Overview


The following overview is a high-level discussion of our operating results, as
well as some of the trends and drivers that affect our business. Management
believes that an understanding of these trends and drivers provides important
context for our results for the fiscal year ended December 31, 2022 and 2021, as
well as our future prospects. This summary is not intended to be exhaustive, nor
is it intended to be a substitute for the detailed discussion and analysis
provided elsewhere in this Report, including in the "Business" section and "Risk
Factors" above, the remainder of this "Management's Discussion and Analysis of
Financial Condition and Results of Operations" ("MD&A") or the consolidated
financial statements and related notes.



Our Business


Motorsport Games is a leading racing game developer, publisher and esports
ecosystem provider of official motorsport racing series throughout the world,
including NASCAR, the iconic 24 Hours of Le Mans endurance race ("Le Mans") and
the associated FIA World Endurance Championship (the "WEC"), INDYCAR, the
British Touring Car Championship (the "BTCC") and others. Our portfolio is
comprised of some of the most prestigious motorsport leagues and events in the
world. Further, in 2021 we acquired the KartKraft karting simulation game as
well as Studio 397 B.V. ("Studio397") and their rFactor 2 realistic racing
simulator technology and platform, adding both games and their underlying
technology to our portfolio.



Started in 2018 as a wholly-owned subsidiary of Motorsport Network, we are
currently the official developer and publisher of the NASCAR video game racing
franchise and have obtained the official licenses to develop multi-platform
games for the BTCC, the 24 Hours of Le Mans race and the WEC, as well as
INDYCAR. We develop and publish multi-platform racing video games including for
game consoles, personal computers (PCs) and mobile platforms through various
retail and digital channels, including full-game and downloadable content. For
fiscal years 2022 and 2021, a majority of our revenue was generated from sales
of our NASCAR racing video games.



As of December 31, 2022, we have a total headcount of 134 people, made up of 133
full-time employees, including 91 dedicated to game development, to continue
developing our expanded product offerings. Our headcount numbers as of December
31, 2022, reflect that we have ceased our development operations in Russia
effective September 2022, as a result of the Ukraine-Russia Conflict and as
such, we do not expect the Company's development operations to have significant
exposure to changes in circumstances arising from the Ukraine-Russa Conflict.



COVID-19 Pandemic Update



The lingering impact of COVID-19 has continued to create significant volatility
throughout the global economy, such as supply chain disruptions, limited labor
supplies, higher inflation, and recession, which in turn has caused constraints
on consumer spending. More recently, new variants of COVID-19, such as the
Omicron variant and its subvariants, that are significantly more contagious than
previous strains, have emerged. Further, the effectiveness of approved vaccines
on these new strains remains uncertain. The spread of these new strains
initially caused many government authorities and businesses to reimplement prior
restrictions in an effort to lessen the spread of COVID-19 and its variants.
However, while many of these restrictions have been lifted, uncertainty remains
as to whether additional restrictions may be initiated or again reimplemented in
response to surges in COVID-19 cases.



Although we do not currently expect the COVID-19 pandemic to have a material
impact on our future business and operations, we will continue to monitor the
evolving situation caused by the COVID-19 pandemic, and we may take further
actions required by governmental authorities or that we determine are prudent to
support the well-being of our employees, suppliers, business partners and
others. The degree to which the ongoing and prolonged COVID-19 pandemic impacts
our operations, business, financial results, liquidity, and financial condition
will depend on future developments, which are highly uncertain, continuously
evolving and cannot be predicted. This includes, but is not limited to, the
duration and spread of the pandemic; its severity; the emergence and severity of
its variants; the actions to contain the virus or treat its impact, such as the
availability and efficacy of vaccines (particularly with respect to emerging
strains of the virus) and potential hesitancy to utilize them; the effect on
discretionary spending by consumers; and how quickly and to what extent normal
economic and operating conditions can resume.



Further discussion of the potential impacts on our business, financial
condition, results of operations, liquidity and the market price of our Class A
common stock due to the ongoing and prolonged COVID-19 pandemic is provided in
the section entitled "Risk Factors" in Part I, Item 1A of this Report.



52






2022 Restructuring Program



On September 8, 2022, the Company announced an organization restructuring (the
"2022 Restructuring Program") designed to reduce the Company's marketing,
general and administrative expenses, improve the Company's profit and maximize
efficiency, cash flow and liquidity. The 2022 Restructuring Program includes
right-sizing the organization and operating with more efficient workflows and
processes. The primary components of the organizational restructuring involve
consolidating certain functions; reducing layers of management, where
appropriate, to increase accountability and effectiveness; and streamlining
support functions to reflect the new organizational structure. The leaner
organizational structure is also expected to improve communication flow and
cross-functional collaboration, leveraging the more efficient business
processes. In addition, given the ongoing uncertain economic environment and the
potential effect that it could have on the Company's net sales, these actions
will also provide the Company with additional flexibility.



As a result of the 2022 Restructuring Program, the Company expects to eliminate
approximately 20% of its overhead costs worldwide and deliver approximately $4
million of total annualized cost reductions by the end of 2023, of which $2.5
million was achieved by the end of 2022. As of December 31, 2022, the Company
had incurred restructuring costs of approximately $0.1 million, which primarily
consisted of severance payments, and expects total restructuring costs to fall
within the previously estimated range of $0.1 million to $0.3 million.



Trends and Factors Affecting Our Business





Product Release Schedule



Our financial results are affected by the timing of our product releases and the
commercial success of those titles. Our NASCAR products have historically
accounted for the majority of our revenue; however, we have diversified our
product offerings and are generating revenues from KartKraft, rFactor 2 and the
24 Hours of Le Mans Virtual event, which reduced the percentage of our revenues
derived from NASCAR products for the years ended December 31, 2022 and 2021. For
example, revenues associated with our NASCAR franchise accounted for
approximately 63% and 88% of our total revenue for the years ended December 31,
2022 and 2021, respectively. Additionally, with the acquisitions of licenses to
develop multi-platform games for INDYCAR, BTCC and the WEC series, including the
iconic 24 hours of Le Mans race, we expect our future revenue streams will
become further diversified and consist of revenues from multiple games and
different franchises.



Our recent product releases include: (i) our upgrade to our NASCAR game for next
generation consoles and PCs, NASCAR 21: Ignition, on October 28, 2021, and a
2022 Season Expansion update on October 6, 2022; (ii) NASCAR Heat Ultimate
Edition+ on Nintendo Switch on November 19, 2021, the first-ever NASCAR title to
come to Nintendo Switch; (iii) the full release of the KartKraft kart racing
simulator on January 26, 2022 for the PC; (iv) NASCAR Rivals, the official game
of the 2022 NASCAR Cup Series season, on Nintendo Switch on October 14, 2022 and
(v) four quarterly content releases in 2022 for our rFactor 2 realistic racing
simulation game. In the first quarter of 2022, we modified our product release
schedule such that our most recent NASCAR console and PC title for 2022 was
delivered as an update to our 2021 release through the 2022 Season Expansion
update downloadable content (DLC) and the anticipated timing of some of our
other planned product releases for other racing series have been moved to later
periods. The NASCAR, INDYCAR, BTCC and Le Mans game experiences are currently
under development, and we currently anticipate releasing game experiences for
these racing series in 2023 and 2024.



Going forward, we intend to expand our license arrangements to other
internationally recognized racing series and the platforms we operate on. We
believe that having a broader product portfolio will improve our operating
results and provide a revenue stream that is less cyclical based on the release
of a single game per year.


Economic Environment and Retailer Performance





Our physical gaming products are sold through a distribution network with an
exclusive partner who specializes in the distribution of games through
mass-market retailers (e.g., Target, Wal-Mart), consumer electronics stores
(e.g., Best Buy), discount warehouses, game specialty stores (e.g., GameStop)
and other online retail stores (e.g., Amazon). We expect to continue to derive
significant revenues from sales of our physical gaming products to a very
limited number of distribution partners. For the years ended December 31, 2022
and 2021, we sold substantially all of our physical disk products for the retail
channel through a single distribution partner, which represented approximately
9% and 28% of our total revenue for the years ended December 31, 2022 and 2021,
respectively. See "Risk Factors-Risks Related to Our Business and Industry-The
importance of retail sales to our business exposes us to the risks of that
business model" and "Risk Factors-Risks Related to Our Business and Industry-We
primarily depend on a single third-party distribution partner to distribute our
games for the retail channel, and our ability to negotiate favorable terms with
such partner and its continued willingness to purchase our games is critical for
our business" in Part I, Item 1A of this Report for additional information
regarding the importance of retail sales and our distribution partners to our
business.



Additionally, we continue to monitor economic conditions, including the impact
of the ongoing and prolonged COVID-19 pandemic, that may unfavorably affect our
businesses, such as deteriorating consumer demand, delays in development,
pricing pressure on our products, increased inflation and interest rates,
recessionary factors (such as the impact that higher energy prices will have on
consumer purchasing behavior), supply chain constraints, labor supply issues,
credit quality of our receivables and foreign currency exchange rates.



53






Hardware Platforms



We derive most of our revenue from the sale of products made for PCs and video
game consoles manufactured by third parties, such as Sony Interactive
Entertainment Inc.'s ("Sony") PlayStation and Microsoft Corporation's
("Microsoft") Xbox consoles, which comprised approximately 40% and 44% of our
total revenue for the years ended December 31, 2022 and 2021, respectively. For
the years ended December 31, 2022 and 2021, the sale of products for Microsoft
Windows via Steam comprised approximately 21% and 11% of our total revenue,
respectively, and the sale of products for mobile platforms comprised
approximately 5% for both the years ended December 31, 2022 and 2021. The
success of our business is dependent upon consumer acceptance of video game
console/PC platforms and continued growth in the installed base of these
platforms. When new hardware platforms are introduced, such as those released by
Sony and Microsoft in November 2020, demand for interactive entertainment used
on older platforms typically declines, which may negatively affect our business
during the market transition to the new consoles. The latest generation of Sony
and Microsoft consoles provide "backwards compatibility" (i.e., the ability to
play games for the previous generation of consoles), which could mitigate the
risk of such a decline. However, we cannot be certain how backwards
compatibility will affect demand for our products.



Digital Business



Players increasingly purchase our games as digital downloads, as opposed to
purchasing physical discs. All of our titles that are available through
retailers as packaged goods products are also available through direct digital
download. For the years ended December 31, 2022 and 2021, approximately 68% and
61%, respectively, of our revenue from sales of video games for game consoles
and PCs was through digital channels. We believe this trend of increasing direct
digital downloads is primarily due to benefits relating to convenience and
accessibility that digital downloads provide. In addition, as part of our
digital business strategy, we aim to drive ongoing engagement and incremental
revenue from recurrent consumer spending on our titles through in-game purchases
and extra content.



Esports



We are striving to become a leader in organizing and facilitating esports
tournaments, competitions, and events for our licensed racing games as well as
on behalf of third-party racing game developers and publishers. 2022 was another
successful year for our Esports segment, which began with the grand finale of
the second running of the 24 Hours of Le Mans Virtual in January, the
INDYCAR-Motorsport Games Pro Challenge in February and the continuation and
re-brand of elite single seater esports rFactor 2 Formula Pro. The year
concluded with the first 4 rounds of the 2022-23 Le Mans Virtual Series in
September, October, November and December. In addition, we organized
competitions to drive user engagement on our rFactor 2 platform, as well as
successfully delivering onsite esports activations with rFactor 2 at selected
BTCC events in Autumn. For 2022, our esports events had a cumulative total of
approximately 2.3 million video views with approximately 6.3 million minutes
watched. Subsequently, in the first quarter of 2023, we announced our viewership
figures for the 2022-23 Le Mans Virtual Series, including the 24 Hours of Le
Mans Virtual, which had a global audience of 8.5 million across television
(TV)/over-the-top (OTT) channels, 36 million social media impressions and over
10 million video views across the full 5-race season.



Technological Infrastructure





As our digital business has grown, our games and services increasingly depend on
the reliability, availability and security of our technological infrastructure.
We are investing and expect to continue to invest in technology, hardware and
software to support our games and services, including with respect to security
protections. Our industry is prone to, and our systems and networks are subject
to, cyberattacks, computer viruses, worms, phishing attacks, malicious software
programs, and other information security incidents that seek to exploit,
disable, damage, disrupt or gain access to our networks, our products and
services, supporting technological infrastructure, intellectual property and
other assets. As a result, we continually face cyber risks and threats that seek
to damage, disrupt or gain access to our networks and our gaming platform,
supporting infrastructure, intellectual property and other assets. See "Risks
Related to Our Business and Industry-We may experience security breaches and
cyber threats" in Part I, Item 1A of this Report for additional information.



54






Rapidly Changing Industry



We operate in a dynamic industry that regularly experiences periods of rapid,
fundamental change. In order to remain successful, we are required to
anticipate, sometimes years in advance, the ways in which our products and
services will compete. For example, the global adoption of portable and mobile
gaming devices has led to significant growth in portable and mobile gaming,
which we believe is a continuing trend. Accordingly, in conjunction with the
launch of our next generation NASCAR console/PC games, we have focused on
developing titles for Nintendo's Switch platform. We released NASCAR Heat
Ultimate Edition+ on Nintendo Switch in the fourth quarter of 2021 and followed
this up with the release of NASCAR Rivals on Nintendo Switch in the fourth

quarter of 2022.



Recurring Revenue Sources



Our business model includes revenue that we deem recurring in nature, such as
revenue from our annualized sports franchise (currently NASCAR) for game
consoles, PC, and mobile platforms. We deem this recurring because many existing
game owners purchase, sometimes free of charge, annual updates, which includes
updated drivers, liveries, and cars as they are released. We have been able to
forecast the revenue from this area of our business with greater relative
confidence than for new games, services, and business models. As we continue to
incorporate new business models and modalities of play into our games, our goal
is to continue to look for opportunities to expand the recurring portion of

our
business.



Reportable Segments



We use "the management approach" in determining reportable operating segments.
The management approach considers the internal organization and reporting used
by our chief operating decision maker for making operating decisions and
assessing performance as the source for determining our reportable segments. Our
chief operating decision maker is our Chief Executive Officer ("CEO"), who
reviews operating results to make decisions about allocating resources and
assessing performance for the entire company. We classified our reportable
operating segments into (i) the development and publishing of interactive racing
video games, entertainment content and services (the "Gaming segment") and (ii)
the organization and facilitation of esports tournaments, competitions, and
events for our licensed racing games as well as on behalf of third-party video
game racing series and other video game publishers (the "esports segment").

Components of Our Results of Operations





Revenues



We have historically derived substantially all of our revenue from sales of our
games and related extra content that can be played by customers on a variety of
platforms, including game consoles, mobile phones, PCs and tablets. Starting in
2019, we began generating sponsorship revenues from our production of live and
virtual esports events. In early 2022, we also began offering software
development services for racing simulators.



Our product and service offerings included within the Gaming segment primarily
include, but are not limited to, full PC, console, and mobile games with both
online and offline functionality, which generally include:



? the initial game delivered digitally or via physical disk at the time of sale,

which also typically provides access to offline core game content;

? updates to previously released games on a when-and-if-available basis, such as

software patches or updates, and/or additional content to be delivered in the


    future, both paid and free; and
  ? outsourced code and content development services.



Our product and service offerings included within the esports segment relate primarily to curating esports events.





55






Cost of Revenues



Cost of revenues for our Gaming segment is primarily comprised of royalty
expenses attributable to our license arrangement with NASCAR and certain other
third parties relating to our NASCAR racing series games. Cost of revenues for
our Gaming segment is also comprised of merchant fees, disk manufacturing costs,
packaging costs, shipping costs, warehouse costs, distribution fees to
distribute products to retail stores, mobile platform fees associated with our
mobile revenue (for transactions in which we are acting as the principal in the
sale to the end customer) and amortization of certain acquired license
agreements and other intangible assets acquired through our various
acquisitions. Cost of revenues for our esports segment consists primarily of the
cost of event staffing and event production.



Sales and Marketing



Sales and marketing expenses are primarily composed of salaries, benefits and
related taxes of our in-house marketing teams, advertising, marketing, and
promotional expenses, including fees paid to social media platforms, Motorsport
Network and other websites where we market our products.



Development



Development expenses consist of the cost to develop the games we produce, which
includes salaries, benefits, and operating expenses of our in-house development
teams, as well as consulting expenses for any contracted external development.
Development expenses also include expenses relating to our software licenses,
maintenance, and studio operating expenses.



General and Administrative



General and administrative expenses consist primarily of salaries, benefits and
other costs associated with our operations including, finance, human resources,
information technology, public relations, legal audit and compliance fees,
facilities, and other external general and administrative services.



Depreciation and Amortization

Depreciation and amortization expenses include depreciation on fixed assets (primarily computers and office equipment), as well as amortization of definite lived intangible assets acquired through our various acquisitions.





Results of Operations


Year Ended December 31, 2022 compared to Year Ended December 31, 2021





Revenue



                                 For the Year Ended December 31,                   Change
                                     2022                 2021               $                %
Revenues:
Gaming                         $      9,144,639       $  14,267,735       (5,123,096 )         (35.9 )%
Esports                               1,179,920             807,795          372,125            46.1 %
Total Segment and
Consolidated Revenues          $     10,324,559       $  15,075,530       (4,750,971 )         (31.5 )%




Consolidated revenues were $10.3 million and $15.1 million for 2022 and 2021,
respectively, a decrease of $4.8 million, or 31.5%, when compared to the prior
year.



Gaming segment revenues represented 89% and 95% of our total 2022 and 2021
revenues, respectively, decreasing by $5.1 million, or 35.9%, when compared to
the prior year. The decrease in Gaming segment revenues was primarily due to
$2.4 million in lower digital game sales, including downloadable content, and
$3.4 million in lower retail game sales. This was primarily driven by the
release of one NASCAR game title in 2022, compared to two in 2021, resulting in
lower volumes of sales, as well as less favorable pricing and higher than
expected retail pricing concessions on existing games in our product portfolio.
Specifically, the change in digital game sales was driven by a $3.4 million
reduction in NASCAR title sales on consoles and mobile platforms, partially
offset by a $0.8 million and $0.2 million increase in rFactor 2 and KartKraft
title sales, respectively, on PC platforms. The reduction in retail game sales
of $3.4 million was due to $1.4 million in lower retail sales of NASCAR titles
in 2022, as well as $2.0 million in higher-than-expected sales allowances and
retail pricing concessions on NASCAR games. These declines were partially offset
by $0.6 million in revenues earned through the development of simulation
platforms for third-parties and $0.1 million in license fee revenues.



56






Esports segment revenues represented 11% and 5% of our total 2022 and 2021
revenues, respectively, increasing by $0.4 million, or 46.1%, when compared to
the prior year. The increase in Esports segment revenue was primarily due to
higher sponsorship revenue of $0.3 million from our Le Mans Virtual Series,
which started its 2022-23 season in September 2022, and an increase of $0.1
million in event entrance fees.



Cost of Revenues



                                   For the Year Ended
                                      December 31,                        Change
                                  2022            2021              $                %
Cost of Revenues:
Gaming                         $ 4,080,724     $ 7,041,579     $ (2,960,855 )         (42.0 )%
Esports                            879,593         487,576          392,017            80.4 %
Total Segment and
Consolidated Cost of
Revenues                       $ 4,960,317     $ 7,529,155     $ (2,568,838 )         (34.1 )%




Consolidated cost of revenues were $5.0 million and $7.5 million for 2022 and
2021, respectively, a decrease of $2.6 million, or 34.1%, when compared to the
prior year.

Gaming segment cost of revenues represented 82% and 94% of our total 2022 and
2021 cost of revenues, respectively, decreasing by $3.0 million, or 42.0%, when
compared to the prior year. The decrease in Gaming segment cost of revenues was
primarily driven by a $1.7 million reduction in game production costs, a $1.4
million reduction in royalty payments and a $0.1 million reduction in direct
marketing costs, partially offset by a $0.1 million increase in license and
developed technology amortization expense and a $0.1 million increase in
development costs to support the development of simulation platforms for
third-parties. The decrease in production costs was due to only one NASCAR title
being released in 2022, compared to two NASCAR titles in 2021, and the reduction
in royalty payments was driven by the decrease in digital and retail game sales.

Esports segment cost of revenues represented 18% and 6% of our total 2022 and
2021 cost of revenues, respectively, increasing by $0.4 million, or 80.4%, when
compared to the prior year. The increase in Esports segment cost of revenues was
primarily driven an increase in production costs associated with the Le Mans
Virtual Series.



Gross Profit



                                   For the Year Ended
                                      December 31,                        Change
                                  2022            2021              $                %
Gross Profit:
Gaming                         $ 5,063,915     $ 7,226,156     $ (2,162,241 )         (29.9 )%
Esports                            300,327         320,219          (19,892 )          (6.2 )%
Total Segment and
Consolidated Gross Profit      $ 5,364,242     $ 7,546,375     $ (2,182,133 )         (28.9 )%

Gaming - Gross Profit Margin          55.4 %          50.6 %
Esports - Gross Profit
Margin                                25.5 %          39.6 %
Total Groff Profit Margin             52.0 %          50.1 %




Consolidated gross profit was $5.4 million and $7.5 million for 2022 and 2021,
respectively, a decrease of $2.2 million, or 28.9%, when compared to the prior
year. Gross profit margin was 52.0% in 2022, compared to 50.1% in 2021, driven
primarily by lower game production costs and royalty fees in the Gaming segment.



57






Gaming segment gross profit was $5.1 million for 2022, compared to $7.2 million
for 2021, representing a gross profit margin of 55.4% for 2022 and 50.6% for
2021. The change in gross profit margin was partially driven by changes in the
sales mix, which included third-party development revenues for the first time in
2022 and accounted for approximately 180 basis point year over year improvement.
The remaining change in gross profit margin was primarily due to lower
production costs and royalty expense, as a result of releasing one NASCAR title
in 2022 compared to two NASCAR titles in 2021.



Esports segment gross profit was $0.3 million for both 2022 and 2021, representing a gross profit margin of 25.5% for 2022 and 39.6% for 2021. The $ increase in revenue was primarily offset by an increase in production costs associated with the Le Mans Virtual Series.





Operating Expenses



                                    For the Year Ended December 31,                   Change
                                        2022                 2021                $                %
Operating Expenses:
Sales and marketing               $      6,172,324       $   6,475,867     $    (303,543 )          (4.7 )%
Development                             10,417,260           9,621,712           795,548             8.3 %

General and administrative              13,764,177          25,378,149       (11,613,972 )         (45.8 )%
Impairment of goodwill                   4,788,270                   -         4,788,270           100.0 %
Impairment of intangible assets          4,828,478             317,113         4,511,365         1,422.6 %
Depreciation and amortization              420,137             280,192           139,945            49.9 %
Total Operating Expenses                40,390,646          42,073,033    
$  (1,682,387 )          (4.0 )%



Changes in operating expenses are explained in more detail below:





Sales and Marketing



Sales and marketing expenses were $6.2 million and $6.5 million for 2022 and
2021, respectively, representing a $0.3 million, or 4.7%, decrease when compared
to the prior year. The reduction in sales and marketing expense was primarily
driven by a $1.0 million reduction in external marketing expense, which was
partially offset by an increase in payroll expense of $0.7 million as a result
of higher headcount when compared to the prior year.



Development



Development expenses were $10.4 million and $9.6 million for 2022 and 2021,
respectively, representing an increase of $0.8 million, or 8.3%, when compared
to the prior year. The incremental development expenses were primarily driven by
higher compensation due to additional headcount and reflect increased internal
development efforts to produce and support existing games in our product
portfolio, as well as the development of future games such as the next INDYCAR
title.



General and Administrative



General and administrative ("G&A") expenses were $13.8 million and $25.4 million
for 2022 and 2021, respectively, a decrease of $11.6 million, or 45.8%, when
compared to the prior year. The reduction in G&A expense was primarily driven by
a $8.8 million reduction in stock based compensation expense, a $2.5 million
reduction in bonus expense due to IPO related bonus expense incurred in 2021
that did not repeat in 2022, a $1.3 million reduction in legal, consultant and
other professional expenses that were incurred in connection with the 2021 IPO
that did not repeat in 2022, a $0.7 million reduction in payroll and employee
related expenses, following certain headcount reductions in 2022, and a $0.2
million reduction in software expenditures. These were partially offset by an
increase of $1.4 million in lawsuit settlement expenses, driven by a $1.1
million loss contingency reserve and a $0.3 million settlement expense, as well
as a $0.2 million increase in rental expense and a $0.3 million increase in
insurance related expense. See Note 13 - Commitments and Contingencies -
Litigation in our consolidated financial statements for additional information
regarding such legal proceeding.



Impairment of Goodwill, Intangible and Long-Lived Assets





Impairment of goodwill was $4.8 million and $0 in 2022 and 2021, respectively.
The impairment loss primarily relates to goodwill acquired in connection with
the acquisition of Studio397 that was deemed impaired as a result of impairment
assessments performed during the year. The triggers for the assessments was
primarily revisions made in the first quarter of 2022 to the scope and timing of
certain product releases included in our product roadmap, as well as a
significant reduction in the Company's market capitalization since the date of
the last annual impairment assessment. Changes to the forecasted revenues and
discount rates, as a result of the triggers identified, were the primary drivers
for the change in fair value since the annual assessment.



58





Impairment of Intangible Assets


Impairment of indefinite-lived intangible assets was $3.5 million and $0.3
million in 2022 and 2021, respectively. The triggers for the assessments were
the changes to the Company's product roadmap and the Company's market
capitalization, as referenced above. The indefinite-lived intangible asset
impairment losses primarily relate to the rFactor 2 trade name and the Le Mans
Video Gaming License and are mainly driven by a reduction in expected future
revenues following changes made to the Company's product roadmap in the first
quarter of 2022, as well as changes to the discount rates and royalty rates

used
when valuing the assets.



Impairment of finite-lived intangible assets was $1.3 million and $0 in 2022 and
2021, respectively. The triggers for the assessments were the changes to the
Company's product roadmap and the Company's market capitalization, as referenced
above. The finite-lived intangible asset impairment losses relate to the rFactor
2 technology and was primarily driven by a change in the technical obsolescence
assumption used when determining the fair value of the asset.



Depreciation and Amortization





Depreciation and amortization expenses were $0.4 million and $0.3 million for
2022 and 2021, respectively, an increase of $0.1 million when compared to the
prior year. The increase was primarily due to additional depreciation expense on
fixed assets acquired during 2022.



Interest Expense



Interest expense was $1.1 million for 2022, compared to $0.5 million for 2021,
an increase of $0.6 million when compared to the prior year. The increase was
primarily due to the ongoing non-cash interest accretion of our INDYCAR and

BTCC
license liabilities.


Gain Attributable to Equity Method Investment





The gain attributable to equity method investment in the Le Mans Esports Series
Ltd was $0 for 2022 and $1.4 million for 2021. The decrease was due to the
discontinuation of equity method accounting as we began to fully consolidate Le
Mans Esports Series Ltd upon acquiring a majority interest during the first

quarter of 2021.



Other Expenses, net



Other expenses, net was $0.7 million for 2022, compared to $0.05 million for
2021. Other expenses, net of $0.7 million for 2022 was primarily comprised of a
foreign currency loss of $0.8 million, incurred remeasuring transactions
denominated in a currency other than U.S. dollars, partially offset by
$0.2 million in rental income from the sub-lease of our Charlotte, NC office
space. For 2021, other expenses, net of $0.05 million was primarily comprised of
$0.2 million in rental income from the sub-lease of our Charlotte, NC office
space, offset by $0.25 million of foreign currency losses incurred remeasuring
transactions denominated in a currency other than U.S. dollars and translating
to U.S. dollars the results of our foreign operations that are denominated in a
functional currency other than U.S. dollars.



Other Comprehensive Income (Loss)





Other comprehensive income was $0.01 million for 2022, compared to comprehensive
loss of $1.0 million for 2021. The $1.1 million increase was primarily due to
activity in our U.K., Australian, Russian and Netherlands subsidiaries and
represents unrealized foreign currency translation adjustments.



Net Loss Attributable to Non-Controlling Interest





For the year ended December 31, 2022, the loss attributable to the
non-controlling interest decreased by $0.3 million, or 57%, to a loss of $0.8
million as compared to a loss of $0.5 million for the year ended December 31,
2021.


Liquidity and Capital Resources





Liquidity



Since our inception and prior to our IPO, we financed our operations primarily
through advances from Motorsport Network, which were subsequently incorporated
into a line of credit provided by Motorsport Network pursuant to the $12 million
Line of Credit, as described below.



On January 15, 2021, we completed our IPO of 345,000 shares of Class A common
stock at a price to the public of $200 per share, which includes the exercise in
full by the underwriters of their option to purchase from us an additional
45,000 shares of Class A common stock. We received net proceeds of approximately
$63.1 million from the IPO, after deducting underwriting discounts and offering
expenses paid by us in 2020 and 2021.



Following our IPO, we have financed our operations primarily through cash generated from operations, advances from Motorsport Network pursuant to the $12 million Line of Credit and through sales of our equity securities.





59





We measure our liquidity in a number of ways, including the following:

December 31,      December 31,
                                   2022              2021

Cash and Cash Equivalents $ 979,306 $ 17,819,640 Working Capital (Deficiency) $ (9,278,268 ) $ 16,024,590






For the year ended December 31, 2022, the Company incurred a net loss of $36.8
million, negative cash flows from operations of approximately $19.5 million and
an accumulated deficit of $74.0 million. As of December 31, 2022, we had cash
and cash equivalents of $1.0 million, which increased to $6.5 million as of
March 22, 2023 primarily as a result of certain registered direct offerings in
February 2023 discussed below under "Other Financing Activity," which resulted
in aggregate net proceeds to the Company of approximately $11.3 million. The
proceeds are intended for use in the development of multiple games, working
capital and general corporate purposes. We expect to continue to incur
significant operating expenses and, as a result, will need to grow revenues to
reach profitability and positive cash flows. We expect to continue to incur
losses for the foreseeable future as we continue to develop our product
portfolio and invest in developing new video game titles. Based on the Company's
cash and cash equivalents position and the Company's average cash burn, we do
not believe we have sufficient cash on hand to fund our operations for the
remainder of 2023 and that additional funding will be required in order to
continue operations.



Our future liquidity and capital requirements include funds to support the
planned costs to operate our business, including amounts required to fund
working capital, support the development and introduction of new products,
maintain existing titles, and certain capital expenditures. The adequacy of our
available funds generally depends on many factors, including our ability to
successfully develop consumer-preferred new products or enhancements to our
existing products, continued development and expansion of our esports platform
and our ability to enter into collaborations with other companies and/or acquire
other companies or technologies to enhance or complement our product and service
offerings.



We continue to explore additional funding in the form of potential equity and/or
debt financing arrangements and similar transactions and consider these to be
viable options to support future liquidity needs, provided that such
opportunities can be obtained on terms that are commercially competitive and on
terms acceptable to the Company. We are also seeking to improve our liquidity by
achieving cost reductions by maintaining and enhancing cost control initiatives,
such as those that we expect to achieve through the 2022 Restructuring Program.
See "2022 Restructuring Program" above for additional information.



As we continue to evaluate incremental funding solutions, we re-evaluated our
product roadmap in the first quarter of 2022 and modified the expected timing
and scope of certain new product releases. These changes have been made not only
to maintain the development of high-quality video game titles, but also to
improve the timing of certain working capital requirements and reduce
expenditures, thereby decreasing our expected future cash-burn and improve
short-term liquidity needs. If needed, further adjustments could be made that
would decrease short-term working capital requirements, while pushing out the
timing of expected revenues.



We expect to generate additional liquidity through consummating equity and/or
debt financings or similar transactions, achieving cost reductions by
maintaining and enhancing cost control initiatives, such as those that we expect
to achieve through the 2022 Restructuring Program and/or further adjusting our
product roadmap to reduce near term need for working capital. If we are unable
to generate adequate revenue and profit growth, there can be no assurances that
such actions will provide us with sufficient liquidity to meet our cash
requirements as, among other things, our liquidity can be impacted by a number
of factors, including our level of sales, costs and expenditures, economic
conditions in the capital markets, especially for technology companies, as well
as accounts receivable and sales allowances.



There can be no assurance that we will be able to obtain funds on commercially
acceptable terms, if at all, to satisfy our future needed liquidity and capital
resources. If we are unable to obtain adequate funds on acceptable terms, we may
be required to, among other things, significantly curtail or discontinue
operations or obtain funds by entering into financing agreements on unattractive
terms.


If we are unable to satisfy our cash requirements from the sources identified above, we could be required to adopt one or more of the following alternatives:

? selling assets or operations;

? seeking additional capital contributions and/or loans from Motorsport Network,


    the Company's other affiliates and/or third parties; and/or
  ? reducing other discretionary spending.




There can be no assurance that we would be able to take any of the actions
referred to above because of a variety of commercial or market factors,
including, without limitation, market conditions being unfavorable for an equity
or debt issuance or similar transactions, additional capital contributions
and/or loans not being available from Motorsport Network or affiliates and/or
third parties, or that the transactions may not be permitted under the terms of
our various debt instruments then in effect, such as due to restrictions on the
incurrence of debt, incurrence of liens, asset dispositions and related party
transactions. In addition, such actions, if taken, may not enable us to satisfy
our cash requirements if the actions that we are able to consummate do not
generate a sufficient amount of additional capital.



60






Even if we do secure additional financing, if our anticipated level of revenues
are not achieved because of, for example, less than anticipated consumer
acceptance of our offering of products and events; less than effective marketing
and promotion campaigns, decreased consumer spending in response to weak
economic conditions or weakness in the overall electronic games category;
adverse changes in foreign currency exchange rates; decreased sales of our
products and events as a result of increased competitive activities by our
competitors; changes in consumer purchasing habits, such as the impact of higher
energy prices on consumer purchasing behavior; retailer inventory management or
reductions in retailer display space; less than anticipated results from the
Company's existing or new products or from its advertising and/or marketing
plans; or if the Company's expenses, including, without limitation, for
marketing, advertising and promotions, product returns or price protection
expenditures, exceed the anticipated level of expenses, our liquidity may
continue to be insufficient to satisfy our future capital requirements.



In accordance with Accounting Standards Codification ("ASC") 205-40, Going
Concern, the Company has evaluated whether there are conditions and events,
considered in the aggregate, that raise substantial doubt about the Company's
ability to continue as a going concern within one year after the date that the
accompanying consolidated financial statements to this Report are issued. The
factors described above, in particular the available cash on hand to fund
operations over the next year, have raised substantial doubt about the Company's
ability to continue as a going concern.



The accompanying consolidated financial statements do not include any
adjustments that might result from the outcome of this uncertainty. Accordingly,
the consolidated financial statements have been prepared on a basis that assumes
the Company will continue as a going concern and which contemplates the
realization of assets and satisfaction of liabilities and commitments in the
ordinary course of business.


Cash Flows From Operating Activities


Net cash used in operating activities for the year ended December 31, 2022 and
2021 was $19.5 million and $20.9 million, respectively. The net cash used in
operating activities for the year ended December 31, 2022 was primarily a result
of cash used to fund a net loss of $36.8 million, adjusted for net non-cash
adjustments in the amount of $15.4 million and $1.6 million of cash provided by
changes in the levels of operating assets and liabilities. Net cash used in
operating activities for the year ended December 31, 2021 was primarily due to
net loss of $33.7 million, adjusted for net non-cash adjustments of $14.4
million and $1.6 million of cash used by changes in the levels of operating
assets and liabilities.



Cash Flows From Investing Activities


Net cash used in investing activities for the year ended December 31, 2022, was
$0.3 million, which was primarily attributable to the purchase of property and
equipment. During the year ended December 31, 2021, net cash used in investing
activities was $14.4 million, which was attributable to approximately $12.8
million paid in connection with the acquisition of Studio397 and $1.0 million
paid in connection with the acquisition of KartKraft, and approximately $0.8
million in purchases of property and equipment, which was partially offset by
$0.2 million of net cash acquired in the purchase of an additional controlling
interest in Le Mans Esports Series Ltd.

Cash Flows From Financing Activities





Net cash provided by financing activities during the year ended December 31,
2022 and 2021 was $1.7 million and $49.3 million, respectively. Cash flows
provided by financing activities for the year ended December 31, 2022 were
primarily attributable to $3.8 million in advances from Motorsport Network under
the $12 million Line of Credit in September 2022, partially offset by $1.7
million in payments of purchase commitment liability relating to a portion of
the deferred installment amount due in connection with our acquisition of
Studio397 and $0.4 million in game license payments. During the year ended
December 31, 2021, net cash provided by financing activities was primarily
attributable to approximately $63.1 million of net cash provided by the sale of
Class A Common stock in our IPO, $2.2 million in advances from affiliates,
partially offset by $13.0 million of net repayments to Motorsport Network under
the $12 million Line of Credit, and $3.0 million of payments for the acquisition
of additional ownership interests from non-controlling shareholders.



61





Promissory Note Line of Credit





On April 1, 2020, the Company entered into a promissory note (the "$12 million
Line of Credit") with the Company's majority stockholder, Motorsport Network,
that provides the Company with a line of credit of up to $10 million (which was
subsequently increased to $12 million pursuant to an amendment executed in
November 2020), at an interest rate of 10% per annum, the availability of which
is dependent on Motorsport Network's available liquidity. The $12 million Line
of Credit does not have a stated maturity date and is payable upon demand at any
time at the sole and absolute discretion of Motorsport Network. The Company may
prepay the $12 million Line of Credit in whole or in part at any time or from
time to time without penalty or charge. In the event the Company or any of its
subsidiaries consummates certain corporate events, including any capital
reorganization, consolidation, joint venture, spin off, merger or any other
business combination or restructuring of any nature, or if certain events of
default occur, the entire principal amount and all accrued and unpaid interest
will be accelerated and become payable. Additionally, see "Risk Factors - Risks
Related to Our Financial Condition and Liquidity - Limits on the Company's
borrowing capacity under the $12 million Line of Credit may affect the Company's
ability to finance its operations" in Part I, Item 1A of this Report.



On September 8, 2022, the Company entered into a support agreement with
Motorsport Network (the "Support Agreement") pursuant to which Motorsport
Network issued approximately $3 million (the "September 2022 Cash Advance") to
the Company in accordance with the $12 million Line of Credit, the proceeds of
which the Company is using for general corporate purposes and working capital.
In the Support Agreement, Motorsport Network and the Company terminated the Side
Letter Agreement dated September 4, 2020 and agreed that until June 30, 2024,
Motorsport Network would not demand repayment of the September 2022 Cash Advance
or other advances under the $12 million Line of Credit unless and until such
time that any of the following shall occur or exist: (i) the Company enters into
a new financing arrangement (whether debt, equity or otherwise) under which the
Company is then able to draw or provides the Company with available cash in
excess of amounts required in the Company's reasonable judgment to run its
operations in the ordinary course of business; (ii) the Company generates from
operations available cash in excess of amounts required in the Company's
reasonable judgment to run its operations in the ordinary course of business; or
(iii) the Company's independent auditors issue an unqualified opinion on its
financial statements and the Company's repayment of the advances, in whole or in
part, would not otherwise cause the independent auditor to issue a going concern
qualified opinion. Upon the occurrence of any of the foregoing events, the
Company shall prepay on such date principal amount of the September 2022 Cash
Advance and other advances under the $12 million Line of Credit then outstanding
in an amount equal to such available excess cash or, in the case of (iii) above,
the amount that would not cause the Company's independent auditor to issue a
going concern qualified opinion, together with interest accrued but unpaid on
the unpaid September 2022 Cash Advance and other advances, which repayment
obligation shall continue until all such advances under the $12 million Line of
Credit are paid in full. The entire aggregate principal amount of the September
2022 Cash Advance and the other advances under the $12 million Line of Credit,
together with interest accrued but unpaid thereon, shall also become immediately
and automatically due and payable, and the $12 million Line of Credit shall
immediately and automatically terminate, in each case without any action
required by Motorsport Network, if (i) the Company experience an event of
default under any other debt instrument, agreement or arrangement; or (ii) any
final judgment or final judgments for the payment of money in excess (net of
amounts covered by third-party insurance with insurance carriers who have not
disclaimed liability with respect to such judgment or judgments) of $500,000 or
its foreign currency equivalent is entered against the Company or any subsidiary
and is not discharged and either (a) an enforcement proceeding has been
commenced by any creditor upon such judgment or decree or (b) there is a period
of 60 days following the entry of such judgment or decree during which such
judgment or decree is not discharged, waived or the execution thereof stayed
and, in the case of (b), such default continues for 60 consecutive days.



During the year ended December 31, 2022, the Company was not required to make
any repayments to Motorsport Network under the September 2022 Cash Advance or
the $12 million Line of Credit. As of December 31, 2022, the Company owed
approximately $3.8 million of principal and accrued interest on the $12 million
Line of Credit, compared with approximately $0 as of December 31, 2021. On
January 30, 2023 and February 1, 2023, the Company entered into certain
debt-for-equity exchange agreements with Motorsport Network pursuant to which
the entire outstanding amount due under the $12 million Line of Credit was
cancelled in exchange for an aggregate of 780,385 shares of the Company's Class
A common stock issued to Motorsport Network. See Note 17 - Subsequent Events in
our consolidated financial statements for further information.



Given the state of the financial markets, the Company continues to assess its
exposure to any potential non-performance by Motorsport Network and believes
that there is a substantial likelihood that Motorsport Network may not fulfill
the Company's future borrowing requests.



62






Other Financing Activity



On December 9, 2022, the Company entered into a stock purchase commitment
agreement (the "Alumni Purchase Agreement") with Alumni Capital LP ("Alumni
Capital"), which provides that the Company may sell to Alumni Capital up to
$2,000,000 of shares (the "commitment amount") of the Company's Class A common
stock, through the commitment period expiring on December 31, 2023, or earlier
if the commitment amount is reached. Furthermore, the Company has an option to
increase the commitment amount up to $10,000,000 of shares of the Company's
Class A common stock, subject to certain terms and conditions. On January 6,
2023, pursuant to the Alumni Purchase Agreement, the Company issued 90,415
shares of the Company's Class A common stock to Alumni Capital, with an
approximate fair market value of $0.4 million. On January 19, 2023, the Company
issued an additional 40,752 shares of the Company's Class A common stock to
Alumni Capital, with an approximate fair market value of $0.15 million. On
January 27, 2023, the Company issued a further 44,000 shares of the Company's
Class A common stock to Alumni Capital, with an approximate fair market value of
$0.1 million. As of the date of this Report, the remaining commitment amount
under the Alumni Purchase Agreement amounted to approximately $1.3 million.



On February 1, 2023, the Company issued 183,020 shares of the Company's Class A
common stock in a registered direct offering priced at-market under NASDAQ
rules, with a fair market value of approximately $3.9 million (the "$3.9 million
RDO"), before deducting placement agent fees and other offering expenses payable
by the Company. H.C. Wainwright & Co., LLC ("Wainwright") acted as the exclusive
placement agent for the $3.9 million RDO, pursuant to the engagement letter with
the Company, dated as of January 9, 2023. In connection with the $3.9 million
RDO, the Company paid Wainwright a cash transaction fee equal to 7.0% of the
aggregate gross proceeds from the registered direct offering, non-accountable
expenses of $50,000 and closing fees of $15,950. The Company has also issued to
Wainwright warrants to purchase up to 10,981 shares of Class A Common Stock,
which is equal to 6.0% of the aggregate number of shares of Class A Common Stock
placed in the $3.9 million RDO, at an exercise price of $26.75 per share and
will expire five years from the closing of the $3.9 million RDO.



On February 2, 2023, the Company issued 144,366 shares of the Company's Class A
common stock in a registered direct offering priced at-market under NASDAQ
rules, with a fair market value of approximately $3.4 million (the "$3.4 million
RDO"), before deducting placement agent fees and other offering expenses payable
by the Company. Wainwright acted as the exclusive placement agent for the $3.4
million RDO. In connection with the $3.4 million RDO, the Company paid
Wainwright a cash transaction fee equal to 7.0% of the aggregate gross proceeds
from the registered direct offering, non-accountable expenses of $25,000 and
closing fees of $15,950. The Company has also issued to Wainwright warrants to
purchase up to 8,662 shares of Class A Common Stock, which is equal to 6.0% of
the aggregate number of shares of Class A Common Stock placed in the $3.4
million RDO, at an exercise price of $29.375 per share and will expire five
years from the closing of the $3.4 million RDO.



On February 3, 2023, the Company issued 232,188 shares of the Company's Class A
common stock in a registered direct offering priced at-market under NASDAQ
rules, with a fair market value of approximately $4.0 million (the "$4.0 million
RDO"), before deducting placement agent fees and other offering expenses payable
by the Company. Wainwright acted as the exclusive placement agent for the $4.0
million RDO. In connection with the $4.0 million RDO, the Company paid
Wainwright a cash transaction fee equal to 7.0% of the aggregate gross proceeds
from the registered direct offering, non-accountable expenses of $25,000 and
closing fees of $15,950. The Company has also issued to Wainwright warrants to
purchase up to 13,931 shares of Class A Common Stock, which is equal to 6.0% of
the aggregate number of shares of Class A Common Stock placed in the $4.0
million RDO, at an exercise price of $21.738 per share and will expire five
years from the closing of the $4.0 million RDO.



63






Capital Expenditures


The nature of the Company's operations does not require significant expenditures on capital assets, nor does the Company typically enter into significant commitments to acquire capital assets. The Company does not have material commitments to acquire capital assets as of December 31, 2022.





Material Cash Requirements



As of December 31, 2022, our material cash requirements were as follows (in
thousands):



                                                          Payments due by period
                                                 Less than          1-3             3-5          More than
                                  Total           1 Year           Years           Years          5 Years
Operating Activities:
Operating lease obligations    $  1,076,951     $   432,978     $   594,998     $    48,975     $         -
Minimum payment guarantees       18,120,336       2,698,000       5,739,136       6,433,200       3,250,000
Other                             1,525,070         978,880         546,190               -               -
Financing Activities:
Purchase commitments              2,320,000       1,870,000         450,000               -               -
Total                          $ 23,042,357     $ 5,979,858     $ 7,330,324
$ 6,482,175     $ 3,250,000




The Company intends to fund these material cash requirements with a combination
of cash generated from operations, as well as future funding arrangements that
as of December 31, 2022 have not been determined. There can be no assurance that
we will be able to obtain funds on commercially acceptable terms, if at all.
Please see "-Liquidity and Going Concern" above and Note 1 - Business
Organization, Nature of Operations and Risks and Uncertainties - Liquidity in
our consolidated financial statements for further details on the Company's going
concern position as of December 31, 2022.



As a normal part of our business, depending on market conditions, pricing and
overall growth strategy, we consider potential acquisitions. If any of these
opportunities were to occur, they would be financed through the incurrence of
additional indebtedness, issuance of additional shares or through cash flows
from operations, provided that we are able to obtain such funds on terms
acceptable to us.



Off-Balance Sheet Arrangements





We did not have, during the periods presented, and we do not currently have, any
relationships with any organizations or financial partnerships, such as
structured finance or special purpose entities, that would have been established
for the purpose of facilitating off-balance sheet arrangements or other
contractually narrow or limited purposes.



64





Critical Accounting Policies and Estimates





The preparation of consolidated financial statements in conformity with
accounting principles generally accepted in the United States of America
("GAAP") requires management to make estimates and assumptions that affect the
reported amounts of assets and liabilities, contingent assets and liabilities,
each as of the date of the financial statements, and revenues and expenses
during the periods presented. On an ongoing basis, management evaluates their
estimates and assumptions, and the effects of any such revisions are reflected
in the financial statements in the period in which they are determined to be
necessary. Management bases their estimates on historical experience and on
various other factors that they believe are reasonable under the circumstances,
the results of which form the basis for making judgments about the carrying
value of assets and liabilities that are not readily apparent from other
sources. Actual outcomes could differ materially from those estimates in a
manner that could have a material effect on our consolidated financial
statements.



While our significant accounting policies are more fully described in Note 2 -
Summary of Significant Accounting Policies to our consolidated financial
statements, we believe that certain of these policies and estimates are deemed
critical, as they require management's highest degree of judgment, estimates and
assumptions. We have discussed these accounting policies and estimates with the
Audit Committee of our Board of Directors. We believe our most critical
accounting policies and estimates are as follows:



Valuation of Goodwill and Indefinite-Lived Intangible Assets





We review goodwill at the reporting unit level and indefinite-lived intangible
assets for impairment annually or when events or circumstances dictate, more
frequently.



The impairment review consists of a qualitative assessment to determine whether
it is more likely than not (that is, a likelihood of more than 50%) that the
fair value of a reporting unit or the identified indefinite-lived intangible
asset is less than its carrying amount. Factors considered in the qualitative
assessment include general economic conditions, industry and market
considerations, cost factors, overall financial performance, entity-specific
factors such as changes to the product road map and restructuring changes, and
changes in the Company's share price.



If the Company elects to bypass the qualitative assessment, or if the Company
concludes that it is more likely than not that the fair value of a reporting
unit or indefinite-lived intangible asset is less than its carrying value, then
the Company performs a one-step quantitative impairment test by comparing the
fair value of a reporting unit to its carrying value, in order to determine if
goodwill is impaired, and for indefinite-lived intangible assets we compare
their carrying value to their fair value. We recognize a loss on impairment in
the event the reporting unit or indefinite-lived intangible assets carrying
value exceeds its fair value.



Where a one-step quantitative assessment is required for goodwill, we typically
estimate fair value of a reporting unit by utilizing discounted cash flow
models, which may also include a combination of a market-based valuation
approach. The estimation of fair value utilizing a discounted cash flow model
includes uncertainties that require our significant judgment when making
assumptions of expected revenues, cost of revenues, and development, marketing,
and general administrative expenses. The principal assumptions used in the
discounted cash flow model for our 2022 and 2021 impairment assessment were:



  - Forecasted net revenues; and
  - Weighted average cost of capital (i.e., discount rate)




The discounted cash flow model uses the most current projected operating results
for the upcoming fiscal year as a base. We discount the projected cash flows
using rates specific to the reporting unit based on its weighted-average cost of
capital.



65






If the fair value of the reporting unit exceeds its carrying value, no
write-down of goodwill is required. As amended by ASU No. 2017-04, Intangibles -
Goodwill and Other (Topic 350) - Simplifying the Test for Goodwill Impairment,
if the fair value of the reporting unit is less than the carrying value of its
net assets, an impairment is recognized based on the amount by which the
carrying value of a reporting unit exceeds its fair value, not to exceed the
total amount of goodwill allocated to such reporting unit.



Where a one-step quantitative assessment is required for our indefinite-lived
intangible assets, we compare the carrying value of the asset to its fair value.
We typically determine fair value using either a relief from royalty method for
trade names, and a discounted cash flow model for our other indefinite-lived
intangible assets. The principal assumptions used in our cash flow models and
relief from royalty models for our 2022 and 2021 impairment assessments were:



  - Forecasted net revenues;
  - Weighted average cost of capital (i.e., discount rate); and
  - Royalty rate (relief from royalty method only)




If the carrying value exceeds its fair value, an impairment loss is recognized
in an amount equal to that excess. If the fair value exceeds its carrying value,
the indefinite-life intangible asset is not considered impaired.



Valuation of Finite-Lived Intangible Assets and Other Long-Lived Assets


We review our finite-lived assets for impairment whenever events or changes in
circumstances indicate, based on recent and projected cash flow performance and
remaining useful lives, that the carrying value of these assets may not be fully
recoverable. We evaluate asset impairment at the lowest level for which
identifiable cash flows are largely independent of the cash flows of other
assets and liabilities. The lowest level for which we maintain identifiable cash
flows that are independent of the cash flows of other assets and liabilities is
at the intangible asset level, with the exception of technology intangible
assets which are at the reporting unit level. If estimated undiscounted future
cash flows are less than the carrying value of an asset, an impairment charge is
recognized to the extent its carrying value exceeds fair value.



We typically estimate fair value a cost to recreate valuation technique, however
the valuation method used will be dependent on the finite-lived intangible asset
subject to fair value assessment.



The principal assumptions used in our cost to recreate model for the interim and annual impairment reviews completed during the year ended December 31, 2022 were:





  - Number of hours to recreate;
  - Rate per hour; and
  - Technological obsolescence.




If the carrying value exceeds its fair value, an impairment loss is recognized
in an amount equal to that excess. If the fair value exceeds its carrying value,
the finite-life intangible asset is not considered impaired. Intangible assets
assigned finite useful lives are amortized on a straight-line basis over their
estimated useful lives.


Sales Allowances and Price Protection Reserves





We evaluate the collectability of our accounts receivable continuously
throughout the year and reduce revenue for estimated future sales allowances and
price protections, which may occur with distributors and retailers ("channel
partners").



Price protection represents our practice to provide channel partners with a
credit allowance to lower their wholesale price on a particular game unit that
they have not resold to customers. The amount of the price protection for
permanent markdowns is the difference between the original wholesale price and
the new reduced wholesale price. Credits are also given for short-term
promotions that temporarily reduce the wholesale price.



When evaluating the adequacy of our sales allowances and price protection
reserves, the Company analyzes the following: historical credit allowances,
current sell-through of channel partners' inventory of the Company's products,
current trends in retail and the video game industry, changes in customer
demand, acceptance of products, and other related factors. In addition, the
Company monitors the volume of sales to its channel partners and their
inventories, as substantial overstocking in the distribution channel could
result in higher-than-expected returns or higher price protection in subsequent
periods. For the year ended December 31, 2022, the principal assumptions used to
develop our sales allowances and price protection reserves were:



  - Expected future selling prices
  - Expected future sell through of units in the channel



Recently Issued Accounting Standards





As an "emerging growth company", the JOBS Act allows us to delay adoption of new
or revised accounting pronouncements applicable to public companies until such
pronouncements are made applicable to private companies. We have elected to use
this extended transition period under the JOBS Act. We have elected to use this
extended transition period under the JOBS Act until such time as we are no
longer considered to be an emerging growth company.



Our analysis of recently issued accounting standards are more fully described in
our consolidated financial statements (Note 2 - Summary of Significant
Accounting Policies in our consolidated financial statements for the years ended
December 31, 2022 and 2021).

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