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Company  presenta-on  

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March  14,  2013  

Agenda  

2  

March  14,  2013   1.  INTRODUCTION   2.  MARKET  OVERVIEW   3.  G5  ENTERTAINMENT   4.  FINANCIALS   5.  SUMMARY  

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March  14,  2013   March  14,  2013  

G5  Entertainment  in  brief  

4  

Introduc3on  

Company  overview  

• G5  Entertainment  (“G5”)  is  a  publisher  and  developer of  casual  and  social  games  for  smartphones  and computer  tablets  only

• Founded  in  2001  by  Vlad  Suglobov,  Sergey  Shultz,  and Alexander  Tabunov  and  released  first  game  in  2003

• Headquartered  in  Moscow  and  Stockholm  with addi3onal  presence  in  San  Francisco  and  Kharkov, Ukraine,  the  company  employs  136  people

• Offers  around  65  unique  games  and  over  360  apps across  different  plaXorms,  also  via  a  G5  app

• Own-­‐developed  technology  to  effec3vely  produce, launch  and  convert  games  to  different  plaXorms  (i.e. iOS,  Android,  etc.)

• Changed  business  model  in  2009  from  being  a  pure developer  to  become  a  publisher  and  developer  of games

• Listed  in  Stockholm  (Ak3etorget)  since  2006  with  a market  cap  of  approximately  SEK  450  million

• Lis3ng  process  on  Nasdaq  OMX  Stockholm  has  been  ini3ated

• Expected  lis3ng  during  second  part  of  2013

Publisher  and  developer  of  games  for  smartphones  and  tablets  

Distributed through App Stores

G5 game portfolio (~360 apps)

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Introduc3on  

Why  G5  is  interes-ng  

• Growth  in  smartphone  and  tablet  usage  

• Strong  growth  in  smartphone  and  tablet  usage  

• Quick  conversion  from  PC  to  mobile  gaming  

• App  explosion  following  growth  in  hardware  

– Expected  to  grow  from  USD  2.2  billion  in  2010  to  USD  37.5   billion  in  2015  

5  

• Focus  only  on  games  for    smartphones  and  tablets  

• Top  selling  games  

– Well-­‐recognized  brand  name  and  wide  user  base   – Pipeline  of  more  than  60  unique  games  

• Reputable  publisher  for  3rd  party  developers   • Highly  skilled,  low-­‐cost  developers  

• Own-­‐developed  technology  plaXorm  for  quick  game   releases  

High  growth  market   Well  posi3oned  to  capture  further  growth  

Afrac3ve  business  model   Strong  financial  track  record  

• Mix  of  licensing  and  in-­‐house  development  to  reduce  risk  

• Extensive  porXolio  of  proven,  high-­‐quality  games  

• Mul3ple  game  types  to  meet  player  preferences  

• Simple,  wide-­‐reaching  distribu3on  channels    

• Strong  top-­‐line  growth    (3-­‐yr  CAGR  of  103.6%)  

• High  margin  structure  combined  with  long-­‐tail  revenue   stream  

• Significant  opera3ng  leverage  and  high  cash  conversion  

• Aims  to  reach  SEK  300  million  in  revenue  and  SEK  100   million  EBIT  in  the  next  few  years  

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491   717   898   978   1,066   1,161   71   119   182   230   292   369   562   836   1,080   1,209   1,357   1,530   0   400   800   1,200   1,600  

2011   2012e   2013e   2014e   2015e   2016e  

Mi lli on  u ni ts   Smartphones   Tablets   Market  overview  

High  growth  market  

7  

Global  mobile  app  market  

2.2   5.6   11.7   18.6   28.2   37.5   0   10   20   30   40   2010   2011   2012   2013   2014   2015   US D  b ill io n  

Global  shipments  of  smartphones  and  tablets  

•  Con3nued  strong  growth  in  smartphone/tablet  market  

–  Global  shipments  of  smartphones  expected  to  reach  1,161   million  in  2016  (19%  CAGR)  

–  Worldwide  tablet  shipments  expected  to  reach  119  million   in  2012  and  grow  by  33%  per  year  un3l  2016  

•  Growth  in  mobile  market  is  leading  to  an  explosion  of  the  

app  market    

–  Set  to  grow  from  USD  2.2  billion  in  2010  to  USD  37.5   billion  by  2015  (CAGR  of  76%)  

–  Number  of  downloaded  apps  to  grow  from  46  billion  in   2012  to  205  billion  2015  (up  by  345%  in  three  years)  

•  Gaming  apps  are  the  most  frequently  used  and  people  are  

more  willing  to  pay  for  games  than  any  other  app   The  market  place  

Source:  Carnegie,  IDC  (September  2011),  Gartner  (April  2012)  

Source:  Forrester  Research,  March  2011  

‘Post-PC’ era begins

CAGR  2011-­‐2016e:   Smartphones  18.8%   Tablets  39.1%   Total  22.2%  

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March  14,  2013   March  14,  2013  

App  gaming  is  out-­‐growing  all  other  game  plaXorms  

Market  overview    

8  

Global  mobile  app  market  (million  of  downloads)  

24,936   45,617  

81,422  

131,695  

205,376  

309,606  

2011   2012   2013e   2014e   2015e   2016e   •  Total  sales  of  the  global  mobile  app  market  was  es3mated  at  USD  

7.68  billion  in  2011  

•  Growth  in  the  mobile  app  market  is  mainly  driven  by  gaming  apps  

Console  games   PC  games   Online  games   0   10,000   20,000   30,000   40,000  

2007   2008   2009   2010   2011  2012e  2013e  2014e  2015e  2016e  

US D  mi lli on   3.0%   2012-­‐2016e   CAGR:   -­‐1.8%   12.7%   0   1,000   2,000   3,000   4,000   5,000  

2007   2008   2009   2010   2011   2012e  2013e  2014e  2015e  2016e  

US D  mi lli on   0   10,000   20,000   30,000   40,000  

2007   2008   2009   2010   2011  2012e  2013e  2014e  2015e  2016e  

US D  mi lli on  

100%  of  revenue  from  app  gaming  

Sources:  Carnegie,  Gartner  (September  2012),  and  PWC  -­‐  Global  entertainment  and  media  outlook:  2012-­‐2016  

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Market  overview  

G5  well  posi-oned  to  capture  further  growth  

9  

Posi3oning  against  peers  

Virtual  City  F2P  Top  Grossing  Ranks  

Country   Overall  Apps   Game  Apps   #  of  countries  -­‐  rank  1  reached   32   45   #  of  countries  -­‐  rank  5  reached   74   93   #  of  countries  -­‐  rank  10  reached   91   103   #  of  countries  -­‐  rank  100  reached   108   109  

• 100%  of  revenue  from  smartphone  and  tablet  users  

– In  contrast  to  compe3tors,  such  as  Zynga,  Gamelom,  Glu   Mobile,  Big  Fish,  who  suffer  from  the  conversion  of  users   from  PC  and  feature  phones  to  smartphones  and  tablets  

• Afrac3ve  posi3on  rela3ve  to  peers  

– G5  is  a  pure  smartphone/tablet  gaming  company  with   first-­‐mover  advantage  

• Published  a  number  of  successful  games:  

– Virtual  City  (City  simula3on),  Special  Enquiry  Detail   (Hidden  Object/Adventure),  Supermarket  Mania  (Time   Management),  and  Stand  O’Food  (Time  Management)  

– Top-­‐seller  Virtual  City  is  a  blend  of  the  classic  PC  games   Sim  City  and  Transport  Tycoon  

• Shiming  focus  from  casual  games  to  Free-­‐to-­‐play  (F2P)   games   Comments   Development   -me   Underlying   growth   Casual  

games   Hardcore  games  

Smartphones /Tablets   Online/   Feature   Phones   PC/   Console  

Source:  App  Annie  

Mid-­‐core   games  

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G5  Entertainment  

A[rac-ve  business  model  

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3rd  party   licensing   End  use rs   In-­‐house   development   Unlockable      

(”pay  as  you  go”)  

Outsourced   development  

Publishing  

Development   Distribu-on  

•  G5  uses  a  mix  of  in-­‐house  and  3rd  

party  developers  

•  By  using  3rd  party  licensing,  G5  can   scale  business  much  faster  to  fuel   further  growth  

•  Large  porXolio  of  more  than  360   apps  that  appeal  to  both  genders   and  all  ages  

•  Given  the  large  number  of  games,   G5’s  revenue  is  stable  and  does  not   dependent  solely  on  a  single  game   •  Two  types  of  games:  

–  Casual  games  are  free  to  try,  but  users  

have  to  pay  an  upfront  fee  amer  a  trial   period  

–  Free-­‐to-­‐play  games  (F2P)  offer  users  

the  op3on  to  make  in-­‐game  purchases   to  unlock  premium  items,  adventures,   levels,  etc.    

•  Channels  users/visitors  into  a  G5   app  in  which  they  select  a  game  to   play  

•  Games  are  conven3ently  stored  in   the  G5  app  with  easy  access  to   other  games  in  the  game  porXolio     •  By  asking  users  to  join  a  G5  

community,  the  company  strives  to   increase  s3ckiness  

•  In  addi3on,  G5  users  are  exposed  to   the  G5  game  porXolio  in  the  start   menu  of  each  game  

•  Few  large  distributors,  such  as  Apple   and  Google  

–  Easy  to  maintain  clients  

–  Worldwide  reach  requires  minimum   effort  

•  Greater  importance  of  content  has   pushed  compe33on  among  app   stores,  resul3ng  in  more  favorable   terms  for  publishers  

•  App  stores  keep  30%  of  total   proceeds  as  a  distribu3on  fee  and   the  remaining  70%  goes  to  G5  as   revenue  

1 2 3

Game  porXolio   (“try  before  you  buy”)

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March  14,  2013   March  14,  2013  

Scalable  set-­‐up  in  place  

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G5  Entertainment  

3rd  party  licensing  

In-­‐house  game  development  

Outsourced  game  development   In-­‐house  game  crea3on    

• G5  develops  ideas  in-­‐house  that  they   can  choose  to  either  develop  

themselves,  in-­‐house,  or  outsource  to  a   3rd  party  developer  

Development  

• Highly  skilled  developers  in  low-­‐cost   Kharkov,  Ukraine  

• G5  can  outsource  development  of   games  when  needed  

• 3rd  party  licencing  allows  G5  to  effec3vely  scale  its  business  and  facilitate  strong  growth   • Lower  development  cost  and  royalty  commission  in  direct  propor3on  to  volume  (30-­‐70%  of  

revenue)  

• G5  currently  uses  a  network  of  around  80  trusted  external  developers  

Game  porXolio  

1

A

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Publishing  

13  

G5  Entertainment  

G5  adds  value  to  developers  

• Help  developers  gain  independence  from  PC/Web  portals  

• Experienced  producers  

• Financing  (royalty  advances)  

• Cross-­‐plaXorm  technology  (Talisman  technology)  

• Cross-­‐selling  with  over  360  exis3ng  apps  

• Network  of  over  100  million  downloads,  millions  of  monthly  ac3ve   users  

• G5’s  revenue  share  is  in  30-­‐70%  range  depending  on  the  deal/game  

3.85 4.74 6.35 0.0 1.0 2.0 3.0 4.0 5.0 6.0 7.0

Dec '11 May '12 Dec '12

Number of monthly active users,

millions

Growth  in  number  of  monthly  ac3ve  users  

CAGR:  64.9%  

§ Brand  name  

§ Cross  promo3on  

§ User  base  

§ Fan  community  

§ Number  of  ac3ve  users  

Extensive  game   porXolio   Growing  user   base  and   increased   brand   recogni-on  

Strong  brand  name  a[racts  3rd  

party  developers   With  more  3rd   party   developers,  G5   can  scale   business  faster   2

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March  14,  2013   March  14,  2013  

Product  porXolio  

14  

G5  Entertainment  

Development  of  sales  upon  release  

•  Over  360  high  quality  apps,  one  new  release  every  week  and  more   than  60  unique  games  in  pipeline  

•  Game  revenue  peaks  instantly  following  release,  but  instead  of   fading  out,  sales  are  recurring  

–  Users  are  kept  within  the  G5  community  

–  Regular  updates  push  sales  

•  With  a  large  game  porXolio,  G5  can  build  mul3ple  layers  of  “long-­‐ tails”  to  con3nue  its  strong  growth  

–  Not  dependent  on  success  of  a  single  game  

Addi3onal  games  push  long-­‐tail  upwards  

Game  porXolio  

Long-tail sales pattern for G5 games

2

1   3   5   7   9   11   13   15   17   19   21   23   25   27   29   31   33   35   Number  of  months  in  download  

Game  1   Game  3   Game  X   …   Game  2  

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Product  porXolio  (cont.)  

15  

G5  Entertainment  

• Play  several  levels  for  free,  pay  to  con3nue  

• Fire  and  forget,  almost  no  support  needed  

• Significant  opera3ng  leverage,  as  no  incremental  cost  to   keep  the  game  selling  

Unlockable  (”casual”)  games   Free-­‐to-­‐play  (F2P)  games  

• Free-­‐to-­‐play  (F2P)  

• Play  for  free,  pay  for  virtual  goods  

• Game  as  a  service,  regular  updates  

• Higher  earnings  poten3al  

Free-­‐to-­‐Play:  Increasing  usage  with  updates  

Version  1   Version  2   Version  3   Version  4  

The  Secret  Society   Virtual  City  F2P   Nightmares  from  the  Deep   Supermarket  Mania  

Income  paferns:  Free-­‐to-­‐play  vs  Unlockable  

2

1   2   3   4   5   6   7   8  

Number  of  months  amer  release  

F2P  

Unlockable  

Pricing:   $1.99  to  $6.99   ac3va3on  cost  per   game   No  addi3onal  cost   amer  purchase   Pricing:   No  ac3va3on  cost   In-­‐app  currency   packages  priced  at   between  $0.99  and   $99.99  

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March  14,  2013   March  14,  2013  

Distribu-on  channels  

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G5  Entertainment  

G5  App  and  ’New  Games’-­‐sec3ons  expose  users  to  new  G5  games  and  updates  

• G5  has  a  strong  rela3onship  with   distributors,  games  are  regularly   promoted  by  App  Stores  

• G5  can  ride  on  extensive  reach  of  major   distributors  

Promoted  by   distributors   Wide  user  base  

PR  and  marke-ng   efforts  

Brand  recogni-on   G5  

newsle[ers  

G5  Community   App  Stores   Smartphones  and  tablets  

PR/  Online   media   App  Store  

promo-ons  

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G5  Entertainment  

Management  &  Board  of  Directors    

17  

Partner  at  Fides  Services  and  Director  of   Russian  Chinese  Financial  Center   Managing  a  number  of  interna3onal   investment  vehicles  with  focused  on   Russia  and  CIS  

 

Officers   Board  of  Directors  

Johan  Wrang  

Chairman  of  the  board  

Management  consultant  at  Connecta,  and   former  CEO  and  Member  of  the  Board  of   an  online  gambling  company  

Ein  Stadalninkas  

Jeffrey  W.  Rose  

Aforney  specializing  in  intellectual   property  licensing  

20  years  of  experience  serving  clients  in   the  interac3ve  media  and  technology   indistries    

Pär  Sundberg  

Co-­‐owner  and  Board  member  at   Buzzador  AB  

Board  member  in  AB  Trac3on,  co-­‐ founder  and  former  CEO  of  OTW,  a   content  marke3ng  services  company    

Vlad  Suglobov   CEO,  Co-­‐Founder  

CEO  since  2001   Born:  1977  

Educa3on:  Graduated  from  Lomonosov   Moscow  State  University  with  a  degree  in   Computer  Science  

 

Larissa  McCleary   Director  of  Marke3ng  

Alexander  Tabunov   COO,  Co-­‐Founder  

COO  since  2001   Born:  1974  

Educa3on:  M.Sc.  Degree  in  Computer  Science   from  Moscow  State  Ins3tute  of  Electronics  and   Mathema3cs  

 

Ta-ana  Timoshenko   Director  of  Licensing  

Sergey  Shultz   CFO,  Co-­‐Founder  

CFO  since  2001   Born:  1976  

Educa3on:  Holds  an  M.Sc.  degree  in  Physics   from  Moscow  State  Ins3tute  of  Engineering  and   Physics.  He  also  has  an  ACCA  Diploma  in   Interna3onal  Financial  Repor3ng  

Management  

Julia  Palatovska   Business  Dev.  Director   Nikita  Gerasimov  

Director  of  Development  

Leyla  Aslanova   Technical  Director   Mike  Zakharov  

Execu3ve  Producer   Alisher  Yakubov  Senior  Producer  

Vladimir  Davidovich  

Lead  Somware  Architect  

Vsevolod  Chernushevich  

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March  14,  2013   March  14,  2013  

Organiza-on  

18  

G5  Entertainment   Organiza3onal  chart   Legal  structure   Top  management   Vlad  Suglobov,  CEO  

Alik  Tabunov,  COO   Sergey  Shoolts,  CFO  

Marke3ng   19  (employees)   PR  &  Communica3ons   2   Business  development   1   Licensing   3   Customer  support   14   Development   83   Financial  department   6   G5 Entertainment AB (Sweden) G5 Holdings

LTD (Malta) RUS LLC (RU) G5 Holding UKR LLC (UA) G5 Holding

G5 Entertainment,

Inc (USA)

• G5  Entertainment  AB  –  Holding  and  distributor,  investment  vehicle  

• G5  Holdings  Limited  –  Publisher  and  owner  of  IP  rights,  licensing,  por3ng,   subcontrac3ng  to  developers  inside  and  outside  the  group  

• G5  Holdings  RUS  LLC  –  Development  studio  in  RU  under  contract  from  G5   Holdings  Limited  

• G5  Holdings  UKR  LLC  –  Development  studios  in  UA  under  contract  from   G5  Holdings  Limited  

• G5  Entertainment,  Inc  –  Marke3ng  subsidiary  in  USA  

Office  management   8  

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The  share  

19  

G5  Entertainment  

Share  price  development   Top  15  shareholders  

Share  informa3on  

Owner  name   Number  of  shares   Capital  %  

Försäkringsak3ebolaget  Avanza  Pension                                    1,066,577     12.1%   Nordnet  Pensionsförsäkring  AB                                            811,669     9.2%   Wide  Development  Ltd                                            571,000     6.5%   Swedbank  Robur  Ny  Teknik                                            550,000     6.3%   Proxima  Ltd                                            525,000     6.0%   Purple  Wolf  Ltd                                            510,000     5.8%   Länsförsäkringar  Småbolagsfond                                          500,197     5.7%   Tommy  Svensk                                            387,000     4.4%   ABN  Amro  Bank  NV                                                338,390     3.9%   AB  Trac3on                                              301,135     3.4%   Fondita  Nordic  Micro  Cap  SR                                                222,547     2.5%   Torbjorn  Liljedal                                              126,359     1.4%   Altraplan  Bermuda  Ltd                                                97,353     1.1%   Dennis  Svahn                                                92,000     1.0%   B2PS  Luxembourg  Funds                                                85,000     1.0%   Top  15  owners                                    6,184,227     70.3%   Other  owners                                    2,615,773     29.7%   Total                                    8,800,000     100.0%   0   100   200   300   400   500   0.0   10.0   20.0   30.0   40.0   50.0   60.0   Trading  volume,  ‘000   Share  price,  SEK  

Share  name   G5  Entertainment  

Ticker   G5EN  

Number  of  outstanding  shares                                    8,800,000     Market  capitaliza3on  (SEK  million)    450   Avg.  daily  turnover  (number  of  shares)                                                85,340    

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Investment  afrac3ons  

Strong  financial  track  record  

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Sales  and  EBIT  margins  

Quarterly  sales  and  EBIT  margins  

9.5   22.8   46.6   80.0   20%   45%   38%   31%   0%   5%   10%   15%   20%   25%   30%   35%   40%   45%   50%   0   10   20   30   40   50   60   70   80   90  

Dec  '09   Dec  '10   Dec  '11   Dec  '12  

EBIT  margin   SEK  m illion   3.8   4.4   6.5   8.1   9.5   9.6   12.1   15.4   17.4   18.7   24.2   19.8   34%   36%   57%   41%   41%   39%   28%   43%   33%   19%   28%   44%   0%   10%   20%   30%   40%   50%   60%   0   5   10   15   20   25   30   Mar  

'10   Jun  '10   Sep  '10   Dec  '10   Mar  '11   Jun  '11   Sep  '11   Dec  '11   Mar  '12   Jun  '12   Sep  '12   Dec  '12  

EBIT  margin  

SEK

 m

illion  

• G5  has  a  proven  financial  track  record  of  profitable   growth  since  2009  

• Amer  becoming  a  game  publisher,  G5  generates  higher   margins  

• Relies  on  many  successful  games,  which  makes  it  possible   to  repeatedly  deliver  strong  growth  

• G5’s  revenue  is  split  almost  equally  across  Europe,  North   America,  and  Asia  and  the  rest  of  the  world  

• Management  believes  G5  will  con3nue  its  strong,   profitable  growth  and,  in  the  next  few  years,  reach  a   turnover  of  SEK  300  million  and  EBIT  of  SEK  100  million  

• Key  success  factors  to  achieve  historical  growth  rates   include:  

– Maintain  growth  in  casual  games  

– Scale  produc3on  of  free-­‐to-­‐play  games  

– Maximize  average  revenue  per  user  across  the  porXolio  

• Although  Q4  sales  were  down  compared  to  Q3,  daily   sales  grew  by  60%  during  the  holiday  period  and  the   increased  level  of  sales  has  con3nued  in  January  2013      

CAGR  103.6%      

Cum.  quarterly  growth  16.3%      

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Summary  

Summary  

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HIGH  GROWTH  MARKET  

WELL  POSITIONED  FOR  FURTHER   GROWTH  

ATTRACTIVE  AND  SCALABLE  BUSINESS   MODEL  

STRONG  FINANCIAL  TRACK  RECORD  

1  

2  

3  

4  

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References

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