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Private & Confidential

Leveraging on E-Gaming to Value


Add to the Traditional Businesses

Dec 2020

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Table of contents

01 Executive Summary

02 Global E-Gaming & E-Sport Market Overview

03 Myanmar E-Gaming & E-Sport Overview

04 CDSG E-Gaming & E-Sport Concept

05 Next Steps

06 High Level Financials

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Vision Mission
▪ To become a continuous profitable startup that ride the wave of ▪ To become the catalyst to increase the sales revenue and brand
growing e-gaming industry in Myanmar and in the region. awareness for our consumers brands by leveraging on the fast
growing e-gaming industry.

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Gaming Industry (Global)

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Executive summary
Explosive growth in E-Gaming and predicted to grow
Global outlook Key highlights
▪ The world of online gaming has exploded in popularity. Estimated 2022e
to reach $196 billion in revenue by 2022.
$196B
▪ Mobile is the largest gaming platform, producing $68.5 billion in
revenue in 2019—45% of the total market that also includes PC
and tablet gaming.
▪ The COVID-19 lockdowns have boosted user engagement with 2019 2019 2018
video games and esports. $43B $19B
▪ Thailand’s e-gaming industry has steadily increased with an $152B
average growth per annum of 12.7 percent from 2016 to 2019.
▪ Kasikorn Research Center projects that Thailand’s e-gaming
industry in 2020 will reach Bt25 billion or an increase of 10-12
percent from last year.
Online Games Box Office Recorded Music
▪ Myanmar has seen the growth of gamers for the past 3 years and Global Market Global Revenue Global Revenue
the GMV for this has reach about USD 117 mil in 2019.
2019 global games market, by region Global game revenues growth
$196.0B
$178.2B
$164.6B 20%
Asia-Pacfic PC $138.7B $152.1B
21%
China 24% 23% gaming 23%
23%
25% 31%

31%
31%
32%
31%
Console
gaming
Europe/Middle
East 23% 49%
US 24% 48%
45% 46%
44%
Mobile
Latin America gaming
Canada 2% 4%
2018 2019 2020e 2021e 2022e

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Overview
Value chain
▪ Top 25 vertically integrated companies account for 77% of the
global games market, e.g. Ubisoft, Activision, EA
▪ There are unique opportunities at each step of the value chain for
us to consider.

▪ Subscription
Game
Developer ▪ One Time purchase
▪ Ad-funded
▪ Token purchase (for power-ups or decorative items)
Game ▪ Sell additional levels or features
Producer
▪ Key Facts:
o 80% of total game revenues were earned
Game through Free to play (F2P) games, meaning
Publisher either through Ads or in-game purchases
o 51% of the whole industry’s revenue comes
from Mobile Gaming and 53% of all Mobile
Game
Localizer Gaming Profits come from Ads.

Game
Distributor

(Game
Streamer)

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Industry insights
Profiles of Key Games

Games Clash of Clans Clash Royale Minecraft PUBG mobile FIFA GTA V

Peak # Active Players 29 mil/day 50 mil/day 126 mil/mth 100 mil/day 32.5 mil 120 mil

Time to Peak 3 years 2 years 4 years 2 years 20 years 7 years

Gross Revenue Generated $6.4 billion $3 billion $4 billion $3 billion $6 billion $6 billion

Owner TenCent TenCent Mojang TenCent EA Rockstar

Current Monthly Revenue $60 mil $46 mil $3mil $200 mil $15 mil $50 mil

#Downloads 621 mil 354 mil 154 mil 734 mil 282 mil 120 mil

Launch 2012 2016 2009 2017 1993 2013

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E-sport
Most popular E-Sport Games

▪ Dota 2 (Most viewed tournament: 2 million, Total prize money:$46,150,000)


▪ Fortnite (Most viewed tournament: 2.3 million, Total prize money: $64,338,000)
▪ Counter Strike Global Offensive (Most viewed tournamnet: 1.2 million, Total prize money: $17,578,000)
▪ League of Legends (Most viewed tournamnet: 3.9 million, Total prize money: $8,948,000)
▪ PlayerUnknown's Battlegrounds (PUBG) (Most viewed tournament: 980K, Total prize money: $2,000,000)

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E-Game
Streaming

▪ Twitch: 70 million hours of content per month, $1.5 billion yearly revenue, 140 million MAU

▪ Huya: 150 million MAU, $1.2 billion yearly revenue

▪ Can we add streaming as a feature in Citizens App?

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Industry insights
Profiles of Key Games

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Use Case Analysis
Tencent, Tencent Games Company Overview
Tencent Company Overview List of Most Famous Games
▪ Tencent Games was launched in 2003, and has since grown into
the leading global platform for game developer, publishing and
operator, as well as operator of the largest online game community
in China.
▪ It is dedicated to offering engaging and high quality and interactive
entertainment experience for all players.
▪ Tencent Games currently offers more than 140 self-developed and
licensed games across 200 countries and regions, which provides
hundreds of millions of users with cross-platform interactive
entertainment experiences. Honour of Kings, PUBG MOBILE and
League of Legends are some of the most popular titles around the
world.
▪ SEA, Netmarble, Supercell and more, to form strategic
partnerships and launch new games.
Revenue Segments in 2019 (USD Mil), annual report Revenue Segments for Q3 2020 of USD 18 Bil
1,081
9,768 23%
26%

28,570

14,479
18%
33%

VAS FinTech & Biz Services Online Advertising Others Social Networks Online Games Online Advertising FinTech & Biz Services

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Use Case Analysis
Sea, Garena Company Overview
Garena Company Overview Games
▪ Established in 2009, Garena is a leading online games developer and
publisher with a global footprint across more than 130 markets.
▪ Tencent owns 20% and it is one the biggest shareholder
▪ Garena provides global users access to popular and engaging mobile
and PC online games that it develops, curates, and localizes.
▪ Garena is a leading advocate and organizer of eSports events in
Greater Southeast Asia, which strengthens our game ecosystem and
increases user engagement.
▪ Garena is the exclusive operator of top-tier games in Greater
Southeast Asia. Through our Garena platform, users can access
popular and engaging mobile and PC online games.
▪ Users can connect via Garena Platform to connect with their fellow
gamers, get the latest news and updates around the gaming
community.

Revenue Segments in 2019 (USD Mil) Revenue Growth for the 2 Biggest Segments (USD Mil)
1,200
216

1,000

800

600
1,136
822
400

200

-
2015 2016 2017 2018 2019
Digital Entertainment E-commerce Sales of goods
E-commerce Digital Entertainment

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Use Case Analysis
VNG Corporation Overview
Company Overview Key highlights

▪ VNG was founded in 2004 ▪ VNG was value at USD 3.0 Bil in 2019
▪ VNG has hundreds of millions across different platforms ▪ At this valuation, VNG could rank top 10 largest
▪ Became the first unicorn companies in Vietnam in 2020

Milestones
Top 15 listed companies in Vietnam
▪ VNG was founded in 2004 USDVND 23,142
▪ 2006-2007: The company focused on developing software products for internet users Rank by Market Cap Ticker VND (Bil) USD (Bil)
like "Internet Cyber Station Manager” (CSM), 123mua.com.vn (e-commerce). The VIC
1 355,832 15.4
company also develop web products under Zing Brand – comprehensive platform
2 VCB 350,489 15.1
covering information, connection and entertainment for users and ranked by Alexa in
3 VHM 273,029 11.8
August 2008 as ZingMP3 the most popular listening and searching tool for online
4 VNM 229,444 9.9
music in Vietnam.
5 BID 170,735 7.4
▪ 2008-2009: Under the name of VNG Corporation.
6 GAS 159,815 6.9
▪ 2010-2011: developed an online game which was called Thuận Thiên Kiếm which
won “Sao Khue” award in 2010 in the category of Products/Gaming Solutions and 7 CTG 126,782 5.5
Electronic Entertainment. Not only successfully developing an online game in 8 SAB 124,088 5.4
Vietnam, but the company also exporting “Un In” online game to Japan. 9 HPG 120,106 5.2
▪ 2012-2013: VNG caught mobile trend by focusing on developing many products on 10 MSN 98,320 4.2
this platform. The most outstanding one was Zalo which is a mobile application for 11 TCB 82,953 3.6
free calls and texting. It reached 10 million users in only 1.5 years. 12 VPB 65,819 2.8
▪ 2014: VNG was evaluated 1 billion US dollar by World Startup Report and become 13 VRE 63,056 2.7
the first and only unicorn startup of Vietnam [4] 14 PLX 62,525 2.7
▪ 2015: VNG was honored "Global Fast-Growing Enterprise in East Asia " by the World 15 VJC 62,336 2.7
Economic Forum (Manila, Philippines) [5]
▪ 2016: VNG launched Zalopay – a mobile payment application [6]
▪ 2017: VNG was the first Vietnamese tech company to sign a MOU with the world's
second-largest stock exchange Nasdaq to explore a US listing [7]
▪ 2018: VNG announced new strategic businesses such as finance and payment and
cloud services

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Use Case Analysis
VNG Corporation

50% of USD 200 mil


11 Offices in
Ppl Revenue in
5 countries
uses 2019

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Gaming in Myanmar

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Gaming in Myanmar
Industry Projection Moving Forward
Myanmar outlook Key Highlights
▪ Myanmar’s gaming scene is mushrooming, but frequent power cuts
are holding players back Mobile Gamers
▪ “Access to stable electricity and internet are crucial when it comes 10,000,000
to competitive gaming,” Jackson told AFP. 9,000,000
▪ More than 400 teams entered the qualifying rounds for HOGCon’s 8,000,000
two tournaments, while more than 2,000 people bought spectator 7,000,000
tickets. 6,000,000
▪ E-sport professional could be the alternative career path for most 5,000,000
young people in Myanmar. 4,000,000
▪ Especially in the mobile gaming, the number of gamers could grow 3,000,000
at 20% year on year for the next 5-8 years 2,000,000
▪ eSports offers players a way into a global community and a chance 1,000,000
to make a steady salary, especially for those competing in ultra- -
popular mobile games. 2019 2020 2021 2022 2023 2024 2025

Revenue in 2019 Strong Growth in Customers Base

Total GMV (USD mil)


250

200

3 mil USD
150
mobile 117 mil
gamers per yr 100

50

-
2019 2020 2021 2022 2023 2024 2025

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Gaming in Myanmar
Methodology

Game
Developer Streamers

Gamers

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Gaming in Myanmar
Gamer User Journey: Spending Pattern on E-game Items

Mobile Gamers 3,000,000


Users spending per mth Weightage Per mth Per yr
Free Users 70% - - ▪ Market size is estimated to be about
5 10% 1,500,000 18,000,000 USD 117 mil
10 10% 3,000,000 36,000,000 ▪ It is projected to grow with the ease of
15 5% 2,250,000 27,000,000 making the online payment.
20 5% 3,000,000 36,000,000
Game Total 9,750,000 117,000,000
Developer

3 mil USD
mobile 117 mil
gamers per yr

▪ Gamers currently use various platform


to purchase the items
▪ Online individuals stores provide
cheaper form of purchase

Gamers

https://www.forest-interactive.com/blog/gaming-trends-in-myanmar-wallet-codes-has-arrived/

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Gaming in Myanmar
E-sport is Fast Adopting In Myanmar

The Biggest in
GameSauce
MM for E-sport

Gamers
400 teams
▪ Tier One Entertainment and
PUBG
Gamesuace are some of the largest ▪ Pyramid gaming is base in Thailand
game talent agency in Myanmar but lead by Myanmar founders
US$7,000
▪ They have about 60 combined talents
Winning Team

▪ They provide training via Managers ▪ HOG is the currently the biggest
and they will be selected to send for gaming center in Myanmar with about
the competition in Myanmar more than 100 computers

https://theaseanpost.com/article/myanmar-e-sports-players-battle-power-outages

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Gaming in Myanmar
Gamers, Streamers and E-sport athlete

Streamers 20
Popularity Weightage Viwers per day Total Viwers per day
High 30% 2,500 15,000
Mid 50% 1,500 15,000
Low 20% 500 2,000
▪ Tier One Entertainment is the biggest Total 32,000
game talent agency in Myanmar with
over 30 gamers
▪ They provide gamers with the
opportunity to show case brands on
their live streams

▪ Top streamers can earn about USD


2,500 to post the brand when they are
going live streaming, 4-6 post per mth
▪ Gamers continue to watch and learn
from the streamers to get tips and
improve the games
▪ Gamers love to go to E-sport to be part
of the competition

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CDSG
E-Gaming & E-Sport
Overview Concept

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How CDSG can be involved?
Driving Group Synergy towards E-gaming
Banking and Digital Payment

▪ Gamers to buy e-gaming items via


Citizens wallet

3 mil
mobile
gamers

Direct to Consumers
Est
USD ▪ There is a huge opportunity to drive
117 mil consumers online via the group large
per yr network of consumers facing brands.

32,000 E-Gaming &


E-Sport
live
viewers
per day
High-end Brands

▪ Contents and community can create


around Geely to gain brand
awareness

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How CDSG can be involved?
Focusing on 3 key areas to drive the business

Community Contents Commission

E-sport competition to grow gamers Growing the platform to be use a An aggregator to sell many different
community marketing channels for brands games items

▪ Weekly or monthly mini competition at ▪ Grow our content page ▪ Engage with different game developers
G&G plus stores ▪ Contents of the E-sport competition to become the reseller of gaming items
▪ Searching for talents ▪ Contents of the talents ▪ Selling of E-game items through
▪ Creating quarterly large competition ▪ Grow viewers to turn the page into a Citizens Wallet
advertising channels

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Next Steps:
Execution Strategy

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Next Steps
Execution Strategies Overview
Phase 1.1 Phase 1.1
Grow the FB page with Work with different
our brands Live Streamers

Phase 1.2 Phase 1.2


Drive traffics to G&G stores Starting with our brands to
to purchase the products advertise via Live Streamers

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Next Steps
Execution Strategies Overview

Phase 2.4
Phase 2.1 Mini competitions to create more
After we grow the online gaming contents for Live Streaming
community, we will analysis the
Data and to decide how to grow
offline community
Phase 2.3
Phase 2.2 With winning teams across
Create Mini competitions different township, to create
to compete against bigger E-gaming competition
different townships in both of the Major Cities

Yangon Mandalay

Phase 2.2
To push gamers to
buy E-game items

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Next Steps
Execution Strategies Overview
Phase 1.1 Phase 1.1
Grow the FB page with Work with different
our brands Live Streamers

Phase 1.2 Phase 1.2


Drive traffics to G&G stores Starting with our brands to
to purchase the products advertise via Live Streamers

Phase 2.4
Phase 2.1 Mini competitions to create more
After we grow the online gaming contents for Live Streaming
community, we will analysis the
Data and to decide how to grow
offline community
Phase 2.3
Phase 2.2 With winning teams across
Create Mini competitions different township, to create
to compete against bigger E-gaming competition
different townships in both of the Major Cities

Yangon Mandalay

Phase 2.2
To push gamers to
buy E-game items

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Next Steps
Growing the Online Gamers/Users Community

Phase 1.1
If current Avg spending at G&G is at Benefits
MMK 3,000 and Management wants ▪ Grow our E-gaming Page
to increase the sales to MMK 4,000
▪ Increase the sales for G&G
▪ Target to convert about 90,000
users to our page
Phase 1.1
Spends a minimum of MMK 4,000
to have a chance to spin and win
prizes, Daily prizes and iPhone

Phase 1.1 Benefits


Insert QR codes into our various ▪ Grow our E-gaming Page
brands to have a chance to spin and ▪ Premier to get users data
win prizes, Daily prizes and iPhone
▪ Target to convert about 150,000
users to our page

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Next Steps
Driving Online Community To Become Our Customers

Phase 1.2 Phase 1.2


Starting with our brands to Drive traffics to G&G stores to
advertise via Live Streamers purchase the products

▪ Customers would want to buy


these products at G&G stores
because they will have a chance
to win prizes, E-game items and
iphone
▪ We will start charging Brands at
MMK 30 for conversion

▪ Once we are able to convert


online community to customers
at G&G Stores, we will work with
other brands within G&G stores
to help them drive customers to
buy their products

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Next Steps
Growing the Offline Gamers Community

Phase 2.2
▪ Once we have the Data of the conversion of
online to offline customers at G&G stores
▪ We will start to organize online Mini Competition
▪ To take part, sign up at the nearest G&G stores
and find out more about the competition
▪ Or spend Minimum of MMK xxx at the store to
become a participating team

Phase 2.3
▪ Competition to be highly competitive with teams
competing to win top grand prizes
▪ Be proud to represent a particular township
▪ Top XX teams will get a chance to compete in a
bigger competition to win much higher grand prizes

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Next Steps
Growing the Offline Gamers Community

Phase 2.2
▪ Once we have the Data of the conversion of
online to offline customers at G&G stores
▪ We will start to organize online Mini Competition
▪ To take part, sign up at the nearest G&G stores
and find out more about the competition
▪ Or spend Minimum of MMK xxx at the store to
become a participating team

Phase 3.1
▪ If we can provide Wifi at G&G
plus stores, we can drive more
gamers to the stores
▪ With Wifi, we can host mini
competition at our stores
▪ Free Wifi, with the purchase of
coffee or noodle
Phase 2.3
▪ Competition to be highly competitive with teams
competing to win top grand prizes
Phase 2.2 ▪ Be proud to represent a particular township
To push gamers to buy ▪ Top XX teams will get a chance to compete in a
E-game items bigger competition to win much higher grand prizes

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Next Steps
Sustaining the Online Community

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Next Steps
EME Myanmar as Mentorship and for Future Funding Rounds

Company Overview Partnership


▪ One of a very active VC in Myanmar and ▪ They will provide a mentorship program to
has invested some of the most successful be able to utilize their network and
startups in Myanmar strengths to validate the ideas
▪ They are looking to invest in E-game ▪ With tractions, we can raise funding from
related company them to further expand the business
▪ They are ready to become a mentor since I
will be doing this full time

Portfolio Companies:

USD 200,000

USD 750,000

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Next Steps
HOG as the Gaming Expert to Create More Contents

Working with HOG

▪ They understand the E-gaming sector in Myanmar


▪ They have done this for Ooredoo for the live
streaming page but wasn’t successful
▪ They have many talents under them
▪ They can do similar process with CDSG but better
since we have the offline outlets to have
touchpoints with customers

Commitment

▪ They do like the idea to work with CDSG since we


have G&G and wallet in the future
▪ They are keen to partner with us
▪ They will provide the expertise and talents that we
can work with
▪ Further details need to be discuss to sign an
agreement with them

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Next Steps
99kyats.com to Provide Technology to Grow FB Page with Mini Games

Converted 35,000 2nd time collaboration and 1,000 users played over 1 5,000 users played over 1
customers, 40 stores, 1 mth doing the 3rd in Dec 2020 week period over 8 stores week of 2 stores opening
Done 2 collaboration

Game for the largest


Healthcare Call Center.
1,000 users play on daily
basic to win prizes

Converted 7,000 users to


online users. Did 2
promotion with Gong Cha.

3,000 gamers player per live FB Page fun games, 1,500


streaming per streamer users everyday over 1 mth 10% conversion for FMCG
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High Level Financials

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High Level Financials
Financials Overview
Overview of the Revenue Total Revenue & % of Revenue
▪ It is projected to make total revenue of MMK 3.4 Bil over the next 3
years
Revenue Commission
▪ Two biggest revenue contributors are Revenue from Selling of collected Revenue
Merchandizing and Revenue from Live Streaming and conversion from the from reseller
mini of E-game
of customers competiton Revenue items 7%
▪ The other two contributors of revenue have combined of 11% and fees 7% from Live
they are more of the creating a offline community MMK 3.5 Streaming
Bil of 41%

Revenue
over 3 yrs Revenue from
Selling of
Merchandizing
per mth 45%

Overview of the Revenue Revenue yr on yr (MMK)


▪ There will be a high burn rate and low revenue in yr 1 since we
2,500,000,000
spent half the year figuring out and creating community
▪ If our assumptions are right and with customers ready to spend on
our two biggest contributors of revenue, we will see a strong growth 2,000,000,000
from yr2 onwards
▪ From yr1 to yr3, we will see a strong CAGR of 134% 1,500,000,000

1,000,000,000

500,000,000

-
Y1 Y2 Y3

Total Revenue

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High Level Financials
Financials Overview for G&G
Overview of the Revenue Revenue yr on yr
▪ It is projected to drive total revenue of MMK 33.8 Bil over the next 3
18,433,716,143
years for all G&G stores
▪ The main contributor of this revenue for G&G is conversion of
online community to make a purchase at G&G stores 14,329,751,374
▪ In year 1, we will work with 3-5 brands per month to do the
advertisement via live streaming and push the viewers to make a
purchase at G&G stores
▪ Yr 2: 5-10 Brands per month
▪ Yr 3: 10-15 Brands per month

992,936,661

Y1 Y2 Y3

Key Highlights Foot-traffics and Revenue per Store


▪ The number of customers that convert from online to offline via FB
page will increase from 3 per day to 46 per day, for every store
▪ Because of the conversion, revenue for G&G per store per day will Avg Foot
increase from MMK 9,194 to MMK 170,683 traffic per
G&G per day
46
43

3 MMK
Avg MMK
Revenue MMK 132,683 170,683
per store 9,194

per day

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High Level Financials
Total Revenue7 For the 3 Years for E-game BU

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High Level Financials
Total Revenue For the 3 Years for G&G Stores

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High Level Financials
Valuation Creation

E-Game BU G&G

MMK 3.4 Bil MMK 33.8 Bil

MMK 37.2 Bil

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High Level Financials
Overview of the Timeline

Make or Break

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High Level Financials
How Much Investment We Need?

Investment of between
USD 45K to USD 80K
is Required

To get Valuation of at least


USD 1 mil by
the end of year 2

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High Level Financials
How Confident To Execute the Strategies?

100% confident
100% commitment

Committed to Execute the Will pay back 50% of the


Strategies and make it Capital that spent when we
successful decide to stop this BU

Going to work with various


partners to drive the business

Start with Mentorship and potential Expert in E-gaming & E-sport in Have the technology ready to create
for funds raising opportunity Myanmar and ready to work on this loyalty program and conversion of
project together customers from offline-online-offline

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Thank you

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