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Forward looking statements
Certain statements made in this presentation may contain “forward-looking statements”. Such
forward-looking statements are subject to risks, uncertainties and other factors, many of which
are beyond the control of theScore, Inc. (“the Company”), which could cause actual results
and developments to differ materially from future results and developments expressed or
implied by such forward-looking statements. These risks and uncertainties are discussed in
the Company’s Annual Information Form dated November 27, 2015 and available on SEDAR at
www.sedar.com and elsewhere in documents that theScore files from time to time with 
securities regulatory authorities. 
As a result, all such forward-looking statements are qualified by this cautionary statement and
there can be no assurances that the actual results or developments anticipated by the
Company and its management will be realized or, even if substantially realized, that they will
have the expected consequences to, or effects on, the Company.
2
3
Who we are
John Levy: Founder and CEO
Benjie Levy: President and COO
Tom Hearne: CFO
A media industry entrepreneur, John founded theScore Television Network and grew it
to become the largest independent sports TV network in Canada. By 2012 theScore
was available in more than 6.6 million homes and, in October that year, John and his
team executed the sale of Score Media’s television assets to Rogers Media and the
spin-out of Score Media’s digital assets to Score Media’s shareholders into the mobile-
first company theScore, Inc.
Benjie oversees the development and execution of theScore’s business strategy and
has been instrumental in shaping its digital media offerings, including the creation and
launch of theScore’s mobile apps. A graduate of the University of Toronto with a B.Com
specializing in Finance, Benjie began his career as an investment banker in the Communications
and Media group at BMO Nesbitt Burns in Toronto, prior to joining theScore in 2001.
Tom is responsible overseeing theScore’s financial performance. He joined theScore in
2008, having previously served as CFO for multiple Canadian hi-tech companies where
he completed four IPO's, 10 financings with more $400 million raised, and eight M&A
transactions.
What’s theScore?
The Ultimate, Personalized Mobile Sports
Experience.
4
5
• theScore ended Q1 2016 as
the leading challenger to ESPN
on mobile for the US and
Canada (source: comScore)
• theScore competes with, and
beats, apps by some of the
biggest media brands in the
world.
• theScore wins because of its
focus on mobile as the first
screen.
*Source: comScore Mobile Metrix, November 2015
What’s theScore?
6
• theScore’s mobile app business remains at the core of its revenue growth
• New record in Q1 of 4.7 million monthly active users on theScore’s
mobile apps, up 10%
• Average monthly user sessions hit 415 million, up 51%
• Sports fans using our apps an average of 80-90 times a month each
What’s theScore?
72011 2012 2013 2014 2015 2016
Q1
F2016
Fiscal Year: September 1 – August 31
What’s theScore?
In one quarter we’ve achieved more than half of F2015’s total revenue
8
• Revenue growth powered by advertising – up 150%
• Programmatic and direct sales businesses delivering campaigns
with major, globally recognized brands
What’s theScore?
9
What’s theScore?
The core foundations of theScore…
Established brand
Leading challenger to ESPN on
mobile.
Powerful Engineering
Best-in-class mobile development
team.
Mobile First Content
Industry-leading approach to
mobile content creation.
theScore is perfectly placed, with mobile the only US
media seeing increased consumption…
The Opportunity
10
The Opportunity
…and mobile ad spending as the only source of
growth in the digital media landscape
11
PRODUCT
12
13
• theScore creates the very
BEST mobile sports
experience.
• Deeper personalization.
• More stats, presented via
rich user-friendly
graphics.
• Faster notifications,
providing real-time
updates.
• Original content created
exclusively for the mobile
screen.
theScore
theScore
Gaming is an integral part of theScore’s DNA, featuring real-time line
movements and and personal, gaming-focused editorial content.
14
theScore
• Re-launched fully-responsive mobile
website in May 2014.
• Leverages existing significant inventory
of mobile first sports content (300+
stories/day).
• Dedicated team of social media editors
amplify content through social channels.
• From May 2014 to date, engagement on
Facebook has increased from 150,000 in
May 2014 to more than 2.5 million;
theScore’s Facebook page now drives
millions of visits a month to theScore.com.
15
And we also made two recent additions to our roster...
Recent Additions
16
The first dedicated eSports app by a major
sports media company.
theScore eSports
17
•More than 71 million people now watch eSports around
the world, with about half of these in the US.
•Viewing figures of eSports events now surpass those of
some ‘traditional’ major sporting events.
•By 2018, total eSports viewing hours are forecast to
reach 6.6 billion worldwide.
*Sources: eMarketer, June 10 2014; Gamespot, November 19 2013.
theScore eSports
18
•Round-the-clock eSports
coverage from theScore’s content
team.
•Taking the same approach to
eSports as we do to ‘traditional’
sports coverage.
•Multi-game coverage, updated in
real time.
•Seamlessly combines breaking
news, scores and stats from the
world of eSports.
theScore eSports
19
20
Fantasy Sports
• QuickDraft launched on iOS and web in December
• Designed to be ‘shark proofed’ and accessible to ALL sports fans
21
Fantasy Sports
• Free-to-play approach makes QuickDraft available in every US
state
• Potential for advertising and sponsorships, or even paid gameplay
once legal and regulatory landscape settles
• Currently focused on refining gameplay and building community
22
What’s theScore?
Established Brand + Powerful Engineering + Mobile First
Content
• Real-time scores,
news and stats.
• Recognized
challenger app to
ESPN.
• Used multiple times a
day by sports fans.
• Cash prizes with zero
entry fees.
• Available in every US
state and Canadian
province.
• Natural synergy with
theScore’s user base.
• First eSports app by a
major sports media
company.
• More than 71M people
watch eSports.**
• Fertile ground for
brands looking to reach
young, engaged fans.
**eMarketer, June 10 2014: Competition heats-up as eSports viewership explodes.
FINANCIALS
23
• Significant year-over-year advertising revenue growth at 71%.
• Growth driven by increased programmatic advertising sales in US market and direct
sales in Canada.
• Expense increases in personnel ($4.2M), mainly development and content
• Other expense increases in marketing ($0.9M), admin ($0.8M) technology ($0.8M)
Revenue
Operating Expenses
Adjusted EBITDA
$ 26,157
$ (10,668) $ (8,354)
$ 18,620
$ 7,820
F2015 F2014
$ 12,359
Fiscal Year: September 1 – August 31
58%
Financials – F2015
24
• Significant Q1-over-Q1 revenue growth of 130%.
• Advertising revenue growth of 150%.
• Growth driven by increased programmatic advertising sales in US market and direct
sales in Canada.
• Expense increases in personnel ($2.1M), mainly development and content
• Other expense increases in marketing ($1.5M), admin ($0.6M) technology ($0.4M)
Revenue
Operating Expenses
Adjusted EBITDA
$ 10,110
$ (2,344) $ (1,496)
$ 5,126
$ 3,046
Q1 F2016 Q1 F2015
$ 7,003
Fiscal Year: September 1 – August 31
130%
Financials – Q1 F2016
25
• Good balance sheet and working capital to sustain growth.
Cash
Current Assets
Working Capital
$ 36,952
$ 44,547 $ 32,417
$ 22,249
Q1 F2016 Q1 F2015
$ 24,829
Fiscal Year: September 1 – August 31
$ 16,863
Financials – Q1 F2016
26
Contact: Tom Hearne, Chief
Financial Officer
tom.hearne@thescore.com
(416) 560 0528

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theScore Inc. Company Overview Q1 F2016

  • 1.
  • 2. Forward looking statements Certain statements made in this presentation may contain “forward-looking statements”. Such forward-looking statements are subject to risks, uncertainties and other factors, many of which are beyond the control of theScore, Inc. (“the Company”), which could cause actual results and developments to differ materially from future results and developments expressed or implied by such forward-looking statements. These risks and uncertainties are discussed in the Company’s Annual Information Form dated November 27, 2015 and available on SEDAR at www.sedar.com and elsewhere in documents that theScore files from time to time with  securities regulatory authorities.  As a result, all such forward-looking statements are qualified by this cautionary statement and there can be no assurances that the actual results or developments anticipated by the Company and its management will be realized or, even if substantially realized, that they will have the expected consequences to, or effects on, the Company. 2
  • 3. 3 Who we are John Levy: Founder and CEO Benjie Levy: President and COO Tom Hearne: CFO A media industry entrepreneur, John founded theScore Television Network and grew it to become the largest independent sports TV network in Canada. By 2012 theScore was available in more than 6.6 million homes and, in October that year, John and his team executed the sale of Score Media’s television assets to Rogers Media and the spin-out of Score Media’s digital assets to Score Media’s shareholders into the mobile- first company theScore, Inc. Benjie oversees the development and execution of theScore’s business strategy and has been instrumental in shaping its digital media offerings, including the creation and launch of theScore’s mobile apps. A graduate of the University of Toronto with a B.Com specializing in Finance, Benjie began his career as an investment banker in the Communications and Media group at BMO Nesbitt Burns in Toronto, prior to joining theScore in 2001. Tom is responsible overseeing theScore’s financial performance. He joined theScore in 2008, having previously served as CFO for multiple Canadian hi-tech companies where he completed four IPO's, 10 financings with more $400 million raised, and eight M&A transactions.
  • 4. What’s theScore? The Ultimate, Personalized Mobile Sports Experience. 4
  • 5. 5 • theScore ended Q1 2016 as the leading challenger to ESPN on mobile for the US and Canada (source: comScore) • theScore competes with, and beats, apps by some of the biggest media brands in the world. • theScore wins because of its focus on mobile as the first screen. *Source: comScore Mobile Metrix, November 2015 What’s theScore?
  • 6. 6 • theScore’s mobile app business remains at the core of its revenue growth • New record in Q1 of 4.7 million monthly active users on theScore’s mobile apps, up 10% • Average monthly user sessions hit 415 million, up 51% • Sports fans using our apps an average of 80-90 times a month each What’s theScore?
  • 7. 72011 2012 2013 2014 2015 2016 Q1 F2016 Fiscal Year: September 1 – August 31 What’s theScore? In one quarter we’ve achieved more than half of F2015’s total revenue
  • 8. 8 • Revenue growth powered by advertising – up 150% • Programmatic and direct sales businesses delivering campaigns with major, globally recognized brands What’s theScore?
  • 9. 9 What’s theScore? The core foundations of theScore… Established brand Leading challenger to ESPN on mobile. Powerful Engineering Best-in-class mobile development team. Mobile First Content Industry-leading approach to mobile content creation.
  • 10. theScore is perfectly placed, with mobile the only US media seeing increased consumption… The Opportunity 10
  • 11. The Opportunity …and mobile ad spending as the only source of growth in the digital media landscape 11
  • 13. 13 • theScore creates the very BEST mobile sports experience. • Deeper personalization. • More stats, presented via rich user-friendly graphics. • Faster notifications, providing real-time updates. • Original content created exclusively for the mobile screen. theScore
  • 14. theScore Gaming is an integral part of theScore’s DNA, featuring real-time line movements and and personal, gaming-focused editorial content. 14
  • 15. theScore • Re-launched fully-responsive mobile website in May 2014. • Leverages existing significant inventory of mobile first sports content (300+ stories/day). • Dedicated team of social media editors amplify content through social channels. • From May 2014 to date, engagement on Facebook has increased from 150,000 in May 2014 to more than 2.5 million; theScore’s Facebook page now drives millions of visits a month to theScore.com. 15
  • 16. And we also made two recent additions to our roster... Recent Additions 16
  • 17. The first dedicated eSports app by a major sports media company. theScore eSports 17
  • 18. •More than 71 million people now watch eSports around the world, with about half of these in the US. •Viewing figures of eSports events now surpass those of some ‘traditional’ major sporting events. •By 2018, total eSports viewing hours are forecast to reach 6.6 billion worldwide. *Sources: eMarketer, June 10 2014; Gamespot, November 19 2013. theScore eSports 18
  • 19. •Round-the-clock eSports coverage from theScore’s content team. •Taking the same approach to eSports as we do to ‘traditional’ sports coverage. •Multi-game coverage, updated in real time. •Seamlessly combines breaking news, scores and stats from the world of eSports. theScore eSports 19
  • 20. 20 Fantasy Sports • QuickDraft launched on iOS and web in December • Designed to be ‘shark proofed’ and accessible to ALL sports fans
  • 21. 21 Fantasy Sports • Free-to-play approach makes QuickDraft available in every US state • Potential for advertising and sponsorships, or even paid gameplay once legal and regulatory landscape settles • Currently focused on refining gameplay and building community
  • 22. 22 What’s theScore? Established Brand + Powerful Engineering + Mobile First Content • Real-time scores, news and stats. • Recognized challenger app to ESPN. • Used multiple times a day by sports fans. • Cash prizes with zero entry fees. • Available in every US state and Canadian province. • Natural synergy with theScore’s user base. • First eSports app by a major sports media company. • More than 71M people watch eSports.** • Fertile ground for brands looking to reach young, engaged fans. **eMarketer, June 10 2014: Competition heats-up as eSports viewership explodes.
  • 24. • Significant year-over-year advertising revenue growth at 71%. • Growth driven by increased programmatic advertising sales in US market and direct sales in Canada. • Expense increases in personnel ($4.2M), mainly development and content • Other expense increases in marketing ($0.9M), admin ($0.8M) technology ($0.8M) Revenue Operating Expenses Adjusted EBITDA $ 26,157 $ (10,668) $ (8,354) $ 18,620 $ 7,820 F2015 F2014 $ 12,359 Fiscal Year: September 1 – August 31 58% Financials – F2015 24
  • 25. • Significant Q1-over-Q1 revenue growth of 130%. • Advertising revenue growth of 150%. • Growth driven by increased programmatic advertising sales in US market and direct sales in Canada. • Expense increases in personnel ($2.1M), mainly development and content • Other expense increases in marketing ($1.5M), admin ($0.6M) technology ($0.4M) Revenue Operating Expenses Adjusted EBITDA $ 10,110 $ (2,344) $ (1,496) $ 5,126 $ 3,046 Q1 F2016 Q1 F2015 $ 7,003 Fiscal Year: September 1 – August 31 130% Financials – Q1 F2016 25
  • 26. • Good balance sheet and working capital to sustain growth. Cash Current Assets Working Capital $ 36,952 $ 44,547 $ 32,417 $ 22,249 Q1 F2016 Q1 F2015 $ 24,829 Fiscal Year: September 1 – August 31 $ 16,863 Financials – Q1 F2016 26
  • 27. Contact: Tom Hearne, Chief Financial Officer tom.hearne@thescore.com (416) 560 0528