Presentation to German Chamber on Animoca, Games and App

Animoca Brands
Animoca BrandsCEO at Outblaze, Animoca, Father, Trekker, Geek à Animoca Brands
Introduction
Building the virtual asset
class of the future
ANIMOCA BRANDS AND SUBSIDIARIES
2
FINLAND
ARGENTINA
NEW YORK, U.S.
VANCOUVER
LOS ANGELES, U.S.
GERMANY
FRANCE
HONG KONG
SEOUL
SAN FRANCISCO
3
COLLECTION OF 325+ GLOBAL BRANDS LICENCES
Quidd has the world’s largest assortment of
digital collectibles licences and partnerships
(over 325 brands) featuring the world’s top
content owners across multiple verticals -
partners include Disney, Marvel, HBO (Game of
Thrones), CBS (Star Trek) and NBA, among
others
To date, Quidd has issued over 2.1 billion
individually-serialized digital collectibles to over
7 million unique users. During every second,
Quidd processes over 6 transactions in its
marketplace.
325+
Brands
2.1B 7M+
Individually-serialized
digital collectibles
Cumulative
unique users
TOP 5 GLOBAL BLOCKCHAIN GAME COMPANY
HIGHLIGHTS:
● Animoca Brands ranked 5th on the list of world’s Top 50 blockchain game companies
● The Sandbox, developed and published by the Company’s subsidiary Pixowl, is ranked 13th
in the Top 50 list
● Animoca Brands holds investments in various other Top 50 companies. including Dapper Labs
(#3), Sky Mavis (#6), WAX (#9), Experimental (#15), Decentraland (#18), and Lucid Sight (#23)
● The Top 50 list was compiled by leading industry publication BlockchainGamer.Biz, in
collaboration with DAppRadar
4
Presentation to German Chamber on Animoca, Games and App
Fintech Center Regional and Global HQ
Financing and Fundraising Diverse and Global Talent Pool
Business and Tax friendly English
Greater China
HONG KONG?
$22.34
ARPU
GAMING INDUSTRY - HONG KONG
7
● 1.8m Users (2020) +7.9% YoY
● User penetration will be 19.3% in 2020
and is expected to hit 25.1% by 2025.
● Revenue in the Video Games segment is
projected to reach US$85m in 2020.
(+6.8% YoY)
● Revenue in the Mobile Games segment is
projected to reach US$32m in 2020.
1.8M
GAMERS
$85M
GAMING REVENUE
$32M
MOBILE GAMES
REVENUE
Source: statista.com, 2020
OTHER FACTS
In the year 2019 a share of 62.3% of users is male.
The average revenue per user
(ARPU) is expected to amount
to US$22.34 in 2020
● In 2019, the number of gamers in China
reached 640 million.
● (Statista.com)
● China recorded over US$36.5 billion in gaming
revenue in 2019 (more than double its
revenue in 2014), putting it just behind the US
as the world’s largest gaming market. “China
would recapture its position as the world’s
largest gaming market in 2020.” Newzoo
● Revenue in the Mobile Games segment is
projected to reach US$21.3 billion in 2020
● In terms of gaming revenue, mobile games
ranked first, controlling almost 70 percent
market share in 2019. (Statista.com)
GAMING INDUSTRY - CHINA
8
640M
GAMERS
$36.5B
GAMING REVENUE
$21.3B
MOBILE GAMES
REVENUE
ESPORT
China will remain the largest esports market in 2020, with revenues of
$385.1 million. These revenues will grow with a CAGR (2018-2023) of
17.0% to reach $540.0 million by 2023. (source:Newzoo)
TENCENT
~$12b
REVENUE
Q1 2020, TENCENT Reported
approx. 12 billion USD in game
related revenues
CHINA, JAPAN, SOUTH KOREA LEAD THE MARKET
GAMING INDUSTRY - ASIA
9
● There were over 1.5 billion gamers in the Asia
Pacific region, making it the largest region for
video gaming worldwide. In total, there were
an estimated 2.7 billion gamers across the
globe in 2020
● Asia Pacific represents more than double
the revenue generated in the second largest
region, North America (2019)
● The mobile content market value in Asia
Pacific demonstrated a gradual increase from
2011 to 2014. Then, in 2015, the mobile
market saw a rapid surge in value, with
expectations that it will be worth over 50
billion U.S. dollars by 2021.
1.5 B
GAMERS
$72.2B
GAMING REVENUE
$50B
MOBILE REVENUE
Within the Asia Pacific region, China, Japan, and South Korea lead the
gaming markets. Japan – the home to gaming giants such as Nintendo
and Namco Bandai, was the second largest gaming market in Asia
Pacific. As of 2019, the country's gaming revenue amounted to almost
19 billion U.S. dollars. South Korea has also consolidated its place
among the leaders in Asia Pacific, with its game industry revenue the
fourth largest in the world in 2019.
Source: statista.com 2020, Newzoo 2019
OUR GOALS
Source: Adroit Market research
Disrupting the 150 billion dollar game business
Deliver property rights to the growing 2.6 billion gamers and
creating a new asset class
Leader in the emerging digital asset market with a mission to
driving mass adoption to the Blockchain
Partnerships with the biggest brands in the world
Grew the business 3.9x year on year from 2017 to 2019
BIRTH OF A NEW ASSET CLASS
Value: $ 6M Value: $ 38k
Value: $ 9k Value: $ 50k
~US$50B
2019*
~US$189.7B
by 2025*
The 2019 global virtual goods market size was
estimated to be valued about US$50 billion, up from
US$38 billion in 2017. The rising popularity of
free-to-play games have encouraged the purchase of
virtual goods, thereby, resulting in a rapid forward
momentum of the market.
The global virtual goods market is estimated to reach
a value of about US$189.7 billion by 2025. The
emerging popularity of MMOGs facilitated by social
networking websites has led to gamers spending a
considerable amount of their time in game worlds.
* Source: Adroit Market Research, 2019
Eve Online Revenant Supercarrier
11
Source: SuccessStory
12
THE INTERNET OF VALUE: TRUE DIGITAL OWNERSHIP
Source: Deloitte analysis
VS.
13
BLOCKCHAIN?
TOWARDS TRUE DIGITAL OWNERSHIP
Information (licensed) “Value” (ownership)
INTERNET
TCP/IP & HTTP
SOUND
Music,
recordings
VALUE?Assets, wealth.securities, IP,currency, trustedinformation(ID, ownership)
TEXT
Books, articles,
messages
IMAGE,
VIDEO,
GAME
Source: Credit Suisse, Julius Baer
DECENTRALIZED MARKETPLACES - OPENSEA / WAX
Trading on Decentralized Marketplace, such as Wax or Opensea happens
through a smart contract, meaning that no central authority ever holds
custody of your items. Instead, users store items in their wallet of choice,
such as Trust, Coinbase Wallet, and MetaMask.
A core part of our vision is that open protocols like Ethereum and
interoperable standards like ERC721 will enable vibrant new
economies where users truly own their digital items. We think open,
liquid marketplaces will help power these new economies.
WAX/ OPENSEA are the world’s largest purpose-built
global blockchain e-commerce platform designed for
trading virtual items
WAX is the equivalent of eBay or Amazon for digital
items, facilitating over 5m trades per day5M
15
DEVELOPING REAL ASSET VALUE FOR GAMERS
These all will be interconnected with the entire Animoca Ecosystem with the Animoca VIRTUAL, Animoca TRADER,
Animoca WALLET, Animoca CARD. So players can instantly sell items here. They can get the profit on Animoca
WALLET and send the money to the Animoca TRADER and invest into stocks. Finally players can also transfer the
earning from trading to their Animoca CARD which can be used like a debit card.
Trading
❖ NFTs
❖ Cryptocurrency
❖ Fiat currency
❖ Stocks
Animoca Brands can connect their games to
Animoca VIRTUAL and sell NTFs on the platform.
AB1 can profit from sales of NFTs, transaction
fees made on this platform, and upselling the
services to other gaming clients.
Users will have extensive choices how
they would like to spend/invest their
money profit from trading. User can make
trades across various markets potentially
including Stocks, Forex, Commodities,
Cryptocurrencies, Gaming items and
more. Users can transfer their money to
Animoca CARD, which can be used like a
debit card with benefit of fast and reliable
global transactions, and cash withdrawals
Gamers can import game items they won
in games, as they have their games
connected to the platform. They can
speculate on falling and rising prices on
virtual/game items, buy and sell in the
Animoca trading platform.
16
The 1-1-1: a unique car and a milestone in motorsport
The first official Formula 1®
digital collectible, the "1-1-1" car by Animoca Brands, was acquired at auction for 415.9 ether (revenue for
Animoca Brands, minus a 2.5% auction platform fee). Worth approx. US$113,000 at the time of sale, this was one of the highest sums
ever paid for a game-based non-fungible token (NFT) or virtual asset, and the highest price ever for a branded game NFT or digital car.
❖ The 1-1-1 is the first ever official NFT for the
blockchain-based game F1®
Delta Time,
developed by Animoca Brands and based on
the world’s most popular annual sporting
championship.
❖ The 1-1-1 name signifies
➢ the first official Formula 1 NFT
➢ the first F1®
Delta Time car auction
➢ the only one of its kind
❖ This is a unique item: a truly one-of-a-kind
digital collectible and a digital milestone in
motorsport.
In comparison
This Gods Unchained
game card (“Hyperion”)
was sold for 146.271
ether (about US$60,000
at time of sale)
This CryptoKitty
(“Dragon”) was sold
for US$170,000
This CryptoKitty
was sold for
US$110,000
❖ The 1-1-1’s final auction bid of 415.9 ether, valued
at approximately US$113,000 at the time of sale,
places it firmly among the most valuable virtual
assets ever sold. It is also one of the highest auction
prices ever for NFTs, and sets a record for the
highest price ever paid for a branded game NFT or
virtual car.
Setting records
FORMULA 1®
APEX NFT AUCTIONED AT RECORD 415.9 ETH
The third LAND Presale round for The Sandbox,
completely sold out within 5 hours, generating more
than 3,400 ETH (equivalent to US$450,000 at time of
sale) via the sale of 12,384 unique LAND parcels. This
historic performance, in the current context of the
COVID-19 global pandemic and cryptomarket
headwinds, makes it the fastest-selling NFT presale in
the videogame industry.
Gamers, artists, creators, and investors alike rushed to
purchase virtual real estate near some of the world’s
most iconic consumer brands and interactive
entertainment producers such as the Atari® franchises
Asteroids®, Centipede®, Pong®, and RollerCoaster
Tycoon®. Players are vying to be the first to create their
own 3D voxel games next to beloved game properties
from Atari and the other 19 major partners of The
Sandbox.
The LAND Presales offered players, creators, and crypto
enthusiasts the chance to obtain a piece of The Sandbox
metaverse at a favorable early adopter price. During
each presale, participants buy LAND (with ether), and
purchase exclusive ASSETS, which are NFT game items
such as characters, animals, monuments, buildings,
trees, and tools to populate game experiences.
17
THIRD LAND PRESALE SOLD OUT IN 5 HOURS
THE SANDBOX THIRD ROUND OF
LAND PRESALE (10% OF TOTAL
MAP) SOLD OUT IN 5 HOURS
PREVIEW SCREENSHOT OF THE ATARI THEME PARK
GAME LAND ON THE SANDBOX PLATFORM
PLAYERS CAN BENEFIT FROM LAND OWNERSHIP
1. Monetizing game experiences on their LAND
2. Developing virtual real estate
3. Renting their LAND and staking
$450k
This presentation has been prepared by Animoca Brands Corporation Limited (ACN 122 921 813, “Animoca Brands” or the “Company”). It does not purport to contain all the
information that a prospective investor may require in connection with any potential investment in the Company. You should not treat the contents of this presentation, or any
information provided in connection with it, as financial advice, financial product advice or advice relating to legal, taxation or investment matters.
No representation or warranty (whether express or implied) is made by the Company or any of its officers, advisers, agents or employees as to the accuracy, completeness or
reasonableness of the information, statements, opinions or matters (express or implied) arising out of, contained in or derived from this presentation or provided in connection with
it, or any omission from this presentation, nor as to the attainability of any estimates, forecasts or projections set out in this presentation.
This presentation is provided expressly on the basis that you will carry out your own independent inquiries into the matters contained in the presentation and make your own
independent decisions about the affairs, financial position or prospects of the Company. The Company reserves the right to update, amend or supplement the information at any
time in its absolute discretion (without incurring any obligation to do so).
Neither the Company, nor its related bodies corporate, officers, their advisers, agents and employees accept any responsibility or liability to you or to any other person or entity
arising out of this presentation including pursuant to the general law (whether for negligence, under statute or otherwise), or under the Australian Securities and Investments
Commission Act 2001, Corporations Act 2001, Competition and Consumer Act 2010 or any corresponding provision of any Australian state or territory legislation (or the law of any
similar legislation in any other jurisdiction), or similar provision under any applicable law. Any such responsibility or liability is, to the maximum extent permitted by law, expressly
disclaimed and excluded.
Nothing in this material should be construed as either an offer to sell or a solicitation of an offer to buy or sell securities. It does not include all available information and should not
be used in isolation as a basis to invest in the Company.
Future Matters
This presentation contains reference to certain intentions, expectations, future plans, strategy and prospects of the Company.
Those intentions, expectations, future plans, strategy and prospects may or may not be achieved. They are based on certain assumptions, which may not be met or on which views
may differ and may be affected by known and unknown risks. The performance and operations of the Company may be influenced by a number of factors, many of which are
outside the control of the Company. No representation or warranty, express or implied, is made by the Company, or any of its directors, officers, employees, advisers or agents that
any intentions, expectations or plans will be achieved either totally or partially or that any particular rate of return will be achieved.
Given the risks and uncertainties that may cause the Company’s actual future results, performance or achievements to be materially different from those expected, planned or
intended, recipients should not place undue reliance on these intentions, expectations, future plans, strategy and prospects. The Company does not warrant or represent that the
actual results, performance or achievements will be as expected, planned or intended.
18
DISCLAIMER
1 sur 18

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Presentation to German Chamber on Animoca, Games and App

  • 1. Introduction Building the virtual asset class of the future
  • 2. ANIMOCA BRANDS AND SUBSIDIARIES 2 FINLAND ARGENTINA NEW YORK, U.S. VANCOUVER LOS ANGELES, U.S. GERMANY FRANCE HONG KONG SEOUL SAN FRANCISCO
  • 3. 3 COLLECTION OF 325+ GLOBAL BRANDS LICENCES Quidd has the world’s largest assortment of digital collectibles licences and partnerships (over 325 brands) featuring the world’s top content owners across multiple verticals - partners include Disney, Marvel, HBO (Game of Thrones), CBS (Star Trek) and NBA, among others To date, Quidd has issued over 2.1 billion individually-serialized digital collectibles to over 7 million unique users. During every second, Quidd processes over 6 transactions in its marketplace. 325+ Brands 2.1B 7M+ Individually-serialized digital collectibles Cumulative unique users
  • 4. TOP 5 GLOBAL BLOCKCHAIN GAME COMPANY HIGHLIGHTS: ● Animoca Brands ranked 5th on the list of world’s Top 50 blockchain game companies ● The Sandbox, developed and published by the Company’s subsidiary Pixowl, is ranked 13th in the Top 50 list ● Animoca Brands holds investments in various other Top 50 companies. including Dapper Labs (#3), Sky Mavis (#6), WAX (#9), Experimental (#15), Decentraland (#18), and Lucid Sight (#23) ● The Top 50 list was compiled by leading industry publication BlockchainGamer.Biz, in collaboration with DAppRadar 4
  • 6. Fintech Center Regional and Global HQ Financing and Fundraising Diverse and Global Talent Pool Business and Tax friendly English Greater China HONG KONG?
  • 7. $22.34 ARPU GAMING INDUSTRY - HONG KONG 7 ● 1.8m Users (2020) +7.9% YoY ● User penetration will be 19.3% in 2020 and is expected to hit 25.1% by 2025. ● Revenue in the Video Games segment is projected to reach US$85m in 2020. (+6.8% YoY) ● Revenue in the Mobile Games segment is projected to reach US$32m in 2020. 1.8M GAMERS $85M GAMING REVENUE $32M MOBILE GAMES REVENUE Source: statista.com, 2020 OTHER FACTS In the year 2019 a share of 62.3% of users is male. The average revenue per user (ARPU) is expected to amount to US$22.34 in 2020
  • 8. ● In 2019, the number of gamers in China reached 640 million. ● (Statista.com) ● China recorded over US$36.5 billion in gaming revenue in 2019 (more than double its revenue in 2014), putting it just behind the US as the world’s largest gaming market. “China would recapture its position as the world’s largest gaming market in 2020.” Newzoo ● Revenue in the Mobile Games segment is projected to reach US$21.3 billion in 2020 ● In terms of gaming revenue, mobile games ranked first, controlling almost 70 percent market share in 2019. (Statista.com) GAMING INDUSTRY - CHINA 8 640M GAMERS $36.5B GAMING REVENUE $21.3B MOBILE GAMES REVENUE ESPORT China will remain the largest esports market in 2020, with revenues of $385.1 million. These revenues will grow with a CAGR (2018-2023) of 17.0% to reach $540.0 million by 2023. (source:Newzoo) TENCENT ~$12b REVENUE Q1 2020, TENCENT Reported approx. 12 billion USD in game related revenues
  • 9. CHINA, JAPAN, SOUTH KOREA LEAD THE MARKET GAMING INDUSTRY - ASIA 9 ● There were over 1.5 billion gamers in the Asia Pacific region, making it the largest region for video gaming worldwide. In total, there were an estimated 2.7 billion gamers across the globe in 2020 ● Asia Pacific represents more than double the revenue generated in the second largest region, North America (2019) ● The mobile content market value in Asia Pacific demonstrated a gradual increase from 2011 to 2014. Then, in 2015, the mobile market saw a rapid surge in value, with expectations that it will be worth over 50 billion U.S. dollars by 2021. 1.5 B GAMERS $72.2B GAMING REVENUE $50B MOBILE REVENUE Within the Asia Pacific region, China, Japan, and South Korea lead the gaming markets. Japan – the home to gaming giants such as Nintendo and Namco Bandai, was the second largest gaming market in Asia Pacific. As of 2019, the country's gaming revenue amounted to almost 19 billion U.S. dollars. South Korea has also consolidated its place among the leaders in Asia Pacific, with its game industry revenue the fourth largest in the world in 2019. Source: statista.com 2020, Newzoo 2019
  • 10. OUR GOALS Source: Adroit Market research Disrupting the 150 billion dollar game business Deliver property rights to the growing 2.6 billion gamers and creating a new asset class Leader in the emerging digital asset market with a mission to driving mass adoption to the Blockchain Partnerships with the biggest brands in the world Grew the business 3.9x year on year from 2017 to 2019
  • 11. BIRTH OF A NEW ASSET CLASS Value: $ 6M Value: $ 38k Value: $ 9k Value: $ 50k ~US$50B 2019* ~US$189.7B by 2025* The 2019 global virtual goods market size was estimated to be valued about US$50 billion, up from US$38 billion in 2017. The rising popularity of free-to-play games have encouraged the purchase of virtual goods, thereby, resulting in a rapid forward momentum of the market. The global virtual goods market is estimated to reach a value of about US$189.7 billion by 2025. The emerging popularity of MMOGs facilitated by social networking websites has led to gamers spending a considerable amount of their time in game worlds. * Source: Adroit Market Research, 2019 Eve Online Revenant Supercarrier 11 Source: SuccessStory
  • 12. 12 THE INTERNET OF VALUE: TRUE DIGITAL OWNERSHIP Source: Deloitte analysis VS.
  • 13. 13 BLOCKCHAIN? TOWARDS TRUE DIGITAL OWNERSHIP Information (licensed) “Value” (ownership) INTERNET TCP/IP & HTTP SOUND Music, recordings VALUE?Assets, wealth.securities, IP,currency, trustedinformation(ID, ownership) TEXT Books, articles, messages IMAGE, VIDEO, GAME Source: Credit Suisse, Julius Baer
  • 14. DECENTRALIZED MARKETPLACES - OPENSEA / WAX Trading on Decentralized Marketplace, such as Wax or Opensea happens through a smart contract, meaning that no central authority ever holds custody of your items. Instead, users store items in their wallet of choice, such as Trust, Coinbase Wallet, and MetaMask. A core part of our vision is that open protocols like Ethereum and interoperable standards like ERC721 will enable vibrant new economies where users truly own their digital items. We think open, liquid marketplaces will help power these new economies. WAX/ OPENSEA are the world’s largest purpose-built global blockchain e-commerce platform designed for trading virtual items WAX is the equivalent of eBay or Amazon for digital items, facilitating over 5m trades per day5M
  • 15. 15 DEVELOPING REAL ASSET VALUE FOR GAMERS These all will be interconnected with the entire Animoca Ecosystem with the Animoca VIRTUAL, Animoca TRADER, Animoca WALLET, Animoca CARD. So players can instantly sell items here. They can get the profit on Animoca WALLET and send the money to the Animoca TRADER and invest into stocks. Finally players can also transfer the earning from trading to their Animoca CARD which can be used like a debit card. Trading ❖ NFTs ❖ Cryptocurrency ❖ Fiat currency ❖ Stocks Animoca Brands can connect their games to Animoca VIRTUAL and sell NTFs on the platform. AB1 can profit from sales of NFTs, transaction fees made on this platform, and upselling the services to other gaming clients. Users will have extensive choices how they would like to spend/invest their money profit from trading. User can make trades across various markets potentially including Stocks, Forex, Commodities, Cryptocurrencies, Gaming items and more. Users can transfer their money to Animoca CARD, which can be used like a debit card with benefit of fast and reliable global transactions, and cash withdrawals Gamers can import game items they won in games, as they have their games connected to the platform. They can speculate on falling and rising prices on virtual/game items, buy and sell in the Animoca trading platform.
  • 16. 16 The 1-1-1: a unique car and a milestone in motorsport The first official Formula 1® digital collectible, the "1-1-1" car by Animoca Brands, was acquired at auction for 415.9 ether (revenue for Animoca Brands, minus a 2.5% auction platform fee). Worth approx. US$113,000 at the time of sale, this was one of the highest sums ever paid for a game-based non-fungible token (NFT) or virtual asset, and the highest price ever for a branded game NFT or digital car. ❖ The 1-1-1 is the first ever official NFT for the blockchain-based game F1® Delta Time, developed by Animoca Brands and based on the world’s most popular annual sporting championship. ❖ The 1-1-1 name signifies ➢ the first official Formula 1 NFT ➢ the first F1® Delta Time car auction ➢ the only one of its kind ❖ This is a unique item: a truly one-of-a-kind digital collectible and a digital milestone in motorsport. In comparison This Gods Unchained game card (“Hyperion”) was sold for 146.271 ether (about US$60,000 at time of sale) This CryptoKitty (“Dragon”) was sold for US$170,000 This CryptoKitty was sold for US$110,000 ❖ The 1-1-1’s final auction bid of 415.9 ether, valued at approximately US$113,000 at the time of sale, places it firmly among the most valuable virtual assets ever sold. It is also one of the highest auction prices ever for NFTs, and sets a record for the highest price ever paid for a branded game NFT or virtual car. Setting records FORMULA 1® APEX NFT AUCTIONED AT RECORD 415.9 ETH
  • 17. The third LAND Presale round for The Sandbox, completely sold out within 5 hours, generating more than 3,400 ETH (equivalent to US$450,000 at time of sale) via the sale of 12,384 unique LAND parcels. This historic performance, in the current context of the COVID-19 global pandemic and cryptomarket headwinds, makes it the fastest-selling NFT presale in the videogame industry. Gamers, artists, creators, and investors alike rushed to purchase virtual real estate near some of the world’s most iconic consumer brands and interactive entertainment producers such as the Atari® franchises Asteroids®, Centipede®, Pong®, and RollerCoaster Tycoon®. Players are vying to be the first to create their own 3D voxel games next to beloved game properties from Atari and the other 19 major partners of The Sandbox. The LAND Presales offered players, creators, and crypto enthusiasts the chance to obtain a piece of The Sandbox metaverse at a favorable early adopter price. During each presale, participants buy LAND (with ether), and purchase exclusive ASSETS, which are NFT game items such as characters, animals, monuments, buildings, trees, and tools to populate game experiences. 17 THIRD LAND PRESALE SOLD OUT IN 5 HOURS THE SANDBOX THIRD ROUND OF LAND PRESALE (10% OF TOTAL MAP) SOLD OUT IN 5 HOURS PREVIEW SCREENSHOT OF THE ATARI THEME PARK GAME LAND ON THE SANDBOX PLATFORM PLAYERS CAN BENEFIT FROM LAND OWNERSHIP 1. Monetizing game experiences on their LAND 2. Developing virtual real estate 3. Renting their LAND and staking $450k
  • 18. This presentation has been prepared by Animoca Brands Corporation Limited (ACN 122 921 813, “Animoca Brands” or the “Company”). It does not purport to contain all the information that a prospective investor may require in connection with any potential investment in the Company. You should not treat the contents of this presentation, or any information provided in connection with it, as financial advice, financial product advice or advice relating to legal, taxation or investment matters. No representation or warranty (whether express or implied) is made by the Company or any of its officers, advisers, agents or employees as to the accuracy, completeness or reasonableness of the information, statements, opinions or matters (express or implied) arising out of, contained in or derived from this presentation or provided in connection with it, or any omission from this presentation, nor as to the attainability of any estimates, forecasts or projections set out in this presentation. This presentation is provided expressly on the basis that you will carry out your own independent inquiries into the matters contained in the presentation and make your own independent decisions about the affairs, financial position or prospects of the Company. The Company reserves the right to update, amend or supplement the information at any time in its absolute discretion (without incurring any obligation to do so). Neither the Company, nor its related bodies corporate, officers, their advisers, agents and employees accept any responsibility or liability to you or to any other person or entity arising out of this presentation including pursuant to the general law (whether for negligence, under statute or otherwise), or under the Australian Securities and Investments Commission Act 2001, Corporations Act 2001, Competition and Consumer Act 2010 or any corresponding provision of any Australian state or territory legislation (or the law of any similar legislation in any other jurisdiction), or similar provision under any applicable law. Any such responsibility or liability is, to the maximum extent permitted by law, expressly disclaimed and excluded. Nothing in this material should be construed as either an offer to sell or a solicitation of an offer to buy or sell securities. It does not include all available information and should not be used in isolation as a basis to invest in the Company. Future Matters This presentation contains reference to certain intentions, expectations, future plans, strategy and prospects of the Company. Those intentions, expectations, future plans, strategy and prospects may or may not be achieved. They are based on certain assumptions, which may not be met or on which views may differ and may be affected by known and unknown risks. The performance and operations of the Company may be influenced by a number of factors, many of which are outside the control of the Company. No representation or warranty, express or implied, is made by the Company, or any of its directors, officers, employees, advisers or agents that any intentions, expectations or plans will be achieved either totally or partially or that any particular rate of return will be achieved. Given the risks and uncertainties that may cause the Company’s actual future results, performance or achievements to be materially different from those expected, planned or intended, recipients should not place undue reliance on these intentions, expectations, future plans, strategy and prospects. The Company does not warrant or represent that the actual results, performance or achievements will be as expected, planned or intended. 18 DISCLAIMER