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NEW GENERATION PROJECT:
«GAME SHOW LEAGUE»
Investment teaser
This is an informational teaser of GSL.tv platform.
The purpose of the document is to give a general overview of the project.
If you are interested to learn more – please contact ignat@civitta.com for
further information. Detailed information related to marketing, sales plans and
basic financials will be provided after signing an NDA.
It enables users to:
• play the games they like, at a time they want to;
• socialize within the gaming community;
• follow most popular eSports events and players;
• participate in tournaments and win!
«GSL» - investment opportunity in the growing interactive entertainment industry
«GAME SHOW LEAGUE» - an online gaming platform with
amazing opportunities
ATTRACT
LARGE
AUDIENCE
MONETIZE
NEW
POSSIBILITIES
CREATE
NEW
MEDIA TYPE
INTEREST
TOP
BUSINESSES
The platform «GS LEAGUE» satisfies all game users’
needs, with support of «GS STUDIO» ― gaming TV
This complete solution gives maximum opportunities:
 The «GS LEAGUE» platform lets gamers play every day,
win prizes and gifts and also socialize within the gaming
community;
 Thanks to the «GS STUDIO» gaming TV they observe
regular broadcasts of professional teams within the scope of
the online league, and beyond it as well.
Now we are putting finishing touches upon this new generation platform,
while the professional broadcasting studio is already demonstrating great results!
800 000 people – current audience
1 000 000 registered users and 8 000 000 followers
in social and media channels are expected for Q4,2015
«GS LEAGUE» and «GS STUDIO» both form one integral concept ―
«GAME SHOW»
«Game Show League» brings together all video games
industry players
eSports industry
Computer games
industry
Viewers Online
Players
Hardware producers
Game Publishers
• Game Platform
• Organizers of
championships
• Broadcasting
studios
Infrastructure &
content
Audience
Stakeholders
Streamers Game Developers
eSports market is much promising in terms of both - huge revenues
and high growth rate
What’s the future of e-sports?
 By 2016 e-Sports’ annual market revenue will reach $34 billion annual market revenue;
 Strategic goal: e-Sports to eventually become official sports at the Olympic Games.
 0
 10
 20
 30
 40
 50
 60
 70
 80
 90
2016F2015F2014F2013201220112010200920082007
Console
Online
Mobile
PC
Advertising
 0
 5
 10
 15
 20
 25
 30
 35
 40
 45
 50
 55
2011 2012 2015F2016F2013 2014F2010200920082007
Asia Pacific
Latin America Europe and CIS
North America
Regional Mobile/Online Games Revenue ($B)Global Video Games Sector Revenue ($B)
$34 billion by 2016
European and CIS Market
has been growing
constantly since 2007
Source: Digi-Capital Global Games Investment Review 2013 Q3
Games are not just games anymore – it’s a modern form of sports
competition with huge revenue opportunities
Average market indicators:
 Annual growth: up to 100%
 Audience increase: up to 50%
Electronic Sports: advanced business opportunity
Source: PricewaterhouseCoopers, Natus Vincere research and major tournaments statistics
e-Sports market share in the video game industry continues growing
120%
growth
2010 2012
$5.5 bln
growth
80%
growth
$2.5 bln
growth
5%3%
«Game Show League» audience coverage
Today’s audience
coverage – 800 000
e-Sports
Video Game
industry
Expected in
Q4 2015 –9 000 000
2011
In Russia and the CIS, eSports championships are
gathering larger audience year after year
WE HAVE CREATED AN ONLINE PLATFORM TO AGGREGATE ALL THIS AUDIENCE.
AND WE CAN MONETIZE IT NOW.!
2011
2012
225 000
430 000
3 436 000
000
000
000
000
000
000
Number of unique viewers during the stream broadcast of #1 CIS championship – «TECHLABS CUP»
2013
2100K
500K
240K
310K
230K
200K
100K
110K
«GAME SHOW» and «Techlabs Cup» form strategic partnership,
which guarantees a considerable audience inflow to the platform
«CIS Connect» is the owner and creator of the exclusive event in the CIS – TECHLABS CUP.
And for the «GAME SHOW» project we will have the backing of this strong partner!
The festival is a #1 event in the CIS and a
Top-5 events in the world
by criteria:
- total online and LAN event’s audience
- geographic coverage
- prize pool of more than 300k USD in 2013
Audience coverage, end of 2013:
 More than 61 000 visitors at LAN-
finals.
About 3 436 000 unique viewers
online.
* Business relations between «CIS Connect» and «GAME SHOW» are formalized through exclusiveness rights agreement
encourages
30% 70 % of viewers and fansof competing audience
People have always needed to share their common interests – likewise, they need a
society to share their game enthusiasm
Gaming platform gives them such an opportunity!
THIS AUDIENCE AND MILLIONS OF USERS’ TRAFFIC REPRESENT A BUSINESS NICHE FOR US ―
WE KNOW HOW TO DEVELOP AND BENEFIT FROM THIS OPPORTUNITY.
«Game Show League» occupies a niche on the most dynamically
evolving business arena
to get involved
into the gaming world
«Game Show League» creates a virtual society
for eSports viewers and gamers
85%
15%
Worldwide online gamers (millions)Online Viewership by Gender
 85% men
 Age: 16-35 years
 Income: average and above the average
Almost 70% of all gamers are in 16-35 age
730
620
500
430
+70%
2010 2011 20132012
Target audience of Game Show:
Source: Digital Games year in review 2013, superdataresearch.com
The League will attract people who are:
%
eSports Viewers
70
Age 16-35
%
Common
authorization
system on the
gaming platform
and broadcasting
studio channel
Integration of the gaming platform and the broadcasting studio
increases the overall potential of «GAME SHOW» project
PLATFORM STUDIO
On the platform,
there will be a
player with «GS-
studio» ongoing
streams
Matches of TOP teams within the scope of global and local tournaments, held on the platform
provide the «material» for broadcasting studio team, which will be popular among wide
audience
Studio will make the platform content-rich: it would broadcast most-watched eSports events, make
topical news programs, organize multilingual streams, thus creating large platform audience inflow
These are some layout snapshots of our gaming platform
 Supporting companies
 Player’s profile
 Game selection
 Lan Final date
 Ongoing tournament:
qualification round,
prize pool, top teams
 League and cybersport news:
tournaments, sponsor cups,
announcement of cybersport
events and important matches
 Our partners
 Games profiles
 Social services
to follow the
project
There are few well-known companies operating on eSports
market
2012
League
StarLadder.tv
StarLadder is a multifunctional gaming
platform.
Main league disciplines: Counter-Strike,
Dota 2, WoT
Coverage: CIS
2002
Streaming platform
MajorLeague
gaming
2000
League and online TV
Electronic Sports
League
ESL (Electronic Sports League) is a
gaming and streaming portal holding
various leagues and tournaments
Main Streaming disciplines: SC2,
CS:GO, Dota2, LoL, WoT, and more
Coverage: Europe
MLG.TV is a premium online video
streaming platform for web and
mobile.
Main Streaming disciplines: SC2,
CS:GO, Dota2, Call of Duty
Coverage: USA
Game-
Integration
Flexible
schedule
Sponsors
Complete integration
Main reasons why top players will
be choosing the platform:
This is the only platform with flexible games
schedule, which means that the player simply
sets the time he wants to play and the
platform finds him a counterpart which set
the same time and has fitting level of game
progress and skills.
The platform will make the process of
reporting results of games fully automatic,
which means that there’s no need to click on
additional links. Moreover, players will be able
to see statistics of any game, player, team they
want.
«Game Show League» provides gamers with much more
integrated solutions, than its competitors
Available
games
Video
content
Flexible schedule
Attraction of top players will lead to
overall audience activity surge
Esl.tv
MLG
GameShow
Starladder
Garena
SC2TV
Goodgame
ICCup
«GAME SHOW LEAGUE»: prerequisites to success
• Maximum integration
thanks to using of
games API: results of
matches are
automatically updated,
which makes the
platform more
convenient for tracking
the game user’s
progress.
• Unique flexibility:
the gamer sets the
time of the next game
himself, he doesn’t
have to stick to strict
tournaments
schedule. Thus, the
person gets freedom
planning the private
time.
Available
games
• Many options:
the platform’s user
can choose among
most popular e-sports
games.
Diverse tournaments:
along with big
championships, there
would be smaller cups
held.
Sponsoring
companies
• Sponsors are widely
attracted, encouraged
by the wide business
network of «CIS» ads
agency
• Additional incentive
– since the platform is
multilingual, the ads
are viewed in many
countries.
• Authorization on a
platform leads to an
automatic log-in to
«GS Studio» channel:
on the platform there
is a player where user
sees all ongoing
streams. Thus, the
platform is
constantly content-
rich.
Game
Integration
Flexible
schedule
«GAME SHOW LEAGUE»
Video
content
«Game Show» will unite gamers, viewers and
tournaments in 25 countries by 2015
Dreamhack coverage Techlabs coverage Partners
2013 - Russia, Belarus, Ukraine, Kazakhstan.
2014 - Russia, Belarus, Ukraine, Kazakhstan, Azerbaijan, Georgia. + Dreamhack
2015 - Russia, Belarus, Ukraine, Kazakhstan, Azerbaijan, Georgia, The Baltic States. + Dreamhack
Broadcast coverage
The multilingualism of our platform makes for its global
recognition
Year 2014 Q1 Q2 Q3 Q4
Viewings on
video channels
(peak value)
2 594 800 2 676 350 2 747 540 2 774 600
Subscribers in
social networks 991 500 1 011 500 1 031 500 1 044 000
Project popularity forecast: 2014 dynamics Peak viewing audience on twitch.tv:
distribution by countries, Q4 2014
3,5%
13,6%
39,2%
0,4%
1,0%
0,9%
41,4%
Spain
France
Germany
OthersChina
Great Britain
Russia
We estimated total peak viewings on twitch.tv and
youtube.com, including all game streams
We took into account our followers on vk.com,
facebook.com and twitter
Our platform will become a base for an intercontinental
tournament in the future
«GS League» will be a battle field for top teams from different parts of the world,
so that the broadcasting of the event will gather wide international audience.
To select teams for the finals from Europe and countries of the CIS, we will organize
qualification rounds on our platform;
From Asia and the USA, we will invite teams with top positions in the global ratings.
Techlabs slots top Asian teams top USA teams
Numerous monetization means encourage our business
to grow extremely fast
Ad packages
Social
Networks
Product
placement
Video content Streamers
GS LeagueTV channels
50%
1%
13%
9% 3%
9%15%
Interested in the project?
If you are interested to learn more about the – please
contact our advisors at ignat@civitta.com

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Game show teaser

  • 2. Investment teaser This is an informational teaser of GSL.tv platform. The purpose of the document is to give a general overview of the project. If you are interested to learn more – please contact ignat@civitta.com for further information. Detailed information related to marketing, sales plans and basic financials will be provided after signing an NDA.
  • 3. It enables users to: • play the games they like, at a time they want to; • socialize within the gaming community; • follow most popular eSports events and players; • participate in tournaments and win! «GSL» - investment opportunity in the growing interactive entertainment industry «GAME SHOW LEAGUE» - an online gaming platform with amazing opportunities ATTRACT LARGE AUDIENCE MONETIZE NEW POSSIBILITIES CREATE NEW MEDIA TYPE INTEREST TOP BUSINESSES
  • 4. The platform «GS LEAGUE» satisfies all game users’ needs, with support of «GS STUDIO» ― gaming TV This complete solution gives maximum opportunities:  The «GS LEAGUE» platform lets gamers play every day, win prizes and gifts and also socialize within the gaming community;  Thanks to the «GS STUDIO» gaming TV they observe regular broadcasts of professional teams within the scope of the online league, and beyond it as well. Now we are putting finishing touches upon this new generation platform, while the professional broadcasting studio is already demonstrating great results! 800 000 people – current audience 1 000 000 registered users and 8 000 000 followers in social and media channels are expected for Q4,2015 «GS LEAGUE» and «GS STUDIO» both form one integral concept ― «GAME SHOW»
  • 5. «Game Show League» brings together all video games industry players eSports industry Computer games industry Viewers Online Players Hardware producers Game Publishers • Game Platform • Organizers of championships • Broadcasting studios Infrastructure & content Audience Stakeholders Streamers Game Developers
  • 6. eSports market is much promising in terms of both - huge revenues and high growth rate What’s the future of e-sports?  By 2016 e-Sports’ annual market revenue will reach $34 billion annual market revenue;  Strategic goal: e-Sports to eventually become official sports at the Olympic Games.  0  10  20  30  40  50  60  70  80  90 2016F2015F2014F2013201220112010200920082007 Console Online Mobile PC Advertising  0  5  10  15  20  25  30  35  40  45  50  55 2011 2012 2015F2016F2013 2014F2010200920082007 Asia Pacific Latin America Europe and CIS North America Regional Mobile/Online Games Revenue ($B)Global Video Games Sector Revenue ($B) $34 billion by 2016 European and CIS Market has been growing constantly since 2007 Source: Digi-Capital Global Games Investment Review 2013 Q3
  • 7. Games are not just games anymore – it’s a modern form of sports competition with huge revenue opportunities Average market indicators:  Annual growth: up to 100%  Audience increase: up to 50% Electronic Sports: advanced business opportunity Source: PricewaterhouseCoopers, Natus Vincere research and major tournaments statistics e-Sports market share in the video game industry continues growing 120% growth 2010 2012 $5.5 bln growth 80% growth $2.5 bln growth 5%3% «Game Show League» audience coverage Today’s audience coverage – 800 000 e-Sports Video Game industry Expected in Q4 2015 –9 000 000 2011
  • 8. In Russia and the CIS, eSports championships are gathering larger audience year after year WE HAVE CREATED AN ONLINE PLATFORM TO AGGREGATE ALL THIS AUDIENCE. AND WE CAN MONETIZE IT NOW.! 2011 2012 225 000 430 000 3 436 000 000 000 000 000 000 000 Number of unique viewers during the stream broadcast of #1 CIS championship – «TECHLABS CUP» 2013 2100K 500K 240K 310K 230K 200K 100K 110K
  • 9. «GAME SHOW» and «Techlabs Cup» form strategic partnership, which guarantees a considerable audience inflow to the platform «CIS Connect» is the owner and creator of the exclusive event in the CIS – TECHLABS CUP. And for the «GAME SHOW» project we will have the backing of this strong partner! The festival is a #1 event in the CIS and a Top-5 events in the world by criteria: - total online and LAN event’s audience - geographic coverage - prize pool of more than 300k USD in 2013 Audience coverage, end of 2013:  More than 61 000 visitors at LAN- finals. About 3 436 000 unique viewers online. * Business relations between «CIS Connect» and «GAME SHOW» are formalized through exclusiveness rights agreement
  • 10. encourages 30% 70 % of viewers and fansof competing audience People have always needed to share their common interests – likewise, they need a society to share their game enthusiasm Gaming platform gives them such an opportunity! THIS AUDIENCE AND MILLIONS OF USERS’ TRAFFIC REPRESENT A BUSINESS NICHE FOR US ― WE KNOW HOW TO DEVELOP AND BENEFIT FROM THIS OPPORTUNITY. «Game Show League» occupies a niche on the most dynamically evolving business arena to get involved into the gaming world
  • 11. «Game Show League» creates a virtual society for eSports viewers and gamers 85% 15% Worldwide online gamers (millions)Online Viewership by Gender  85% men  Age: 16-35 years  Income: average and above the average Almost 70% of all gamers are in 16-35 age 730 620 500 430 +70% 2010 2011 20132012 Target audience of Game Show: Source: Digital Games year in review 2013, superdataresearch.com The League will attract people who are: % eSports Viewers 70 Age 16-35 %
  • 12. Common authorization system on the gaming platform and broadcasting studio channel Integration of the gaming platform and the broadcasting studio increases the overall potential of «GAME SHOW» project PLATFORM STUDIO On the platform, there will be a player with «GS- studio» ongoing streams Matches of TOP teams within the scope of global and local tournaments, held on the platform provide the «material» for broadcasting studio team, which will be popular among wide audience Studio will make the platform content-rich: it would broadcast most-watched eSports events, make topical news programs, organize multilingual streams, thus creating large platform audience inflow
  • 13. These are some layout snapshots of our gaming platform  Supporting companies  Player’s profile  Game selection  Lan Final date  Ongoing tournament: qualification round, prize pool, top teams  League and cybersport news: tournaments, sponsor cups, announcement of cybersport events and important matches  Our partners  Games profiles  Social services to follow the project
  • 14. There are few well-known companies operating on eSports market 2012 League StarLadder.tv StarLadder is a multifunctional gaming platform. Main league disciplines: Counter-Strike, Dota 2, WoT Coverage: CIS 2002 Streaming platform MajorLeague gaming 2000 League and online TV Electronic Sports League ESL (Electronic Sports League) is a gaming and streaming portal holding various leagues and tournaments Main Streaming disciplines: SC2, CS:GO, Dota2, LoL, WoT, and more Coverage: Europe MLG.TV is a premium online video streaming platform for web and mobile. Main Streaming disciplines: SC2, CS:GO, Dota2, Call of Duty Coverage: USA
  • 15. Game- Integration Flexible schedule Sponsors Complete integration Main reasons why top players will be choosing the platform: This is the only platform with flexible games schedule, which means that the player simply sets the time he wants to play and the platform finds him a counterpart which set the same time and has fitting level of game progress and skills. The platform will make the process of reporting results of games fully automatic, which means that there’s no need to click on additional links. Moreover, players will be able to see statistics of any game, player, team they want. «Game Show League» provides gamers with much more integrated solutions, than its competitors Available games Video content Flexible schedule Attraction of top players will lead to overall audience activity surge Esl.tv MLG GameShow Starladder Garena SC2TV Goodgame ICCup
  • 16. «GAME SHOW LEAGUE»: prerequisites to success • Maximum integration thanks to using of games API: results of matches are automatically updated, which makes the platform more convenient for tracking the game user’s progress. • Unique flexibility: the gamer sets the time of the next game himself, he doesn’t have to stick to strict tournaments schedule. Thus, the person gets freedom planning the private time. Available games • Many options: the platform’s user can choose among most popular e-sports games. Diverse tournaments: along with big championships, there would be smaller cups held. Sponsoring companies • Sponsors are widely attracted, encouraged by the wide business network of «CIS» ads agency • Additional incentive – since the platform is multilingual, the ads are viewed in many countries. • Authorization on a platform leads to an automatic log-in to «GS Studio» channel: on the platform there is a player where user sees all ongoing streams. Thus, the platform is constantly content- rich. Game Integration Flexible schedule «GAME SHOW LEAGUE» Video content
  • 17. «Game Show» will unite gamers, viewers and tournaments in 25 countries by 2015 Dreamhack coverage Techlabs coverage Partners 2013 - Russia, Belarus, Ukraine, Kazakhstan. 2014 - Russia, Belarus, Ukraine, Kazakhstan, Azerbaijan, Georgia. + Dreamhack 2015 - Russia, Belarus, Ukraine, Kazakhstan, Azerbaijan, Georgia, The Baltic States. + Dreamhack Broadcast coverage
  • 18. The multilingualism of our platform makes for its global recognition Year 2014 Q1 Q2 Q3 Q4 Viewings on video channels (peak value) 2 594 800 2 676 350 2 747 540 2 774 600 Subscribers in social networks 991 500 1 011 500 1 031 500 1 044 000 Project popularity forecast: 2014 dynamics Peak viewing audience on twitch.tv: distribution by countries, Q4 2014 3,5% 13,6% 39,2% 0,4% 1,0% 0,9% 41,4% Spain France Germany OthersChina Great Britain Russia We estimated total peak viewings on twitch.tv and youtube.com, including all game streams We took into account our followers on vk.com, facebook.com and twitter
  • 19. Our platform will become a base for an intercontinental tournament in the future «GS League» will be a battle field for top teams from different parts of the world, so that the broadcasting of the event will gather wide international audience. To select teams for the finals from Europe and countries of the CIS, we will organize qualification rounds on our platform; From Asia and the USA, we will invite teams with top positions in the global ratings. Techlabs slots top Asian teams top USA teams
  • 20. Numerous monetization means encourage our business to grow extremely fast Ad packages Social Networks Product placement Video content Streamers GS LeagueTV channels 50% 1% 13% 9% 3% 9%15%
  • 21. Interested in the project? If you are interested to learn more about the – please contact our advisors at ignat@civitta.com