo Switch rFactor 2 Q4 2022 Content Update November 7, 2022, available on PC rFactor 2 Q1 2023 Content Update February 21, 2023, available on PC NASCAR Heat 5 – Next Gen Car Update June 23, 2023, available on PC and consoles rFactor 2: RaceControl multiplayer October 5, 2023, available on PC Le Mans Ultimate February 20, 2024, available on PC We continually evaluate our planned product release schedule and modify the timing of upcoming products based on developments in our business, or if we believe it will result in a better consumer experience.
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 consolidated financial statements do not include any adjustments that might result from the outcome of this uncertainty.
The factors described above, in particular the lack of 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 consolidated financial statements do not include any adjustments that might result from the outcome of this uncertainty.
We have discussed these accounting policies and estimates with the Audit Committee of our Board of Directors. We believe our most critical accounting policies and estimates are as follows: Valuation of Goodwill and Indefinite-Lived Intangible Assets We review goodwill at the reporting unit level and indefinite-lived intangible assets for impairment annually or when events or circumstances dictate, more frequently.
We have discussed these accounting policies and estimates with the Audit Committee of our Board of Directors. We believe our most critical accounting policies and estimates are as follows: Valuation of Goodwill and Indefinite-Lived Intangible Assets We review goodwill at the reporting level and indefinite-lived intangible assets for impairment annually or when events or circumstances dictate, more frequently.
We discount the projected cash flows using rates specific to the reporting unit based on its weighted-average cost of capital. 65 If the fair value of the reporting unit exceeds its carrying value, no write-down of goodwill is required.
We discount the projected cash flows using rates specific to the reporting unit based on its weighted-average cost of capital. If the fair value of the reporting unit exceeds its carrying value, no write-down of goodwill is required.
For the year ended December 31, 2022, the principal assumptions used to develop our sales allowances and price protection reserves were: - Expected future selling prices - Expected future sell through of units in the channel 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.
For the year ended December 31, 2023, the principal assumptions used to develop our sales allowances and price protection reserves were: - Expected future selling prices - Expected future sell through of units in the channel 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.
The principal assumptions used in our cash flow models and relief from royalty models for our 2022 and 2021 impairment assessments were: - Forecasted net revenues; - Weighted average cost of capital (i.e., discount rate); and - Royalty rate (relief from royalty method only) If the carrying value exceeds its fair value, an impairment loss is recognized in an amount equal to that excess.
The principal assumptions used in our cash flow models and relief from royalty models for our 2023 and 2022 impairment assessments were: - Forecasted net revenues; - Weighted average cost of capital (i.e., discount rate); and - Royalty rate (relief from royalty method only) If the carrying value exceeds its fair value, an impairment loss is recognized in an amount equal to that excess.
Depreciation and Amortization Depreciation and amortization expenses include depreciation on fixed assets (primarily computers and office equipment), as well as amortization of definite lived intangible assets acquired through our various acquisitions.
Depreciation and Amortization Depreciation and amortization expenses include depreciation on fixed assets (primarily computers and office equipment), as well as amortization of certain definite lived intangible assets acquired through our various acquisitions.
The principal assumptions used in our cost to recreate model for the interim and annual impairment reviews completed during the year ended December 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.
The principal assumptions used in our cost to recreate model for the interim and annual impairment reviews completed during the year ended December 31, 2023 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.
The principal assumptions used in the discounted cash flow model for our 2022 and 2021 impairment assessment were: - Forecasted net revenues; and - Weighted average cost of capital (i.e., discount rate) The discounted cash flow model uses the most current projected operating results for the upcoming fiscal year as a base.
The principal assumptions used in the discounted cash flow model for our 2023 and 2022 impairment assessment were: - Forecasted net revenues; and - Weighted average cost of capital (i.e., discount rate) The discounted cash flow model uses the most current projected operating results for the upcoming fiscal year as a base.
Additionally, see “Risk Factors – Risks Related to Our Financial Condition and Liquidity - Limits on the Company’s borrowing capacity under the $12 million Line of Credit may affect the Company’s ability to finance its operations” in Part I, Item 1A of this Report.
Additionally, see “Risk Factors – Risks Related to Our Financial Condition and Liquidity - Limits on our borrowing capacity under the $12 million Line of Credit may affect our ability to finance our operations” in Part I, Item 1A of this Report.
Please see “—Liquidity and Going Concern” above and Note 1 – Business Organization, Nature of Operations and Risks and Uncertainties – Liquidity in our consolidated financial statements for further details on the Company’s going concern position as of December 31, 2022.
Please see “—Liquidity and Going Concern” above and Note 1 – Business Organization, Nature of Operations and Risks and Uncertainties – Liquidity in our consolidated financial statements for further details on the Company’s going concern position as of December 31, 2023.
Our analysis of recently issued accounting standards are more fully described in our consolidated financial statements (Note 2 – Summary of Significant Accounting Policies in our consolidated financial statements for the years ended December 31, 2022 and 2021).
Our analysis of recently issued accounting standards are more fully described in our consolidated financial statements (Note 2 – Summary of Significant Accounting Policies in our consolidated financial statements for the years ended December 31, 2023 and 2022).
Wainwright & Co., LLC (“Wainwright”) acted as the exclusive placement agent for the $3.9 million RDO, pursuant to the engagement letter with the Company, dated as of January 9, 2023.
H.C. Wainwright & Co., LLC (“Wainwright”) acted as the exclusive placement agent for the $3.9 million RDO, pursuant to the engagement letter with the Company, dated as of January 9, 2023.
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).
Retail Distribution 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).
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.
Trends and Factors Affecting Our Business Product Release Schedule Our financial results are impacted by the timing of our product releases and the commercial success of those titles.
For the years ended December 31, 2022 and 2021, approximately 68% and 61%, 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.
For the years ended December 31, 2023 and 2022, approximately 88% and 68%, 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.
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 Company’s future liquidity and capital requirements include funds to support the planned costs to operate its business, including amounts required to fund working capital, support the development and introduction of new products, maintain existing titles, and certain capital expenditures.
Cash flows provided by financing activities for the year ended December 31, 2022 were primarily attributable to $3.8 million in advances from Motorsport Network under the $12 million Line of Credit in September 2022, partially offset by $1.7 million in payments of purchase commitment liability relating to a portion of the deferred installment amount due in connection with our acquisition of Studio397 and $0.4 million in game license payments.
Cash flows provided by financing activities for the year ended December 31, 2022 were primarily attributable to $3.8 million in advances from Driven Lifestyle under the $12 million Line of Credit in September 2022, partially offset by $1.7 million of payments for purchase commitment liabilities relating to a portion of the deferred installment amount due in connection with our acquisition of Studio397 and $0.4 million of payments for game license liabilities.
The triggers for the assessments were the changes to the Company’s product roadmap and the Company’s market capitalization, as referenced above.
The triggers for the assessments in 2022 were changes to the Company’s product roadmap and the Company’s market capitalization, as referenced above.
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.
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, Driven Lifestyle and other websites where we market our products.
Management believes that an understanding of these trends and drivers provides important context for our results for the fiscal year ended December 31, 2022 and 2021, as well as our future prospects.
Management believes that an understanding of these trends and drivers provides important context for our results for the fiscal years ended December 31, 2023 and 2022, as well as our future prospects.
Changes to the forecasted revenues and discount rates, as a result of the triggers identified, were the primary drivers for the change in fair value since the annual assessment. 58 Impairment of Intangible Assets Impairment of indefinite-lived intangible assets was $3.5 million and $0.3 million in 2022 and 2021, respectively.
Changes to the forecasted revenues and discount rates, as a result of the triggers identified, were the primary drivers for the change in fair value. Impairment of Intangible Assets Impairment of indefinite-lived intangible assets was $0 and $3.5 million in 2023 and 2022, respectively.
The net cash used in operating activities for the year ended December 31, 2022 was primarily a result of cash used to fund a net loss of $36.8 million, adjusted for net non-cash adjustments in the amount of $15.4 million and $1.6 million of cash provided by changes in the levels of operating assets and liabilities.
Net cash used in operating activities for the year ended December 31, 2022 was primarily due to net loss of $36.8 million, adjusted for net non-cash adjustments of $15.4 million and $1.6 million of cash used by changes in the levels of operating assets and liabilities.
For example, revenues associated with our NASCAR franchise accounted for approximately 63% and 88% of our total revenue for the years ended December 31, 2022 and 2021, respectively.
For example, revenues associated with our NASCAR franchise accounted for approximately 72% and 63% of our total revenue for the years ended December 31, 2023 and 2022, respectively.
The impairment loss primarily relates to goodwill acquired in connection with the acquisition of Studio397 that was deemed impaired as a result of impairment assessments performed during the year.
The impairment loss for 2022 primarily related to goodwill acquired in connection with the acquisition of Studio397 that was deemed impaired as a result of impairment assessments performed during 2022.
For the years ended December 31, 2022 and 2021, the sale of products for Microsoft Windows via Steam comprised approximately 21% and 11% of our total revenue, respectively, and the sale of products for mobile platforms comprised approximately 5% for both the years ended December 31, 2022 and 2021.
For the years ended December 31, 2023 and 2022, the sale of products for Microsoft Windows via Steam comprised approximately 23% and 21% of our total revenue, respectively, and the sale of products for mobile platforms comprised approximately 4% and 5% for the years ended December 31, 2023 and 2022.
Valuation of Finite-Lived Intangible Assets and Other Long-Lived 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.
If the fair value exceeds its carrying value, the indefinite-life intangible asset is not considered impaired. 64 Valuation of Finite-Lived Intangible Assets and Other Long-Lived 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.
Cash Flows From Operating Activities Net cash used in operating activities for the year ended December 31, 2022 and 2021 was $19.5 million and $20.9 million, respectively.
Cash Flows From Operating Activities Net cash used in operating activities for the years ended December 31, 2023 and 2022 was $12.9 million and $19.5 million, respectively.
The indefinite-lived intangible asset impairment losses primarily relate to the rFactor 2 trade name and the Le Mans Video Gaming License and are mainly driven by a reduction in expected future revenues following changes made to the Company’s product roadmap in the first quarter of 2022, as well as changes to the discount rates and royalty rates used when valuing the assets.
The indefinite-lived intangible asset impairment losses primarily related to the rFactor 2 trade name and the Le Mans video gaming license and were mainly driven by a reduction in expected future revenues following changes made to the Company’s product roadmap during the three months ended March 31, 2022, as well as changes to the discount rates and royalty rates used when valuing the assets.
Our product and service offerings included within the esports segment relate primarily to curating esports events. 55 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.
Our product and service offerings included within the esports segment relate primarily to curating esports events. 53 Cost of Revenues Cost of revenues for our Gaming segment is primarily comprised of royalty expenses, which historically has been attributable to our NASCAR License prior to its sale and certain other third parties relating to our NASCAR racing series games.
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. 60 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 foreign currency exchange rates; decreased sales of our products and events as a result of increased competitive activities by our competitors; changes in consumer purchasing habits, such as the impact of higher energy prices on consumer purchasing behavior; 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 marketing, 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.
Even if the Company does secure additional Capital Financing, if the anticipated level of revenues are not achieved because of, for example, decreased sales of the Company’s products due to the disposition of key assets, such as the sale of its NASCAR License, further changes in the Company’s product roadmap and/or the Company’s inability to deliver new products for its various other licenses; less than anticipated consumer acceptance of the Company’s 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 foreign currency exchange rates; decreased sales of the Company’s products and events as a result of increased competitive activities by the Company’s competitors; changes in consumer purchasing habits, such as the impact of higher energy prices on consumer purchasing behavior; 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 marketing, advertising and promotions, product returns or price protection expenditures, exceed the anticipated level of expenses, the Company’s liquidity position may continue to be insufficient to satisfy its future capital requirements.
General and Administrative General and administrative (“G&A”) expenses were $13.8 million and $25.4 million for 2022 and 2021, respectively, a decrease of $11.6 million, or 45.8%, when compared to the prior year.
General and Administrative General and administrative (“G&A”) expenses were $9.4 million and $13.8 million for 2023 and 2022, respectively, a decrease of $4.4 million, or 31.9%, when compared to the prior year.
The triggers for the assessments was primarily 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 annual impairment assessment.
The triggers for the assessments were primarily revisions made during the three months ended March 31, 2022 to the scope and timing of certain product releases included in the Company’s product roadmap, as well as a significant reduction in the Company’s market capitalization since the date of the last annual impairment assessment.
As of December 31, 2022, we have a total headcount of 134 people, made up of 133 full-time employees, including 91 dedicated to game development, to continue developing our expanded product offerings.
As of December 31, 2023, we have a total headcount of 71 people, made up of 50 full-time employees, including 52 dedicated to game development, to continue developing our product offerings.
On February 1, 2023, the Company issued 183,020 shares of the Company’s Class A common stock in a registered direct offering priced at-market under NASDAQ rules, with a fair market value of approximately $3.9 million (the “$3.9 million RDO”), before deducting placement agent fees and other offering expenses payable by the Company. H.C.
The Alumni Purchase Agreement expired on December 31, 2023 and has not been renewed as of the date of this Report. 61 On February 1, 2023, the Company issued 183,020 shares of the Company’s Class A common stock in a registered direct offering priced at-market under NASDAQ rules, with a fair market value of approximately $3.9 million (the “$3.9 million RDO”), before deducting placement agent fees and other offering expenses payable by the Company.
The Company has also issued to Wainwright warrants to purchase up to 13,931 shares of Class A Common Stock, which is equal to 6.0% of the aggregate number of shares of Class A Common Stock placed in the $4.0 million RDO, at an exercise price of $21.738 per share and will expire five years from the closing of the $4.0 million RDO. 63 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 has also issued to Wainwright warrants to purchase up to 13,931 shares of Class A Common Stock, which is equal to 6.0% of the aggregate number of shares of Class A Common Stock placed in the $4.0 million RDO, at an exercise price of $21.738 per share and will expire five years from the closing of the $4.0 million RDO.
While our significant accounting policies are more fully described in Note 2 – Summary of Significant Accounting Policies to our consolidated financial statements, we believe that certain of these policies and estimates are deemed critical, as they require management’s highest degree of judgment, estimates and assumptions.
Actual outcomes could differ materially from those estimates in a manner that could have a material effect on our consolidated financial statements. 63 While our significant accounting policies are more fully described in Note 2 – Summary of Significant Accounting Policies to our consolidated financial statements, we believe that certain of these policies and estimates are deemed critical, as they require management’s highest degree of judgment, estimates and assumptions.
Cash Flows From Investing Activities Net cash used in investing activities for the year ended December 31, 2022, was $0.3 million, which was primarily attributable to the purchase of property and equipment.
Net cash used in investing activities for the year ended December 31, 2022 was $0.3 million, which was attributable to the purchase of property and equipment. 60 Cash Flows From Financing Activities Net cash provided by financing activities during the years ended December 31, 2023 and 2022 was $9.9 million and $1.7 million, respectively.
On September 8, 2022, the Company entered into a support agreement with Motorsport Network (the “Support Agreement”) pursuant to which Motorsport Network issued approximately $3 million (the “September 2022 Cash Advance”) to the Company in accordance with the $12 million Line of Credit, the proceeds of which the Company is using for general corporate purposes and working capital.
On September 8, 2022, the Company entered into a support agreement with Driven Lifestyle (the “Support Agreement”) pursuant to which Driven Lifestyle issued approximately $3 million (the “September 2022 Cash Advance”) to the Company in accordance with the $12 million Line of Credit.
Net cash used in operating activities for the year ended December 31, 2021 was primarily due to net loss of $33.7 million, adjusted for net non-cash adjustments of $14.4 million and $1.6 million of cash used by changes in the levels of operating assets and liabilities.
The net cash used in operating activities for the year ended December 31, 2023 was primarily a result of cash used to fund a net loss of $14.3 million, adjusted for net non-cash adjustments in the amount of $4.2 million and $2.8 million of cash used by changes in the levels of operating assets and liabilities.
The finite-lived intangible asset impairment losses relate 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.
The triggers for the impairment in 2022 were changes to the Company’s product roadmap and the Company’s market capitalization, as referenced above. The finite-lived intangible asset impairment losses in 2022 related 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.
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 .
We historically 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.
Based on the Company’s cash and cash equivalents position and the Company’s average cash burn, we do not believe we have sufficient cash on hand to fund our operations for the remainder of 2023 and that additional funding will be required in order to continue operations.
Based on the Company’s cash and cash equivalents position and its average cash burn, the Company does not believe it has sufficient cash on hand to fund its operations over the next year and that additional funding will be required in order to continue operations.
Given the state of the financial markets, the Company continues to assess its exposure to any potential non-performance by Motorsport Network and believes that there is a substantial likelihood that Motorsport Network may not fulfill the Company’s future borrowing requests. 62 Other Financing Activity On December 9, 2022, the Company entered into a stock purchase commitment agreement (the “Alumni Purchase Agreement”) with Alumni Capital LP (“Alumni Capital”), which provides that the Company may sell to Alumni Capital up to $2,000,000 of shares (the “commitment amount”) of the Company’s Class A common stock, through the commitment period expiring on December 31, 2023, or earlier if the commitment amount is reached.
Other Financing Activity On December 9, 2022, the Company entered into a stock purchase commitment agreement (the “Alumni Purchase Agreement”) with Alumni Capital LP (“Alumni Capital”), which provided that the Company could sell to Alumni Capital up to $2,000,000 of shares (the “commitment amount”) of the Company’s Class A common stock, through the commitment period expiring on December 31, 2023, or earlier if the commitment amount is reached.
This was primarily driven by the release of one NASCAR game title in 2022, compared to two in 2021, resulting in lower volumes of sales, as well as less favorable pricing and higher than expected retail pricing concessions on existing games in our product portfolio.
This decrease in Gaming segment revenues reflects no NASCAR game titles being released in 2023, compared to one in 2022, resulting in lower volumes of game sales, as well as less favorable pricing and higher than expected retail pricing concessions on existing games in our product portfolio.
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.
The $0.9 million decrease was primarily due to activity in our U.K., Australian, and Netherlands subsidiaries, and represents unrealized foreign currency translation adjustments. 57 Liquidity and Capital Resources Liquidity Since our inception and prior to our IPO, we financed our operations primarily through advances from Driven Lifestyle, which were subsequently incorporated into a line of credit provided by Driven Lifestyle pursuant to the $12 million Line of Credit, as described below.
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, including in the “Business” section and “Risk Factors” above, the remainder of this “Management’s Discussion and Analysis of Financial Condition and Results of Operations” (“MD&A”) or the consolidated financial statements and related notes.
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, including in the “Business” section and “Risk Factors” above, the remainder of this “Management’s Discussion and Analysis of Financial Condition and Results of Operations” (“MD&A”) or the consolidated financial statements and related notes. 49 Our Business Motorsport Games is a racing game developer, publisher and esports ecosystem provider of official motorsport racing series, including the iconic 24 Hours of Le Mans endurance race (“Le Mans”) and the associated FIA World Endurance Championship (the “WEC”).
The reduction in sales and marketing expense was primarily driven by a $1.0 million reduction in external marketing expense, which was partially offset by an increase in payroll expense of $0.7 million as a result of higher headcount when compared to the prior year.
The reduction in sales and marketing expense was primarily driven by a $ 2.5 million reduction in external marketing expense, a $1.5 million decrease in payroll and employee related expenses as a result of lower headcount when compared to the prior period, and a $0.5 million decrease in sales and marketing expense to related parties.
Gaming segment cost of revenues represented 82% and 94% of our total 2022 and 2021 cost of revenues, respectively, decreasing by $3.0 million, or 42.0%, when compared to the prior year.
Esports segment revenues represented 4.2% and 11.4% of our total 2023 and 2022 revenues, respectively, decreasing by $0.9 million, or 75.4%, when compared to the prior year.
Development Development expenses were $10.4 million and $9.6 million for 2022 and 2021, respectively, representing an increase of $0.8 million, or 8.3%, when compared to the prior year.
Development Development expenses were $ 7.2 million and $10.4 million for 2023 and 2022, respectively, representing a decrease of $ 3.2 million, or 30.5 %, when compared to the prior year.
For the years ended December 31, 2022 and 2021, we sold substantially all of our physical disk products for the retail channel through a single distribution partner, which represented approximately 9% and 28% of our total revenue for the years ended December 31, 2022 and 2021, respectively.
Due to our modified pro duct release schedule, we recognized minimal revenue from sales of physical gaming products for the year ended December 31, 2023. For the year ended December 31, 2022, we sold substantially all of our physical gaming products for the retail channel through a single distribution partner, which represented approximately 9% of our total revenue for 2022.
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.
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. 52 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.
Specifically, the change in digital game sales was driven by a $3.4 million reduction in NASCAR title sales on consoles and mobile platforms, partially offset by a $0.8 million and $0.2 million increase in rFactor 2 and KartKraft title sales, respectively, on PC platforms.
Specifically, the change in digital and mobile game sales was driven by a $1.9 million reduction in NASCAR title sales, as well as decreases of $0.6 million and $0.2 million in rFactor 2 and KartKraft title sales, respectively.
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. 64 Critical Accounting Policies and Estimates The preparation of consolidated financial statements in conformity with accounting principles generally accepted in the United States of America (“GAAP”) requires management to make estimates and assumptions that affect the reported amounts of assets and liabilities, contingent assets and liabilities, each as of the date of the financial statements, and revenues and expenses during the periods presented.
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.
Cost of revenues for our esports segment consists primarily of the cost of event staffing and event production .
Furthermore, cost of revenues for our Gaming segment includes costs associated with our outsourced code and content development services. Cost of revenues for our esports segment consists primarily of the cost of event staffing and event production.
We received net proceeds of approximately $63.1 million from the IPO, after deducting underwriting discounts and offering expenses paid by us in 2020 and 2021.
We received net proceeds of approximately $63.1 million from the IPO, after deducting underwriting discounts and offering expenses paid by us in 2020 and 2021. Following our IPO, we have financed our operations primarily through cash generated from operations, advances from Driven Lifestyle pursuant to the $12 million Line of Credit and through sales of our equity securities.
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. 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.
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.
Cost of Revenues For the Year Ended December 31, Change 2022 2021 $ % Cost of Revenues: Gaming $ 4,080,724 $ 7,041,579 $ (2,960,855 ) (42.0 ) % Esports 879,593 487,576 392,017 80.4 % Total Segment and Consolidated Cost of Revenues $ 4,960,317 $ 7,529,155 $ (2,568,838 ) (34.1 ) % Consolidated cost of revenues were $5.0 million and $7.5 million for 2022 and 2021, respectively, a decrease of $2.6 million, or 34.1%, when compared to the prior year.
Cost of Revenues For the Year Ended December 31, Change 2023 2022 $ % Cost of Revenues: Gaming $ 3,245,740 $ 4,080,724 $ (834,984 ) (20.5 )% Esports 374,755 879,593 (504,838 ) (57.4 )% Total Segment and Consolidated Cost of Revenues $ 3,620,495 $ 4,960,317 $ (1,339,822 ) (27.0 )% Consolidated cost of revenues were $3.6 million and $5.0 million for 2023 and 2022, respectively, a decrease of $1.3 million, or 27.0%, when compared to the prior year.
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 or similar transactions, 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.
If the Company is unable to satisfy its capital requirements, it could be required to adopt one or more of the following alternatives: ● delaying the implementation of or revising certain aspects of the Company’s business strategy; ● further reducing or delaying the development and launch of new products and events; ● further reducing or delaying capital spending, product development spending and marketing and promotional spending; ● selling additional assets or operations; ● seeking additional capital contributions and/or loans from Driven Lifestyle, the Company’s other affiliates and/or third parties; ● further reducing other discretionary spending; ● entering into financing agreements on unattractive terms; and/or ● significantly curtailing or discontinuing operations. 59 There can be no assurance that the Company 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 or similar transactions, additional capital contributions and/or loans not being available from Driven Lifestyle or affiliates and/or third parties, or that the transactions may not be permitted under the terms of the Company’s 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.
Gross Profit For the Year Ended December 31, Change 2022 2021 $ % Gross Profit: Gaming $ 5,063,915 $ 7,226,156 $ (2,162,241 ) (29.9 )% Esports 300,327 320,219 (19,892 ) (6.2 )% Total Segment and Consolidated Gross Profit $ 5,364,242 $ 7,546,375 $ (2,182,133 ) (28.9 )% Gaming - Gross Profit Margin 55.4 % 50.6 % Esports - Gross Profit Margin 25.5 % 39.6 % Total Groff Profit Margin 52.0 % 50.1 % Consolidated gross profit was $5.4 million and $7.5 million for 2022 and 2021, respectively, a decrease of $2.2 million, or 28.9%, when compared to the prior year.
Gross Profit For the Year Ended December 31, Change 2023 2022 $ % Gross Profit (Loss): Gaming $ 3,373,762 $ 5,063,915 $ (1,690,153 ) (33.4 )% Esports (84,583 ) 300,327 (384,910 ) (128.2 )% Total Segment and Consolidated Gross Profit $ 3,289,179 $ 5,364,242 $ (2,075,063 ) (38.7 )% Gaming – Gross Profit Margin 51.0 % 55.4 % Esports – Gross (Loss) Profit Margin (29.1 )% 25.5 % Total Gross Profit Margin 47.6 % 52.0 % 55 Consolidated gross profit was $3.3 million and $5.4 million for 2023 and 2022, respectively, a decrease of $2.1 million, or 38.7%, when compared to the prior year.
On January 6, 2023, pursuant to the Alumni Purchase Agreement, the Company issued 90,415 shares of the Company’s Class A common stock to Alumni Capital, with an approximate fair market value of $0.4 million.
During the year ended December 31, 2023, the Company issued an aggregate of 175,167 shares of the Company’s Class A common stock to Alumni Capital under the Alumni Purchase Agreement with an aggregate fair market value of approximately $0.65 million.
Operating Expenses For the Year Ended December 31, Change 2022 2021 $ % Operating Expenses: Sales and marketing $ 6,172,324 $ 6,475,867 $ (303,543 ) (4.7 )% Development 10,417,260 9,621,712 795,548 8.3 % General and administrative 13,764,177 25,378,149 (11,613,972 ) (45.8 )% Impairment of goodwill 4,788,270 - 4,788,270 100.0 % Impairment of intangible assets 4,828,478 317,113 4,511,365 1,422.6 % Depreciation and amortization 420,137 280,192 139,945 49.9 % Total Operating Expenses 40,390,646 42,073,033 $ (1,682,387 ) (4.0 )% Changes in operating expenses are explained in more detail below: Sales and Marketing Sales and marketing expenses were $6.2 million and $6.5 million for 2022 and 2021, respectively, representing a $0.3 million, or 4.7%, decrease when compared to the prior year.
Operating Expenses For the Year Ended December 31, Change 2023 2022 $ % Operating Expenses: Sales and marketing $ 1,690,772 $ 6,172,324 $ (4,481,552 ) (72.6 )% Development 7,237,154 10,417,260 (3,180,106 ) (30.5 )% General and administrative 9,367,030 13,764,177 (4,397,147 ) (31.9 )% Impairment of goodwill - 4,788,270 (4,788,270 ) (100.0 )% Impairment of intangible assets 4,004,627 4,828,478 (823,851 ) (17.1 )% Depreciation and amortization 398,701 420,137 (21,436 ) (5.1 )% Total Operating Expenses $ 22,698,284 $ 40,390,646 $ (17,692,362 ) (43.8 )% Changes in operating expenses are explained in more detail below: Sales and Marketing Sales and marketing expenses were $1.7 million and $6.2 million for 2023 and 2022, respectively, representing a $ 4.5 million, or 72.6 %, decrease when compared to the prior year.
The increase in Esports segment revenue was primarily due to higher sponsorship revenue of $0.3 million from our Le Mans Virtual Series, which started its 2022-23 season in September 2022, and an increase of $0.1 million in event entrance fees.
The decrease in esports segment revenue was primarily due to lower sponsorship revenue of $0.8 million and a $0.1 million decrease in event entry fees, resulting from the Le Mans Virtual Series not being launched for the 2023/24 season in 2023 compared to the 2022/23 season having launched in 2022 .
Gaming segment revenues represented 89% and 95% of our total 2022 and 2021 revenues, respectively, decreasing by $5.1 million, or 35.9%, when compared to the prior year. The decrease in Gaming segment revenues was primarily due to $2.4 million in lower digital game sales, including downloadable content, and $3.4 million in lower retail game sales.
Gaming segment cost of revenues represented 89.6% and 82.3% of our total 2023 and 2022 cost of revenues, respectively, decreasing by $0.8 million, or 20.5%, when compared to the prior year. The decrease in Gaming segment cost of revenues was primarily driven by a $0.8 million reduction in game production costs.
Subsequently, in the first quarter of 2023, we announced our viewership figures for the 2022-23 Le Mans Virtual Series, including the 24 Hours of Le Mans Virtual, which had a global audience of 8.5 million across television (TV)/over-the-top (OTT) channels, 36 million social media impressions and over 10 million video views across the full 5-race season.
In 2023, we organized the grand finale of the Le Mans Virtual Series 2022/23, the 24 Hours of Le Mans Virtual event, which had a cumulative total of approximately 8.8 million video views with approximately 27 million minutes watched. The 24 Hours of Le Mans Virtual event had a global audience of 5 million across television (TV)/over-the-top (OTT) channels.
We expect to continue to derive significant revenues from sales of our physical gaming products to a very limited number of distribution partners.
However, w e expect to continue to use a limited number of distribution partners in the future for sales of our physical gaming products.
During the year ended December 31, 2021, net cash provided by financing activities was primarily attributable to approximately $63.1 million of net cash provided by the sale of Class A Common stock in our IPO, $2.2 million in advances from affiliates, partially offset by $13.0 million of net repayments to Motorsport Network under the $12 million Line of Credit, and $3.0 million of payments for the acquisition of additional ownership interests from non-controlling shareholders. 61 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 million (which was subsequently increased to $12 million pursuant to an amendment executed in November 2020), at an interest rate of 10% per annum, the availability of which is dependent on Motorsport Network’s available liquidity.
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, Driven Lifestyle, that provided the Company with a line of credit of up to $10 million (which was subsequently increased to $12 million pursuant to an amendment executed in November 2020) at an interest rate of 10% per annum, the availability of which is dependent on Driven Lifestyle’s available liquidity.
On January 30, 2023 and February 1, 2023, the Company entered into certain debt-for-equity exchange agreements with Motorsport Network pursuant to which the entire outstanding amount due under the $12 million Line of Credit was cancelled in exchange for an aggregate of 780,385 shares of the Company’s Class A common stock issued to Motorsport Network.
All principal and accrued interest owed on the $12 million Line of Credit were exchanged for equity following the completion of two debt-for-equity exchange agreements with Driven Lifestyle on January 30, 2023 and February 1, 2023, relieving the Company of approximately $3.9 million in owed principal and unpaid interest in exchange for an aggregate of 780,385 shares of the Company’s Class A common stock.
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, sometimes free of charge, annual updates, which includes updated drivers, liveries, and cars as they are released.
Recurring Revenue Sources Our business model includes revenue that we deem recurring in nature, which historically consisted primarily of revenue from our annualized NASCAR video game racing franchise for game consoles, PC, and mobile platforms.
The reduction in G&A expense was primarily driven by a $8.8 million reduction in stock based compensation expense, a $2.5 million reduction in bonus expense due to IPO related bonus expense incurred in 2021 that did not repeat in 2022, a $1.3 million reduction in legal, consultant and other professional expenses that were incurred in connection with the 2021 IPO that did not repeat in 2022, a $0.7 million reduction in payroll and employee related expenses, following certain headcount reductions in 2022, and a $0.2 million reduction in software expenditures.
The reduction in G&A expense was primarily driven by a $2.2 million reduction in legal and professional costs, primarily due to the settlement of litigation in 2022 that did not repeat in 2023, a $1.4 million reduction in payroll and employee related expenses, including travel expenses, due to lower headcount period over period, a $1.1 million reduction in insurance costs and $0.2 million reductions in both software & subscription costs and rent expense.
Results of Operations Year Ended December 31, 2022 compared to Year Ended December 31, 2021 Revenue For the Year Ended December 31, Change 2022 2021 $ % Revenues: Gaming $ 9,144,639 $ 14,267,735 (5,123,096 ) (35.9 )% Esports 1,179,920 807,795 372,125 46.1 % Total Segment and Consolidated Revenues $ 10,324,559 $ 15,075,530 (4,750,971 ) (31.5 )% Consolidated revenues were $10.3 million and $15.1 million for 2022 and 2021, respectively, a decrease of $4.8 million, or 31.5%, when compared to the prior year.
Revenue For the Year Ended December 31, Change 2023 2022 $ % Revenues: Gaming $ 6,619,502 $ 9,144,639 $ (2,525,137 ) (27.6 )% Esports 290,172 1,179,920 (889,748 ) (75.4 )% Total Segment and Consolidated Revenues $ 6,909,674 $ 10,324,559 $ (3,414,885 ) (33.1 )% Consolidated revenues were $6.9 million and $10.3 million for 2023 and 2022, respectively, a decrease of $3.4 million, or 33.1%, when compared to the prior year. 54 Gaming segment revenues represented 95.8% and 88.6% of our total 2023 and 2022 revenues, respectively, decreasing by $2.5 million, or 27.6%, when compared to the prior year.
Following our IPO, we have financed our operations primarily through cash generated from operations, advances from Motorsport Network pursuant to the $12 million Line of Credit and through sales of our equity securities. 59 We measure our liquidity in a number of ways, including the following: December 31, December 31, 2022 2021 Cash and Cash Equivalents $ 979,306 $ 17,819,640 Working Capital (Deficiency) $ (9,278,268 ) $ 16,024,590 For the year ended December 31, 2022, the Company incurred a net loss of $36.8 million, negative cash flows from operations of approximately $19.5 million and an accumulated deficit of $74.0 million.
We measure our liquidity in a number of ways, including the following: December 31, December 31, 2023 2022 Cash and Cash Equivalents $ 1,675,210 $ 979,306 Working Capital (Deficiency) $ (4,074,346 ) $ (9,278,268 ) For the year ended December 31, 2023, the Company had a net loss of $14.3 million and negative cash flows from operations of approximately $12.9 million.
Impairment of finite-lived intangible assets was $1.3 million and $0 in 2022 and 2021, respectively. The triggers for the assessments were the changes to the Company’s product roadmap and the Company’s market capitalization, as referenced above.
Impairment of finite-lived intangible assets was $4.0 million and $1.3 million in 2023 and 2022, respectively.
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 official licenses to develop multi-platform games for the BTCC, the 24 Hours of Le Mans race and the WEC, as well as INDYCAR.
We have obtained the official licenses to develop multi-platform games for the 24 Hours of Le Mans race and the WEC. We are also striving to become a leader in organizing and facilitating esports tournaments, competitions, and events for our licensed racing games.
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. For fiscal years 2022 and 2021, a majority of our revenue was generated from sales of our NASCAR racing video games.
Our portfolio also includes the KartKraft karting simulation game, as well as Studio 397 B.V. (“Studio397”) and their rFactor 2 realistic racing simulator technology and platform. 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 (“DLC”).
Gross profit margin was 52.0% in 2022, compared to 50.1% in 2021, driven primarily by lower game production costs and royalty fees in the Gaming segment. 57 Gaming segment gross profit was $5.1 million for 2022, compared to $7.2 million for 2021, representing a gross profit margin of 55.4% for 2022 and 50.6% for 2021.
Gaming segment gross profit was $3.4 million for 2023, compared to $5.1 million for 2022, representing a gross profit margin of 51% for 2023 and 55.4% for 2022. The decrease in gross profit margin was primarily due to lower gaming revenues combined with certain fixed expenses as discussed above.
Esports segment cost of revenues represented 18% and 6% of our total 2022 and 2021 cost of revenues, respectively, increasing by $0.4 million, or 80.4%, when compared to the prior year. The increase in Esports segment cost of revenues was primarily driven an increase in production costs associated with the Le Mans Virtual Series.
The decrease in production cost was due to no new physical inventory production in 2023, compared to units of NASCAR Rivals being produced in 2022. Esports segment cost of revenues represented 10.4% and 17.7% of our total 2023 and 2022 cost of revenues, respectively, decreasing by $0.5 million, or 57.4%, when compared to the prior year.
The remaining change in gross profit margin was primarily due to lower production costs and royalty expense, as a result of releasing one NASCAR title in 2022 compared to two NASCAR titles in 2021. Esports segment gross profit was $0.3 million for both 2022 and 2021, representing a gross profit margin of 25.5% for 2022 and 39.6% for 2021.
Esports segment gross (loss) profit was $(0.1) million and $0.3 million for 2023 and 2022, respectively, representing a gross (loss) profit margin of (29.1)% for 2023 and 25.5% for 2022, respectively. This decrease in the Esports segment gross profit margin was primarily due to lower revenues from the Le Mans Virtual Series, as explained above.
As a result of the 2022 Restructuring Program, the Company expects to eliminate approximately 20% of its overhead costs worldwide and deliver approximately $4 million of total annualized cost reductions by the end of 2023, of which $2.5 million was achieved by the end of 2022.
The Company achieved $2.5 million of this cost reduction target by the end of 2022, and as of December 31, 2023, the Company increased its savings under the 2022 Restructuring Program to $6.7 million, while having incurred restructuring costs of approximately $1.3 million.
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 and interest rates, recessionary factors (such as the impact that higher energy prices will have on consumer purchasing behavior), supply chain constraints, labor supply issues, credit quality of our receivables and foreign currency exchange rates. 53 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 40% and 44% of our total revenue for the years ended December 31, 2022 and 2021, respectively.
As we continue to evaluate the cost saving initiatives and explore other strategic alternatives and potential options for our business, including, but not limited to, the sale or licensing of certain of our assets, further adjustments to our product roadmap may be required. 51 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 72% and 40% of our total revenue for the years ended December 31, 2023 and 2022, respectively.