An introduction to the company behind leading mobile sports apps theScore and theScore eSports, as well as free-to-play fantasy sports game QuickDraft.
theScore is an independent creator of mobile sports experiences. This presentation from October 20, 2016 recaps the company's Q4 and F2016 Year-End results.
theScore is an independent creator of mobile sports experiences. This presentation from October 20, 2016 recaps the company's Q4 and F2016 Year-End results.
Sample Report: Global Digital Gaming Market 2017yStats.com
Free Report Samples for our publication "Global Digital Gaming Market 2017".
Find the full updated 2019 report available for purchase at: https://bit.ly/3N6YEjm
On the subject of efficiency, we also found that a larger percentage of advertisers were using Phrase and Exact type of keyword matching, and realizing strong performance gains as a result. Lastly, our data suggests that advertiser adoption of mobile and tablet devices for paid-search advertising is accelerating and showing significantly better performance than similar campaigns on desktop computers.
In this issue
ESG Investing Special Focus. With commentary from José Manuel Durão Barroso on ESG investing
Consolidation opportunities in the machine tool market
Strategic financial management – a step-by-step guide to positively impacting your company’s enterprise value
Valuation arbitrage and the opportunities it presents for international investors
Practical advice for start-ups looking to secure foreign financing
Based on data received from 59 markets across the Americas, Asia Pacific and EMEA, Carat’s latest global advertising expenditure forecasts that global advertising spend will grow by +4.0% in 2015 to US$529billion, a slight decline from the +4.6% predicted in March 2015, and 2016 is predicted to grow by +4.7%, accounting for an additional US$25billion in spend.
Presentation given by CEO Jeff Weiner, and CFO Steve Sordello, at LinkedIn Q1 2016 Earnings Call. For more information, check out http://investors.linkedin.com/
Sample Report: Global Digital Gaming Market 2017yStats.com
Free Report Samples for our publication "Global Digital Gaming Market 2017".
Find the full updated 2019 report available for purchase at: https://bit.ly/3N6YEjm
On the subject of efficiency, we also found that a larger percentage of advertisers were using Phrase and Exact type of keyword matching, and realizing strong performance gains as a result. Lastly, our data suggests that advertiser adoption of mobile and tablet devices for paid-search advertising is accelerating and showing significantly better performance than similar campaigns on desktop computers.
In this issue
ESG Investing Special Focus. With commentary from José Manuel Durão Barroso on ESG investing
Consolidation opportunities in the machine tool market
Strategic financial management – a step-by-step guide to positively impacting your company’s enterprise value
Valuation arbitrage and the opportunities it presents for international investors
Practical advice for start-ups looking to secure foreign financing
Based on data received from 59 markets across the Americas, Asia Pacific and EMEA, Carat’s latest global advertising expenditure forecasts that global advertising spend will grow by +4.0% in 2015 to US$529billion, a slight decline from the +4.6% predicted in March 2015, and 2016 is predicted to grow by +4.7%, accounting for an additional US$25billion in spend.
Presentation given by CEO Jeff Weiner, and CFO Steve Sordello, at LinkedIn Q1 2016 Earnings Call. For more information, check out http://investors.linkedin.com/
An immersive workshop at General Assembly, SF. I typically teach this workshop at General Assembly, San Francisco. To see a list of my upcoming classes, visit https://generalassemb.ly/instructors/seth-familian/4813
I also teach this workshop as a private lunch-and-learn or half-day immersive session for corporate clients. To learn more about pricing and availability, please contact me at http://familian1.com
An overview of Score Media and Gaming Inc (TSX:SCR) media, gaming, and esports operations, including a forecast of the Canada and Ontario regulated sports betting and iGaming opportunity.
Hanryu Holdings was established in 2018, aiming to spread K-Culture (Hanryu) across the globe. As such, in 2021, the Company launched FANTOO, an all-in-one fandom platform. FANTOO connects users who share the same interest, particularly K-Culture, by providing communication, content creation, and e-commerce services. Through these experiences, FANTOO users can stay connected and up to date with their fandom communities.
Hanryu Holdings was established in 2018, aiming to spread K-Culture (Hanryu) across the globe. As such, in 2021, the Company launched FANTOO, an all-in-one fandom platform. FANTOO connects users who share the same interest, particularly K-Culture, by providing communication, content creation, and e-commerce services. Through these experiences, FANTOO users can stay connected and up to date with their fandom communities.
Venyoo DECK for location aware data analyticsTeamVenyoo
Venyoo is an early stage tech co. focused on location based big data analytics in the live event space, based out of San Francisco/LA. We have built a strong team internally and have an all star group of advisors (CTO of Ticketmaster/Ex-Google/Twitter) leading the way.
Additional information on our company:
Venyoo is an enterprise mobile platform (www.venyoo.co). Our technology solution enables customers to gather extensive data on their fans and visitors while offering maps as a utility option.
Venyoo's first and flagship customer is the New England Patriots (www.patriots.com).
Presentation delivered on January 13, 2021 for theScore's Q1 F2021 earnings. For the transcript of this presentation, please visitor our investor relations page at scoremediaandgaming.com.
Presentation delivered on July 28, 2020 for theScore's Q3 F2020 earnings. For the transcript of this presentation, please visitor our investor relations page at scoremediaandgaming.com.
theScore Inc. Q2 F2018 Conference Call Presentation
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.
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
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