Strictly Confidential
Warsaw, June 2017
KINGUIN
ESPORTS HUB
WHAT IS
ESPORTS?
Electronic sports, also known as esports, refers to
multiplayer video or computer gaming played
competitively for spectators.
The term describes both, professional and amateur
competitions, where gamers and gaming organizations
compete with each other online or offline in various
games.
The current major eSports games are League Of Legends,
Counter-Strike: Global Offensive, Dota2, StarCraft and
Hearthstone.
COMPANY
PROFILE
● Kinguin Franchising Systems is to develop a one stop, unique, and scalable network
of esports hubs around the world.
● Esports hubs will gather and represent the fast growing esports community
allowing to produce a high quality esports content.
● The premier location will be established in downtown Warsaw, Poland – one of the
most promising markets in terms of esports fan base.
● The location which has been selected is a space of ~700sq meters and can be used
as a multi-purpose showroom and an esports venue.
● Further expansion of the network imply flexible franchising solutions to be offered
to external partners.
● Integration with Kinguin’s esports ecosystem will help to better utilise potential of
the network and build strong brand awareness.
MARKET
OVERVIEW (I)
Source: SuperData, Newzoo
Esports Revenues Breakdown
for 2016 [USD mn]
Direct revenue
USD 231mn
Indirect revenue (sponsorship and advertising)
USD 661mn
Merchan-
dise
USD 19mn
Ticket sales
USD 34mn
Amateur/
microtournaments
USD 40mn
Esports betting
USD 59mn
Prize pools
USD 78mn
● It is estimated that there are currently 1,9bn players across all platforms globally and in 2016
the global esports market size was valued at USD 892mn, representing only 1% of video games
market.
● By 2020E, the market is set to reach USD 1,5bn with the growth of direct revenue source such
as betting sites and amateur tournament platforms.
MARKET
OVERVIEW (II)
Source: SuperData, Newzoo, Eilers
Research
Comparing Esports Viewership to Sports
Viewership [thous.]
Esports Viewers Growth
until 2018F [mn]
Source: Nielsen, Variety, Forbes,
Eilers Research
1 150
13 349
23 250
23 500
26 500
27 000
30 000
111 488
0 40 000 80 000 120 000
Final table of 2014 WSOP
Monday Night Football (avg.)
Game 6, 2015 NBA Finals
Game 7 of 2014 World Series
2014 World Cup (US Viewers)
League of Legends 2014 Finals
The International 2015 (est.)
Super Bowl XLVIII
150
200
250
300
350
400
2015 2016 2017F 2018F
MARKET
OVERVIEW (III)
Source: Newzoo, SuperData, Eilers, IHS
Esports
Dynamics
US Esports Enthusiasts vs Total
Population
Growth in … Period CAGR
esports revenue 2014-2018 24,6%
esports viewership 2014-2018 23,2%
esports fan spendings (basic scenario) 2014-2020 16,5%
esports fan spendings (optimistic scenario) 2014-2020 40%
esports prize pools 2011-2017 54%
esports video consumption 2014-2018 22%
Variable Total population Esports enthusiasts
has a full-time job 37% 53%
is in the high income bracket 22% 30%
owns an iPad 29% 41%
has headset budget of > USD 100 13% 29%
Source: Newzoo, SuperData, Eilers, IHS
MARKET
OVERVIEW (IV)
Source: EventBrite 2015
US Esports Fan Wallet by Annual Spend
Cathegory [USD]
Percentage of gamers who report increase in
interest / spend after attending live esports
event
Source: SuperData, Eilers Research
games
990
39,95%
in-game
purchases
510
20,58%
esports
merchandise
1
0,04%
gaming
peripherals
696
28,09%
live events
280
11,30%
esports betting
1
0,04%
Total
USD 2,478
annually
Action
Positive
response
play the game more frequently 74%
follow a player or team they saw participate 64%
watch recaps of tournament highlights 54%
purchase new content related to game 47%
buy goods or services from a brand used or
showcased
38%
buy new gear to level-up playing experience 25%
ESPORTS
ECONOMY
Source: Newzoo, websites of respective companies
PROFESSIONAL
COMPETITIVE GAMING
CHANNELS
AMATEURS
ALL GAMING
Teams Publishers
Events Leagues
BRANDS CUSTOMERS
FACILITY
SECTORS VR Gym
Indie Valley HQ
Main FloorStudioFood & Drinks
Shops Bootcamp Space VIP Area
During many hours of watching
and experiencing esports
tournaments, bar and restaurant
will keep the audience supplied
with food and beverages.
Audiences all over the world can
watch the content that will be
produced and the dedicated
area will be available for teams
and influencers.
The Hub’s epicentre. It contains a
main stage for events and content
production, and big screens for
letting esports enthusiasts enjoy
their passion together.
Shopping area offering esports
team and game merchandise.
Dedicated space with excellent
infrastructure for professional
teams to practice and produce
live content.
A special place to premium
members to meet and network
with talents and partners,
before, during and after live
shows.
Co-working space for independent
game developers and creative
start-ups enabling an access to
potential customers.
Virtual reality gaming section with
most advanced hardware solutions
to offer high-end immersive
experiences to visitors.
INDIE
VALLEY
FLOOR PLAN
CONCEPT
By creating modular areas, that will be almost distinct within themselves, we can create an ever-
changing environment to truly promote the world of video games and esports.
PROSPECTIVE
LOCATION
Source: Google
Located at the corner of two most prestigous
and attended streets in Warsaw –
Swietorzyska and Nowy Swiat, in the proximity
of metro station, few high schools, Warsaw
University, shops and city landmarks.
OUTSIDE
VIEW
Venue located at the first floor of newly
renovated building with an direst entrance from
Swietorzyska street.
CUSTOMERS
ACQUISITION
Unique esports value added created throughout following channels:
● Large public viewing events
● Entertainment and networking spaces
● Esports bar, shop, and showroom
● Shows, tournaments, meet-ups, conferences, and workshops
● Bootcamps, pro-training spaces, talent scouting events
● Studios for content creation and live broadcasting
● Cooperation with sponsors, organisations and influencers
● Mix of traditional and innovative marketing approach
REVENUE
STREAMS
● Premium membership options (default free entrance model for every visitor)
● Food & drinks
● Member services rental
● Tickets and non-member fees
● Content streaming
● Merchandise
● Sponsorships
● Vendor rent-out
● Events organisation
Diversification of revenue sources enables to utilise the venue in the extended range of
opening hours (from 15 hours during the weekdays, up to round 24 hours during
weekends).
CUSTOMERS
RETENTION
● Broad spectrum of contests and live events
● Unique place for meetings
● Best in class equipment and infrastructure
● Implementation of dedicated mobile application to both – communicate with the
community and validate business model solutions
● Engaging social networking
● Beta testing programs and early access promotions
● Esports trainer or judge certification courses
● Integration with Kinguin ecosystem (ecommerce platform, Team Kinguin, esports
league, virtual currency, Indie Valley)
SCALING
UP
Franchising network
model
Most appealing expansion
targets*
TIER Location
I Berlin, Moscow, Istambul
II
London, Paris, Rome, Milan,
Hamburg, Helsinki
III
New York, Madrit, Lisabon,
Vienna, Stockholm, Prague,
Munich, Cologne, Tampa,
Ankara, Bucharest, Tunis
* Based on Kinguin ecommerce analytics
Global expansion of Kinguin Franchising Systems will be based on flexible franchise model.
Investors with bursting idea of having 5+ Pro Hubs in one country, within 3-5 years of opening the first
one, can apply for a Master Franchise. It gives them great opportunity to have their own (corporate) hubs
and sell subfranchise to other investors within designated country.
On the other hand micro-scale investors will have the ability to create a great place for esports fans in
their city, focusing only on one location. Kinguin Franchising Systems would remain sole master franchiser
for the hubs in Poland.
MODULAR
SOLUTION
Standard HUB
(200/300 sq. meters)
Pro HUB
(over 300 sq. meters)
● Esports bar with easy-to-prepare
convenience food
● Esports shop
● A set of up to 20/30 gaming stations
coremoduls
● KINGUIN’S WORLD HUB bacis setup
● Showcase area
● Tournaments floor
● VR Gym
additionalmoduls ● Bootcamp space
● Streamer Cells
● Indie Valley / Inqubatior co-
working space
● Educational center
Additionally, Kinguin Franchising Systems will offer an Affiliate program for independent locations that
already operate and would like to join the network, utilising the benefits of shared resources, IT solutions
and events.
NETWORK
MERITSCommunity Partners Outreach Brand
Infrastructure Events Competence Center
Unique global network of esport
fans and gamers gathered around
one common platform to
communicate, meet and compete
in real world.
Easy access to potential partners
interested in cooperation in terms of
sponsoring, event organisation, product
placement and showcase
presentations.
Established and strong brand in the
esports ecosystem, that helps to
communicate and scale in rapidly
changing environment.
Curated mobile applications developed
and updated by the Kinguin Franchising
Systems allow communication with the
community and exchange of insights.
Access to wide spectrum of events,
tournaments and competitions
organised locally or between different
Hub’s around the world.
Exchange of best practices, case
studies and analysis, based on the data
gathered by Kinguin Franchising
Systems to accelerate the growth of the
whole network and local franchise.
REVENUE
DYNAMICS
Source: financial forecasts fo the Company
Revenues forecast
2017F-2021F [thous.]
Revenues structure
for 2018F
€ -
€ 1 000
€ 2 000
€ 3 000
€ 4 000
€ 5 000
€ 6 000
2017F 2018F 2019F 2020F 2021F
Memberships
7%
Food & Drink
18%
Member services
rental
4%
Tickets
9%
Content
streaming
1%
Merchandise
1%
Sponsorships
5%
Vendor Rent out
2%
Events
16%
Franchising fees
38%
FRANCHISE
EXPANSION
Source: financial forecasts fo the Company
Franchise expansion forecast
2018F-2021F
Franchise structure
for 2018F
0
10
20
30
40
50
60
70
80
90
100
2018F 2019F 2020F 2021F
Poland Europe Russia
Pro Hub
15%
Standard Hub
13%
Affiliate
72%
KEY
MILESTONES
● April 2017 Warsaw Hub venue secured
● June 2017 Core staff on-boarded
● July 2017 Finalizing floor plans and design, commencing building works
● September 2017 Mobile App launch, venue detail work finalization
● October 2017 Venue technical fit-out, all required staff hired
● October 27th, 2017 Test Opening (internal)
● November 2nd, 2017 Media and VIP Opening Ceremony
● November 3rd, 2017 Official Opening to the public
● End of 2017 Prepearations to open new locations in Poland and negotiations
with foreign partners
PEOPLE
BEHIND
CEO - Jacek Traczyński
Seasoned, multi-potential and pro-active manager with 22 years of international business experience gained within various
industries: media, FMCG, telecom, high-tech and IT, having worked with companies like (among others): DELL, METRO Group
and AVON Cosmetics. Proved his capabilities in project management, marketing and Public Relations, event organization and
hosting, building loyalty and customer engagement programs, training as well as team coordination. Experienced in business
environments encompassing B2B and B2C sales models. Enthusiast of computer gaming and utilization of gamification in
business.
Franchising Development Manager - Michał Niedbała
Security and field operations manager with 20 years of vocational experience coming from one of the world’s largest
franchising firms - McDonald’s. Great focus on business control and KPIs as well as relations, training and coaching allowed for
great results, like doubling sales revenues of numerous franchisees he oversaw (more than 50 restaurants). Has great interest
in general innovation and discovering business growth opportunities.
Franchising Development Manager - Piotr Saciłowski
Well-organized and goal-oriented manager who has honed his professional skills within chain- and franchise businesses in New
York (as General Manager of Grimaldi’s) and eventually when launching and developing Domino’s Pizza restaurants chain in
Poland. He opened and managed 40 Polish branches (corporate and franchised) achieving double-digit sales growth in 17
consecutive quarters. Experienced in operations management, business negotiations and franchise business setup.
DIRECT
COMPETITORS
Source: websites of respective companies
YOTA
ARENA
MOSCOW, RUSSIA
5000 sqm venue
90 PC stations
1000 spectators capacity
ESPORTS
ARENA
ORANGE COUNTY, CA,
USA
1400 sqm venue
60 PC stations
300 spectators capacity
MELTDOWN
BAR
Locations in 8 countries
in Europe
Small venues with few PC
stations and ununified format
CONTACTS
Kinguin Franchising Systems Sp. z o.o.
Nowogrodzka 50 / 515, 00-695 Warsaw, Poland
www.kinguin.co
Viktor Wanli
Founder
email: viktor.wanli@kinguin.net
mobile: +48 532 420 262
Tomasz Goliński
Investment Manager CVC
email: tomasz.golinski@kinguin.net
mobile: +48 608 616 060
Kinguin Franchising Systems Sp. z o.o. (the “Company”, “Kinguin FS”) with registered office in Warsaw, is
entered in the National Court Register maintained by the District Court for the Capital City of Warsaw, 12th
Commercial Division of the National Court Register, under number KRS 0000672150. NIP (tax identification
number): 701-06-79-528.
This presentation (“Presentation”) has been prepared solely for use by its customers and shareholders or
analysts. The information and data contained herein may not constitute the basis for an investment
decision. They should not be treated as an offer to purchase securities, an offer, invitation or solicitation of
an offer to purchase, invest or make any transactions involving such securities or recommendation to
conclude any transaction, in particular in respect of securities of the Company or form of investment advice,
as well as offer to conclude an agreement within the meaning of the Civil Code.
The Company declares that it makes every effort to ensure that this Presentation has been prepared with
due care. All information contained herein are derived from the Company's own sources or external sources
deemed by the Company to be reliable, but there is no guarantee that they are complete and fully reflect the
facts. The Company cannot guarantee the correctness and completeness of the information contained
herein and accepts no responsibility for damages resulting from its use for any other purpose.
The Company shall not be liable for the consequences of decisions taken on the basis of the Presentation
and opinion contained herein. All opinions and assessments contained in this Presentation are an
expression of our best knowledge, supported by market information from competent sources, applicable at
the time of its preparation.
In no event may the content of this Presentation be construed as any type of explicit or implicite
representation or warranty made by the Company or its representatives.
The information contained in this Presentation has not been independently verified and may be subject to
change at any time without prior notice.
This Presentation is strictly confidential and is not for release or distribution without Comapny’s consent.
DISCLAIMER
APPENDIX I
COMPANY AT
A GLANCE
KINGUIN is one of the world’s largest online marketplaces selling video games,
software and in-game items.
6.000.000
customers
4.000
active merchants
30.000
products
24/7
16 languages
support
96%
customer
satisfaction
SUCCESS
STORY
2013
Founding
May 2015
Team Kinguin is
formed April 2017
Foundation of Kinguin
Franchising Services
2013 EOY
2+ mn monthly visits – 0,5
mn customers
2015 EOY
International sales
represent over 90%
2016 EOY
4+ mn customers & 4
thous. merchants
2014
Consolidation of services
under common Kinguin brand
2014
International
expansion
GLOBAL
REACH
KINGUIN offers its services on 24 markets globally. Company’s offices are located in
Hong Kong, Poland (Warsaw, Poznan, Koszalin) and Bulgaria that gather almost 400
employees.
CONTACTS
Kinguin Limited
8/F, On Hing Building Warsaw Office:
1 On Hing Terrace Al. Ujazdowskie 41
Central Hong Kong 00-540 Warsaw, Poland
www.kinguin.co

Kinguin World - Esports Hub Deck

  • 1.
    Strictly Confidential Warsaw, June2017 KINGUIN ESPORTS HUB
  • 2.
    WHAT IS ESPORTS? Electronic sports,also known as esports, refers to multiplayer video or computer gaming played competitively for spectators. The term describes both, professional and amateur competitions, where gamers and gaming organizations compete with each other online or offline in various games. The current major eSports games are League Of Legends, Counter-Strike: Global Offensive, Dota2, StarCraft and Hearthstone.
  • 3.
    COMPANY PROFILE ● Kinguin FranchisingSystems is to develop a one stop, unique, and scalable network of esports hubs around the world. ● Esports hubs will gather and represent the fast growing esports community allowing to produce a high quality esports content. ● The premier location will be established in downtown Warsaw, Poland – one of the most promising markets in terms of esports fan base. ● The location which has been selected is a space of ~700sq meters and can be used as a multi-purpose showroom and an esports venue. ● Further expansion of the network imply flexible franchising solutions to be offered to external partners. ● Integration with Kinguin’s esports ecosystem will help to better utilise potential of the network and build strong brand awareness.
  • 4.
    MARKET OVERVIEW (I) Source: SuperData,Newzoo Esports Revenues Breakdown for 2016 [USD mn] Direct revenue USD 231mn Indirect revenue (sponsorship and advertising) USD 661mn Merchan- dise USD 19mn Ticket sales USD 34mn Amateur/ microtournaments USD 40mn Esports betting USD 59mn Prize pools USD 78mn ● It is estimated that there are currently 1,9bn players across all platforms globally and in 2016 the global esports market size was valued at USD 892mn, representing only 1% of video games market. ● By 2020E, the market is set to reach USD 1,5bn with the growth of direct revenue source such as betting sites and amateur tournament platforms.
  • 5.
    MARKET OVERVIEW (II) Source: SuperData,Newzoo, Eilers Research Comparing Esports Viewership to Sports Viewership [thous.] Esports Viewers Growth until 2018F [mn] Source: Nielsen, Variety, Forbes, Eilers Research 1 150 13 349 23 250 23 500 26 500 27 000 30 000 111 488 0 40 000 80 000 120 000 Final table of 2014 WSOP Monday Night Football (avg.) Game 6, 2015 NBA Finals Game 7 of 2014 World Series 2014 World Cup (US Viewers) League of Legends 2014 Finals The International 2015 (est.) Super Bowl XLVIII 150 200 250 300 350 400 2015 2016 2017F 2018F
  • 6.
    MARKET OVERVIEW (III) Source: Newzoo,SuperData, Eilers, IHS Esports Dynamics US Esports Enthusiasts vs Total Population Growth in … Period CAGR esports revenue 2014-2018 24,6% esports viewership 2014-2018 23,2% esports fan spendings (basic scenario) 2014-2020 16,5% esports fan spendings (optimistic scenario) 2014-2020 40% esports prize pools 2011-2017 54% esports video consumption 2014-2018 22% Variable Total population Esports enthusiasts has a full-time job 37% 53% is in the high income bracket 22% 30% owns an iPad 29% 41% has headset budget of > USD 100 13% 29% Source: Newzoo, SuperData, Eilers, IHS
  • 7.
    MARKET OVERVIEW (IV) Source: EventBrite2015 US Esports Fan Wallet by Annual Spend Cathegory [USD] Percentage of gamers who report increase in interest / spend after attending live esports event Source: SuperData, Eilers Research games 990 39,95% in-game purchases 510 20,58% esports merchandise 1 0,04% gaming peripherals 696 28,09% live events 280 11,30% esports betting 1 0,04% Total USD 2,478 annually Action Positive response play the game more frequently 74% follow a player or team they saw participate 64% watch recaps of tournament highlights 54% purchase new content related to game 47% buy goods or services from a brand used or showcased 38% buy new gear to level-up playing experience 25%
  • 8.
    ESPORTS ECONOMY Source: Newzoo, websitesof respective companies PROFESSIONAL COMPETITIVE GAMING CHANNELS AMATEURS ALL GAMING Teams Publishers Events Leagues BRANDS CUSTOMERS
  • 9.
    FACILITY SECTORS VR Gym IndieValley HQ Main FloorStudioFood & Drinks Shops Bootcamp Space VIP Area During many hours of watching and experiencing esports tournaments, bar and restaurant will keep the audience supplied with food and beverages. Audiences all over the world can watch the content that will be produced and the dedicated area will be available for teams and influencers. The Hub’s epicentre. It contains a main stage for events and content production, and big screens for letting esports enthusiasts enjoy their passion together. Shopping area offering esports team and game merchandise. Dedicated space with excellent infrastructure for professional teams to practice and produce live content. A special place to premium members to meet and network with talents and partners, before, during and after live shows. Co-working space for independent game developers and creative start-ups enabling an access to potential customers. Virtual reality gaming section with most advanced hardware solutions to offer high-end immersive experiences to visitors. INDIE VALLEY
  • 10.
    FLOOR PLAN CONCEPT By creatingmodular areas, that will be almost distinct within themselves, we can create an ever- changing environment to truly promote the world of video games and esports.
  • 11.
    PROSPECTIVE LOCATION Source: Google Located atthe corner of two most prestigous and attended streets in Warsaw – Swietorzyska and Nowy Swiat, in the proximity of metro station, few high schools, Warsaw University, shops and city landmarks.
  • 12.
    OUTSIDE VIEW Venue located atthe first floor of newly renovated building with an direst entrance from Swietorzyska street.
  • 13.
    CUSTOMERS ACQUISITION Unique esports valueadded created throughout following channels: ● Large public viewing events ● Entertainment and networking spaces ● Esports bar, shop, and showroom ● Shows, tournaments, meet-ups, conferences, and workshops ● Bootcamps, pro-training spaces, talent scouting events ● Studios for content creation and live broadcasting ● Cooperation with sponsors, organisations and influencers ● Mix of traditional and innovative marketing approach
  • 14.
    REVENUE STREAMS ● Premium membershipoptions (default free entrance model for every visitor) ● Food & drinks ● Member services rental ● Tickets and non-member fees ● Content streaming ● Merchandise ● Sponsorships ● Vendor rent-out ● Events organisation Diversification of revenue sources enables to utilise the venue in the extended range of opening hours (from 15 hours during the weekdays, up to round 24 hours during weekends).
  • 15.
    CUSTOMERS RETENTION ● Broad spectrumof contests and live events ● Unique place for meetings ● Best in class equipment and infrastructure ● Implementation of dedicated mobile application to both – communicate with the community and validate business model solutions ● Engaging social networking ● Beta testing programs and early access promotions ● Esports trainer or judge certification courses ● Integration with Kinguin ecosystem (ecommerce platform, Team Kinguin, esports league, virtual currency, Indie Valley)
  • 16.
    SCALING UP Franchising network model Most appealingexpansion targets* TIER Location I Berlin, Moscow, Istambul II London, Paris, Rome, Milan, Hamburg, Helsinki III New York, Madrit, Lisabon, Vienna, Stockholm, Prague, Munich, Cologne, Tampa, Ankara, Bucharest, Tunis * Based on Kinguin ecommerce analytics Global expansion of Kinguin Franchising Systems will be based on flexible franchise model. Investors with bursting idea of having 5+ Pro Hubs in one country, within 3-5 years of opening the first one, can apply for a Master Franchise. It gives them great opportunity to have their own (corporate) hubs and sell subfranchise to other investors within designated country. On the other hand micro-scale investors will have the ability to create a great place for esports fans in their city, focusing only on one location. Kinguin Franchising Systems would remain sole master franchiser for the hubs in Poland.
  • 17.
    MODULAR SOLUTION Standard HUB (200/300 sq.meters) Pro HUB (over 300 sq. meters) ● Esports bar with easy-to-prepare convenience food ● Esports shop ● A set of up to 20/30 gaming stations coremoduls ● KINGUIN’S WORLD HUB bacis setup ● Showcase area ● Tournaments floor ● VR Gym additionalmoduls ● Bootcamp space ● Streamer Cells ● Indie Valley / Inqubatior co- working space ● Educational center Additionally, Kinguin Franchising Systems will offer an Affiliate program for independent locations that already operate and would like to join the network, utilising the benefits of shared resources, IT solutions and events.
  • 18.
    NETWORK MERITSCommunity Partners OutreachBrand Infrastructure Events Competence Center Unique global network of esport fans and gamers gathered around one common platform to communicate, meet and compete in real world. Easy access to potential partners interested in cooperation in terms of sponsoring, event organisation, product placement and showcase presentations. Established and strong brand in the esports ecosystem, that helps to communicate and scale in rapidly changing environment. Curated mobile applications developed and updated by the Kinguin Franchising Systems allow communication with the community and exchange of insights. Access to wide spectrum of events, tournaments and competitions organised locally or between different Hub’s around the world. Exchange of best practices, case studies and analysis, based on the data gathered by Kinguin Franchising Systems to accelerate the growth of the whole network and local franchise.
  • 19.
    REVENUE DYNAMICS Source: financial forecastsfo the Company Revenues forecast 2017F-2021F [thous.] Revenues structure for 2018F € - € 1 000 € 2 000 € 3 000 € 4 000 € 5 000 € 6 000 2017F 2018F 2019F 2020F 2021F Memberships 7% Food & Drink 18% Member services rental 4% Tickets 9% Content streaming 1% Merchandise 1% Sponsorships 5% Vendor Rent out 2% Events 16% Franchising fees 38%
  • 20.
    FRANCHISE EXPANSION Source: financial forecastsfo the Company Franchise expansion forecast 2018F-2021F Franchise structure for 2018F 0 10 20 30 40 50 60 70 80 90 100 2018F 2019F 2020F 2021F Poland Europe Russia Pro Hub 15% Standard Hub 13% Affiliate 72%
  • 21.
    KEY MILESTONES ● April 2017Warsaw Hub venue secured ● June 2017 Core staff on-boarded ● July 2017 Finalizing floor plans and design, commencing building works ● September 2017 Mobile App launch, venue detail work finalization ● October 2017 Venue technical fit-out, all required staff hired ● October 27th, 2017 Test Opening (internal) ● November 2nd, 2017 Media and VIP Opening Ceremony ● November 3rd, 2017 Official Opening to the public ● End of 2017 Prepearations to open new locations in Poland and negotiations with foreign partners
  • 22.
    PEOPLE BEHIND CEO - JacekTraczyński Seasoned, multi-potential and pro-active manager with 22 years of international business experience gained within various industries: media, FMCG, telecom, high-tech and IT, having worked with companies like (among others): DELL, METRO Group and AVON Cosmetics. Proved his capabilities in project management, marketing and Public Relations, event organization and hosting, building loyalty and customer engagement programs, training as well as team coordination. Experienced in business environments encompassing B2B and B2C sales models. Enthusiast of computer gaming and utilization of gamification in business. Franchising Development Manager - Michał Niedbała Security and field operations manager with 20 years of vocational experience coming from one of the world’s largest franchising firms - McDonald’s. Great focus on business control and KPIs as well as relations, training and coaching allowed for great results, like doubling sales revenues of numerous franchisees he oversaw (more than 50 restaurants). Has great interest in general innovation and discovering business growth opportunities. Franchising Development Manager - Piotr Saciłowski Well-organized and goal-oriented manager who has honed his professional skills within chain- and franchise businesses in New York (as General Manager of Grimaldi’s) and eventually when launching and developing Domino’s Pizza restaurants chain in Poland. He opened and managed 40 Polish branches (corporate and franchised) achieving double-digit sales growth in 17 consecutive quarters. Experienced in operations management, business negotiations and franchise business setup.
  • 23.
    DIRECT COMPETITORS Source: websites ofrespective companies YOTA ARENA MOSCOW, RUSSIA 5000 sqm venue 90 PC stations 1000 spectators capacity ESPORTS ARENA ORANGE COUNTY, CA, USA 1400 sqm venue 60 PC stations 300 spectators capacity MELTDOWN BAR Locations in 8 countries in Europe Small venues with few PC stations and ununified format
  • 24.
    CONTACTS Kinguin Franchising SystemsSp. z o.o. Nowogrodzka 50 / 515, 00-695 Warsaw, Poland www.kinguin.co Viktor Wanli Founder email: viktor.wanli@kinguin.net mobile: +48 532 420 262 Tomasz Goliński Investment Manager CVC email: tomasz.golinski@kinguin.net mobile: +48 608 616 060
  • 25.
    Kinguin Franchising SystemsSp. z o.o. (the “Company”, “Kinguin FS”) with registered office in Warsaw, is entered in the National Court Register maintained by the District Court for the Capital City of Warsaw, 12th Commercial Division of the National Court Register, under number KRS 0000672150. NIP (tax identification number): 701-06-79-528. This presentation (“Presentation”) has been prepared solely for use by its customers and shareholders or analysts. The information and data contained herein may not constitute the basis for an investment decision. They should not be treated as an offer to purchase securities, an offer, invitation or solicitation of an offer to purchase, invest or make any transactions involving such securities or recommendation to conclude any transaction, in particular in respect of securities of the Company or form of investment advice, as well as offer to conclude an agreement within the meaning of the Civil Code. The Company declares that it makes every effort to ensure that this Presentation has been prepared with due care. All information contained herein are derived from the Company's own sources or external sources deemed by the Company to be reliable, but there is no guarantee that they are complete and fully reflect the facts. The Company cannot guarantee the correctness and completeness of the information contained herein and accepts no responsibility for damages resulting from its use for any other purpose. The Company shall not be liable for the consequences of decisions taken on the basis of the Presentation and opinion contained herein. All opinions and assessments contained in this Presentation are an expression of our best knowledge, supported by market information from competent sources, applicable at the time of its preparation. In no event may the content of this Presentation be construed as any type of explicit or implicite representation or warranty made by the Company or its representatives. The information contained in this Presentation has not been independently verified and may be subject to change at any time without prior notice. This Presentation is strictly confidential and is not for release or distribution without Comapny’s consent. DISCLAIMER
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  • 27.
    COMPANY AT A GLANCE KINGUINis one of the world’s largest online marketplaces selling video games, software and in-game items. 6.000.000 customers 4.000 active merchants 30.000 products 24/7 16 languages support 96% customer satisfaction
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    SUCCESS STORY 2013 Founding May 2015 Team Kinguinis formed April 2017 Foundation of Kinguin Franchising Services 2013 EOY 2+ mn monthly visits – 0,5 mn customers 2015 EOY International sales represent over 90% 2016 EOY 4+ mn customers & 4 thous. merchants 2014 Consolidation of services under common Kinguin brand 2014 International expansion
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    GLOBAL REACH KINGUIN offers itsservices on 24 markets globally. Company’s offices are located in Hong Kong, Poland (Warsaw, Poznan, Koszalin) and Bulgaria that gather almost 400 employees.
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    CONTACTS Kinguin Limited 8/F, OnHing Building Warsaw Office: 1 On Hing Terrace Al. Ujazdowskie 41 Central Hong Kong 00-540 Warsaw, Poland www.kinguin.co