Text extracted via OCR from the original document. May contain errors from the scanning process.
CLEARS TONE
EIFTA_R1,050.753
EFTA02005667
DISCLAIMER
MAY RELY ONLY UPON THAT FUND'S PRIVATE PLACEMENT MEMORANDUM OR
ON EACH FUND'S OFFICIAL FINANCIAL REPORTS. AND ONLY TO THE EXTENT
SPECIFIED IN THAT FUND'S LIMITED PARTNERSHIP AGREEMENT. WITHOUT
UPON CLEARSTONE MANAGEMENT'S CURRENT BELIEFS AND EXPECTATIONS
Copyright 2011 1 Private and Confidential
2
CLEARSTONE
EFTA_R1_00504754
EFTA02005668
@Copyr,g1.2.011,1,...d.s.MIJ
CLEARSTONE
rUNn
EIFIA,_0050.755
EFTA02005669
CLEARSTONE
EFFA,1_00504758
EFTA02005670
AND FIRMS...
CLEARSTONE
EFFA,1_00504757
EFTA02005671
67% IN 2010 VS 2007
$90
$80
$70
$60
$50
$40
$30
$20
$10
$0
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
» VC IT funding commitments back to 1996 levels
(D Copyright 201 1 1 Private and Confidential
6
Source: DowJones VentureSource
CLEARSTONE
ONl INE GAMING FUND
EFTA_R1_00504758
EFTA02005672
Active Information Technology Investors
# of Active Firms
1500
1000 •
500
0 Hum
2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
■ >3 Deals/yr
■ <=3 Deals
» Active Investors Down
- 712 active investors in 2000 versus 313 in 2009, a 56% decline
» Average Fund Size Increased
$165MM in 2000 versus $200MM in 2009
(D Copyright 201 1 1 Private and Confidential
7
Source: DowJones VentureSource
CLEARSTONE
EFTA_R1_00504759
EFTA02005673
GROWTH STORIES
No. of Venture-Backed OPO's
100
90
80
70
60
50
40
30
20
10
0
86
57
57
2005
2006
2007
12
■
2008
2009
80
2010
2011E
A new generation of large market cap tech companies will
increase the field of potential acquirers
Source' NVCA and Clearstone analysis. Selected IPO's shown in 2011. Linkedln and
CD Copyright 201 1 I Private and Confidential
Skype have filed for IPO. Facebook, Zynga and GroupOn IPO are market speculation.
8
CLEARSTONE
EFTA_R1_00504760
EFTA02005674
CLEARSTONE
EFFA,1_00504761
EFTA02005675
Pre-Money IPO Valuations
$70
Public investors
$50
participated in 99% of the
$40
terminal value of these
$30
companies
$12
$10
$0.23
$0.44
$0.70
$70
Cisco
Ammon
M iansoft
V M man
Goode
Factook
Earlier Tech
New Tech
Cycles
Cycle
Copyright 2011 1 Private and Confidential
Source: Facebook Pre-Money IPO valuation $70B per
SharesPost private market exchange - February 2011
10
CLEARSTONE
EFTA R1_00504782
EFTA02005676
MORE VALUE?
CLEARSTONE
EIFTA_R1_005WEI3
EFTA02005677
0
INFORMED
Hedge Fund Industry Growth
r.
6.>) q?' 4° 4° 6.;\ 00 45
C:5 e?' 4° C!
45
=Number of Hedge Funds
SAUM
12,000
10,000
8,000
`)
6,000
4,000
2,000
Better informed investors driving efficiency in the pricing of
growth stories
CD Copyright 201 1 I Private and Confidential
12
Source: Hedge Fund Research
CLEARSTONE
EFTA_R1_00504764
EFTA02005678
c1/0 Global
19.0%
Users
1998 vs. 2008 Number of Internet Users (millions)
China I 2.1
298.0
84.6
14.7% United States
230.6
16.9
6.1%
Japan
96.0
Brazil
2. 5
4.6%
72.0
3.9%
8.1
Germany
• 1998
I 1.4
India
62.0
51.8
3.3%
• 2008
m
8.0
3.0%
Britain
46.7
2.9%
1.2
Russia 1.
45.3
2.7%
France
42.3
2.3%
South Korea
3.1
36.8
Source: International Telecommunication Union.
World TelecommunicationllCT Development Report
ID Copyright 201 1 1 Private and Confidential
13
CLEARSTONE
EFTA_R1_00504765
EFTA02005679
$5.7
$1.2
\\ ........1 ‘000
2010
•China GDP
$0.0
$2.0
2000
2010
I/Brazil GDP
31L,
$0.5
2000
2010
•India GDP
» 2.5 year old GroupOn already has 35 international offices
(di Copyright 201 1 1 Private and Confidential
14
..rmrce: International Monetary Fund
Amounts in (STrillions)
CLEARSTONE
EFTA_R1_00504706
EFTA02005680
INTERNET SECTOR
15
CLEARSTONE
1•11',"
""
EFFA,1_00504787
EFTA02005681
>>
Fortune magazine produced an article on September 171h, 2010 presenting
"The 5 best and 5 worst private equity funds"
The source for the article was the California Public Employees Retirement
System (CaIPERS)
- CaIPERS is the nations largest private investor
— Funds judged by net IRR
Top 5 performing private equity funds
— Clearstone Venture Partners 1-B (1999): 154.7%
— T3 Partners II (2001): 95.6%
— GCP California Fund (2003): 91.9%
- WLR Recovery Fund II (2002): 79.5%
- Permira Europe I (1997): 74.5%
CD Copyright 201 1 I Private and Confidential
16
CLEARSTONE
EFTA_R1_00504768
EFTA02005682
FUND SO SUCCESSFUL?
17
CL EA RSTONE
EFTA_R1_00504789
EFTA02005683
>>
Conventional Fund Strategy
— Invest across a range of sectors, with capital weightings for each sector
determined ad hoc and post closing of the fund
— Rely on a few mega hits to drive fund returns
— Fund's investment focus heavily dependent on each partner's personal
interests, network, and capacity to do more deals
Clearstone Sector Fund Approach
— Become `hub of the wheel' for all investments by positioning the entire
fund's resources around one sector
— Switch from `wild-catting' for big hits to funding numerous ideas within a
known big hit market
— Combine traditional venture capital investing with a highly successful
incubation practice
CD Copyright 201 1 I Private and Confidential
18
CLEARSTONE
EFTA_R1_00504770
EFTA02005684
FOCUSED FUNDS
>)
>>
>)
First fund in the sector which caused the fund to become synonymous with
the sector
Always on the short list of the best entrepreneurs and fellow venture firms
Sector focused meant sector smart
- Assembled the nascent industry's best advisors and thinkers
— Developed deep and comprehensive understanding of the industry eco-
system
— Anticipated the industry's future needs — and funded those opportunities
early
Knew the acquirers and their strategic priorities
Nature of sector focused fund allows for stage agnostic investing providing a
balanced portfolio with providing earlier liquidity
— Seed (up to 10 year liquidity cycle), Series A/B (up to 7 year liquidity
cycle), and Pre-IPO (under 24 months)
© Copynght 201 1 1 Private and Confidential
19
CLEARSTONE
EFTA_R1_00504771
EFTA02005685
20
CLEARSTONE
EIFT,,0050.772
EFTA02005686
>)
>7
Investment focus
— Online gaming sector
— Primarily private companies (15+ investments)
— 3 year investment time frame
Fund size
- $150M cap
— $50M first close (5+ investment opportunities identified)
Key Terms
- 2.5% management fee with 20% carried interest
2% general partner contribution
— Key man provision
— No fault divorce clause
CD Copyright 201 1 I Private and Confidential
21
CLEARSTONE
EFTA_R1_00504773
EFTA02005687
Participate in the massive value creation — and value shifts — created by the
explosive growth in online gaming
Represents the biggest near term investment opportunity known to the fund's
principals
No gaming focused funds with few venture capitalists deeply familiar with the
sector
Global investment opportunities with robust exit options
Ability to create a concentrated global stage agnostic portfolio designed to
capture the value caused by the industry's growth while providing greater
liquidity than typical venture funds
- Clearstone has a presence in most major gaming markets allowing us to
invest globally (Southern California, Northern California, Europe, Middle
East, Asia and India)
CD Copyright 201 1 I Private and Confidential
22
CLEARSTONE
EFTA_R1_00504774
EFTA02005688
PRINCIPALS
>)
William Quigley (Los Angeles) — Managing Director
— 14 years experience as venture capitalist and board member — co-founder
of Clearstone Venture Partners (successor firm to idealab Capital
Partners)
— Invested in numerous seed and early stage companies. IPOs include
eMachines, eMusic, Meru Networks, MP3.com, PeopleSupport,
Tickets.com
— USC, Disney, HBS, Kauffman Fellow, Mid Atlantic VC
Brock Pierce (Los Angeles) — Managing Director
- 13 years experience as an entrepreneur raising more than $200m
- Founded Affinity Media, IGE, ZAM, Titan Gaming, EverTune,
RevenueAPEX, Digital Entertainment Network, myTaste
— Acquired more than 30 companies including Xfire, IMI, SkyHi, Thottbot,
Wowhead, Allakhazam, Player Auctions, Mysupersales
- Advisor to the China Youth League
CD Copyright 201 1 I Private and Confidential
23
CLEARSTONE
EFTA_R1_00504775
EFTA02005689
FUND PRINCIPALS
Keith McCurdy (Bay Area) — Managing Director
23 years experience in the game business as a senior executive EA,
board member of game companies (both public and private), and CEO of
multiple game startups
12 years at industry leader Electronic Arts as VP Online, VP Technology,
VP Product Development, and Director of Advanced Technology Group
Direct operating experience in console, PC, MMO, mobile, casual, and
social games
Raised venture capital from five venture funds as CEO and several more
as a board member (all gaming based startups)
Michael Robertson (San Diego) — Venture Partner
Raised more than $100M and orchestrated transactions with a combined
value of nearly a billion dollars in public and private markets
Founded MP3.com (sold to UMG), DAR.fm, Linspire (sold to Xandros),
Gizmo5 (sold to Google)
CD Copyright 201 1 I Private and Confidential
24
CLEARSTONE
EFT&.R1_00504778
EFTA02005690
FUND PRINCIPALS
Rachid Sefrioui (Paris) — Venture Partner
12 years experience as venture capitalist and board member — founder of
Fina Ventures
Invested in New.net, RF Magic, asip, Reef, Entropic, Apogee, CyOptics,
Atrenta, General Photonics, OEwaves, Sequoia Communications
University of Cleveland, McKinsey, Bowco Investment Management,
Wafabank
Louis Hsieh (Beijing) — Venture Partner
20 years experience as private equity investor, investment banker, CFO,
and board member
President of New Oriental Education (NYSE: EDU)
Former UBS MD and Head of TMT Asia Pacific, board member of Perfect
World (NASQAD: PWRD)
MBA HBS, JD Berkeley, Stanford, JP Morgan, Credit Suisse First Boston,
White & Case
›, Jim Armstrong (Los Angeles) — Member of the Investment Committee
A
O
CD Copyright 201 1 1 Private and Confidential
25
CLE RST NE
EFTA_R1_00504777
EFTA02005691
John Pleasants — President of Disney Interactive, Former CEO of Playdom,
COO of Electronic Arts
John Schappert— COO of Electronic Arts
Sean Ryan — Head of Facebook Games
Steve Chang — President of Zynga Game Studio
Neil Young — President of Ngmoco/DeNA
John Batter— Co-President of Dreamworks Interactive
David Wallerstein— EVP International of Tencent
Ed Fries — Founder of Xbox
Howard Marks — Founder of Activision, Acclaim, Former SVP for Playdom
Nolan Bushnell — Founder of Atari and Chuck E Cheese
Jeffrey Pollack — Former Commissioner of the World Series of Poker
© Copyright 201 I 1 Private and Confidential
26
EFTA_R1_0050477$
EFTA02005692
Wade Davis — Chief Strategic Officer of Viacom, Co-Founder of Think
Equity, Lazard
Jack Kennedy— EVP of Digital Media for News Corp
Steve Eskenazi — Former Managing General Partner of Walden Ventures
Shawn Fanning — Founder of Napster, Snowcap, Path
Brad Serwin — COO of Playdom, Former General Counsel of Sands Resorts
Karl Meta — Founder of Playspan
Shervin Pishevar— Founder of SGN and prominent angel investor
John Borthwick— Founder of Betaworks, EVP of Time Warner
Mike Huskins — Executive Recruiter for Facebook, Zynga, Glam
Ross Levinsohn — EVP of Yahoo Americas
© Copyright 201 I 1 Private and Confidential
27
(
1
\
EFTA_R1_00504779
EFTA02005693
Copy,51.1011
28
CLEARSTONE
rUN.
EIFIA,1_0050.780
EFTA02005694
HIT $87 BILLION BY 2014
Global Video Games Sector Revenue ($B)
100
90
80
70
60
50
40
30
20
10
0
2004
2005
2006
2007
2008
2009
2010E 2011F 2012F 2013F 2014F
Clearstone
"-- Online Gaming
Fund focus area
■ Console games ■ Online games ■ Mobile games 0 PC games ■ In-game Advertising
The console gaming market is flat, with overall market growth
being driven by online and mobile games
CD Copyright 201 1 I Private and Confidential
29
Source: Digi-Capital
CLEARSTONE
EFTA_R1_00504781
EFTA02005695
facebook.
Valued at $67B
40% Traffic Game-related
(Social Network)
Tencentaill
$55B Market Cap
$3.2B 2010 Run-rate
(Social Gaming Network)
Copyri.10Il l Pivate and co men.
zynga
Valued at VIM
275M Monthly Actives
(Social Game Publisher)
MEXCIN
Valued at $10B (est.)
Revenue 2010: $860M (est.)
(Game Publisher)
30
STEAM
B in Game Sales
30M Users
(Etailer of Games)
DeNA®
Valued at $5.5B
$1.50 2010 Run-rate
(Mobile Game Publisher)
CLEARSTONE
EIFIA_.31_0050.782
EFTA02005696
The Old Model (1980+)
Played On
Consoles
Retail
Packaged Software
The NEW Model (2010+)
Played On
Internet
Free-to-Play
Virtual Goods
Copyright 201 I 1 Private and Confidential
(Ni
tido)
SPA
Console/PC
4 zynga
0:1
e"'N
..,14.44). •
-roc 72
SONY
Ze rliMpe
9INARE ENIX
AtItYir4o•4
umartrz-
ekt4-...
1+4, rtf.t.t T
•
wont
:r GAM(
(C) play f ish 0
DeNA 0
il,, Ill
MIXON
0
facebook
P e ar
spilgames
NW
is. the,:w-ff.
M.MIIIMI ‘e -.. C'`'`Nk
:
— -
"lexHca? O mayoral
( . rencrot Mt G
O1
... Z Nrritaga
31
Web/Mobile
0
JAOC:
131
W,rack
JOY PORT
Source: OFC Intelligence & iGaming Business
CLEARSTONE
ONI.INE GAMING 11:ND
EFTA_R1_00504783
EFTA02005697
0
Tencentaill
zynga
Year Founded
1982
1998
2007
Value
$7B Market Cap
$55B Market Cap
Valued at $10B
Revenue
$3.7B
$3B
$1.8B*
Copynght 2011 1 Private and Confidential
Source. CrunchBase, Goo& Finance. Forbes, company filings, equity research
Forecast 2011 Revenue
32
CLEARSTONE
[)MANE GAMING FUND
EFTA_R1_00504784
EFTA02005698
NOW ACCOUNT FOR 33% OF TIME ONLINE
Share of Time Online
Classified/
Auction
3%
Multi-category
Entertainment
3%
Software
Manufacturers
3%
Search
4%
ideos/Movies
4%
E-mail
8%
Portals
4%
Instant
Messaging
4%
» Social networks and online games grew 31% in 2010 and now
account for 33% of all time online
(D Copyright 201 1 1 Private and Confidential
33
Source: Nielsen as of June 2010
CLEARSTONE
EFTA_R1_00504785
EFTA02005699
Rank Name
Category
Monthly Active
Users (MAUs)
1 City Ville
2 Farm Ville
3 Badoo
4 Texas Hold'Em Poker
5 Causes
6 BandPage
7 FrontierVille
Games
Games
Dating
Games
Philanthropy
Utility
Games
» Facebook's userbase is 662MM
93M
50M
46M
38M
22M
19M
19M
» 4 of the top 7 and half of the top 40 Facebook applications are
games
CD Copyright 201 1 I Private and Confidential
34
Source: AppData, March 2011
CLEARSTONE
EFTA_R1_00504786
EFTA02005700
500
(1) 400
.O 300
200
100
Cumulative Units Shipped: Apple's iOS &
Google's Android
iOS
Android
Total
cz,c; „,
O
co
0 2'
co°
e .O°
coe'
Smart-phone proliferation is putting a "game console" in millions of
consumers' pockets
Apple has generated over 10 billion app downloads; over 70% of all
mobile consumer applications downloaded are mobile games
Source: Gartner
CD Copyright 201 1 I Private and Confidential
35
CLEARSTONE
EFTA_R1_00504787
EFTA02005701
CONNECTED TVs - GROWING OPPORTUNITY
70%
60%
50%
40%
30%
20%
10%
0%
2009
2010
2011
2012
2013
2014
2015
1.6
5.0
» One third of US households are expected to have connected
TVs by 2015 opening up a large potential market for online
gaming
US connected TV households (millions)
40%
35%
30%
25%
20%
15%
10%
5%
0%
Connected TVs as a
percent of HDTVs sold
each year
—Percent of total US
households with
connected TVs
(cumulative)
© Copyright 201 I 1 Private and Confidential
9.9
16.0
23.3
36
32.2
43.2
Source: Forrester
CLEARSTONE
EFTA_R1_00504788
EFTA02005702
•••,•
•
•••
iff zynga.
GameStop
Microsoft
facebook
FULL
744
)
PakerStars
oPiaYlech
TriQ PartvGANiim;
lernios.
viottoifirrnov_z_._
CD Copyright 201 1 I Private and Confidential
O
UBISOFT.
cki4com
37
5173.COM
7wx1412' f-O.G
PIIVWCT .11091.0
SHAMA GAMES
OA
NrrEase
ww••1113•co•
ILN. EXCIN
NHN
SONY
(Nintendo)
DeNA.
Tencent Nig
CLEARSTONE
EFTA_R1_00504789
EFTA02005703
DUE TO GOVERNMENT'S 5-YEAR PLAN
>>
))
>)
))
China recently released its 12th 5-year plan
covering 2011 to 2015
The new plan contains a huge push towards
globalization, with a provision for 500,000 Chinese
companies to have international offices by 2015
Government wants creative companies (including
gaming firms) to increase share of GDP from less
than 2% today to 5% by 2015
Chinese gaming companies likely enter global
markets via acquisition
- This trend has already begun with Tencent's
$472M acquisition of Riot Games
CD Copyright 201 1 I Private and Confidential
38
Creative
Industries Share
of GDP
5%
2%
I II
2011
2015
Source: China Daily
CLEARSTONE
EFTA_R1_00504790
EFTA02005704
Company
Acquired By
Category
Acquisition
Price
Playdom
Disney
Casual Gaming
$763.2M
Riot Games
Tencent
Free-to-Play Developer
$472M
ngmoco
DeNA
Mobile Gaming Platform
$400M
Playfish
EA
Casual Gaming
$300M
Playspan
Visa
Payment System
$190M
Slide
Google
Casual Gaming
$182M
Wagerworks
IGT
Online Casino Gaming
$90M
Mochi Media
Shanda
Casual Gaming Network
$80M
Jambool
Google
Payment System
$70M
$2B in M&A and financing in the trailing 12 months with activity
accelerating
CD Copyright 201 1 I Private and Confidential
39
Source; TheFunded
CLEARSTONE
EFT&.R1_00504791
EFTA02005705
Copy,51.1011
40
CLEARSTONE
EIFTA,1_00506792
EFTA02005706
Pa,yPal
rubcori
Apture?
B i I I Desk
idealab
ALPTX
vast
EINETZERO
O -1
Kazeon
Cigihetr.
. frame
•
ibrzr
60
PEOPLE SUPPORT
©Copyright 201 1 I Private and Confidential
CIO
emachines
41
S A
* ov erture
ve
Wedding
$9 NOVARIANT.
COMPOSITE
sui
eToys
GM MiStiihIl
Meru
CLEARSTONE
GAMING 1TND
EFTA_R1_00504783
EFTA02005707
Team of 13 investment professionals with significant venture, operating and
technical experience
- William Quigley— Fund I, II, Ill, Online Gaming Fund
- Jim Armstrong — Fund I, II, Ill, Online Gaming Fund
— 15 yrs VC exp, UCLA, U of Texas MBA, Austin VC
— Bill Elkus — Fund I, II, Ill
— 28 yrs PE/VC exp, Harvard JD, MIT Sloan MBA, BCG
- Brock Pierce — Online Gaming Fund
- Sumant Mandal — Fund II, Ill
- 10 yrs VC exp, 7 yrs operating exp in India, Kellogg MBA
- Keith McCurdy — Online Gaming Fund
- Michael Robertson — Online Gaming Fund
- Rachid Sefrioui— Online Gaming Fund
- Louis Hsieh — Online Gaming Fund
— Vish Mishra — Fund II, Ill President of TiE
- David Stern — Fund III
— 4 yrs VC exp, Idealab, Universal, various Bay Area startups
© Copyright 2011 1 Private and Confidential
42
LEARSTONE
EFTA_R1_00504794
EFTA02005708
Portfolio Investments Made
83
Number of Exits
36
Aggregate Cost of Exits
$ 217M
Aggregate Proceeds on Exits
$ 942M
Portfolio Companies Today
20
Aggregate Cost of All Investments
$628M
Value/Cost
$ 1.233B / $ 628M
IRR (Gross)
Greater than 100%
CD Copyright 201 1 I Private and Confidential
43
Source: Overall fund performance as of December 2010
CLEARSTONE
EFTA_R1_00504795
EFTA02005709
N I e R\u
P/ f 1W0PKS
Ib
Internet
Brands
P
MIMOSA
I
SYSTEMS
INTEGRIEN
Kazeon
© Copyright 2010 I Private and Confidential
Clearstone led Series A investment in Meru
Networks, a wireless equipment company,
went public in 2010 with a $300M market cap
Clearstone public company Internet Brands
taken private by Hellman and Friedman for
$640M
Clearstone digital content archiving
company acquired by Iron Mountain for
A IRONMOUNTAIN'
$110M
Clearstone real time predictive analytics
company acquired by VMWare for $100M
Clearstone incubated eDiscovery software
company acquired by EMC for $100M
44
vmwa re
E MC2
where information lorry
CLEARSTONE
EFT&.R1_00504796
EFTA02005710
)nokeena,,,„
rubcori
Al
e Copyright 1010 I Private and Confidential
Clearstone online media delivery company Juniper
acquired by Juniper Networks for $70M
Clearstone incubated ad network acquired
Newscorp's Fox Audience Network (FAN)
Multi-year agreement with Alcatel Lucent to be
exclusive provider of next generation cellular
backhaul technology for major US wireless
networks
45
CLEARSTONE
ONI.INI; GAMING 11:ND
EFTA_R1_00564797
EFTA02005711
FUND
46
CLEARSTONE
EFTA,,WMGM
EFTA02005712
INVESTMENTS OPPORTUNITIES: oe
xffiwE
XFIRE
>>
>>
Xfire
- Acquired Xfire from Viacom in August 2010 (Viacom paid $110M in 2006)
Xfire is the leading social gaming platform for hardcore garners
- 18m registered users with $40M invested in the Xfire infrastructure
— Growing organically at 225,000 new users per month
— Game recommendation engine and monetization platform
— Focus on the Free-to-Play games market ($7B market by 2015)
— Growing list of network partners including: Riot Games, GamersFirst,
Funcom, SGlnteractive
— Eric Schmidt and many other prolific angel investors
Opportunity to lead the Series A
- Spun out of Viacom by Brock Pierce and William Quigley
Brock Pierce, William Quigley, and John Maffei have assigned their Pro Rata
rights to the fund
CD Copyright 201 1 I Private and Confidential
47
CLEARSTONE
EFTA_R1_00504799
EFTA02005713
TITAN GAMING
Titan Gaming
Titan Gaming is a skill based casual game publisher
Skill gaming is the most lucrative business model in the video game industry
Skill gaming monetizes game play by powering tournaments for cash and
virtual currency
Games may integrate and leverage the Titan Platform within 1 day
Over 150,000 hours in platform development
Over 500,000 tournament matches since launching Dec. 2nd, 2010
Growing list of AAA network launch partners (Playdom, Lockerz, Xfire, ZAM)
Raised $1M in 2010 from Eric Schmidt and many other prolific angel
investors
Opportunity to lead the Series A
Acquired by Brock Pierce and William Quigley
Brock Pierce, William Quigley, and John Maffei have assigned their Pro Rata
rights to the fund
e . Copyright 201 1 I Private and Confidential
48
CLEARSTONE
ONLINE GAMING ;
EFTA_R1_00504800
EFTA02005714
ITEMBAY
Itembay
— Itembay is the second largest secondary market trading platform for virtual
goods South Korea
— Itembay has systemwide revenues north of $400M annually
- Itembay is about to merge with IMI (a subsidiary of IMI Exchange) in
Korea
- Combining the businesses will substantially increase the operating
profits of both businesses by rationalizing pricing in line with other
industries
>>
Stage: Pre-IPO
Opportunity: Term sheet signed to buy 6% of the company well below market
pricing
Relationship: Brock Pierce has orchestrated the merger and is close friends
with the founder
CD Copyright 201 1 I Private and Confidential
49
CLEARSTONE
EFTA_R1_00504801
EFTA02005715
IMI EXCHANGE
>> IMI Exchange
— IMI Exchange is the largest global secondary market trading platform for
virtual goods with operations in South Korea (Itemmania)and China
(SkyHi)
— IMI Exchange has systemwide revenues north of $500M annually
— Industries most experienced management team
Current Investors: Oak Investment Partners and Goldman Sachs
Stage: Pre-IPO
Opportunity: Invest in upcoming round and secondary positions
Relationship: Brock Pierce is the founder and board member
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REVENUE APEX
RevenueAPEX
))
Revenue APEX — Financing the Internet Media and Gaming Properties
- Specialty finance business focused on a large sector that lacks access
to traditional bank financing
— Market: Internet Advertising, Gaming, Mobile Apps, and Direct
Response Marketing Industries
- Market size: $50B
— Financing mechanism: Asset based lending, invoice discounting /
factoring, business cash advance
- Double-digit IRRs available at scale
— Proprietary underwriting and origination processes developed
Opportunity to lead the Series A
- Brock Pierce and William Quigley are founders
Brock Pierce, William Quigley, and John Maffei have assigned their Pro
Rata rights to the fund
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» Opportunity to buy secondary market shares in:
OSP'
NEXDN
Piker
Stars.
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GAMES
517aCOM
CLEARSTONS
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PLEASE CONTACT
WILLIAM QUIGLEY
c
.1011 ,Pinte•nd conaema
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APPENDIX
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ONLINE GAMES: $30B MARKET BY 2014
6
5
4
3
2
0
Estimated Worldwide Market
Size of Social Games $B
z'o'
s$1
ss
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Video game distribution has
shifted from console to online and
mobile
Shift has created opportunities
throughout the value chain, from
game developers, to middleware,
to distribution platforms
Companies are experiencing
2O1O
profitable growth with 20% - 50%
2015
margins and YoY revenue growth
rates of 100%+
56
Market size expected to be
$30.6B by 2014 (21.3% CAGR)
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>) Casual gaming has become one of the
world's fastest growing phenomena
Zynga has 258M MAUs
— Zynga's CityVille acquired 100MM
MAUs in 41 days
40% of Facebook users playing games
Four of the top ten Facebook
applications are games
Development costs of less than $500K
are significantly lower than console
game development costs
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Source: AppData
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MOBILE GAMES: $13B MARKET BY 2014
12
10
8
6
4
2
0
Mobile Games Revenue
($B)
c' 44 \ 86 O
‘7,O „zpi
O
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qp
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>>
>>
>>
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Apple alone has generated over 10
billion app downloads from its app store
Apps = Games. 70% to 80% of all
mobile consumer applications
downloaded are mobile games, and
60% to 70% of these downloaded
games are free
Mobile gaming revenues are being
driven by micro-payments, advertising
and download fees
Mobile gaming to reach $13.1 B by 2014
(12.3% CAGR)
In Japan 53% of 2009 spending
occurred on a mobile phone
Source. Gartner & Digi-Capital
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Developed world mobile broadband penetration
via 3G and 4G networks is increasing rapidly,
from 5% in 2005 to 51% in 2010
Globally nearly 500M people were accessing the
internet through mobile devices in 2009, up from
only 100M in 2005, projected to be 1.4B by 2014
101.2M smart-phones shipped during Q4 2010
which represented an 89% growth Y/Y
Smart-phone users spending 47% of their time
accessing maps, games, social networks,
utilities, and more
Seven out of the top ten paid apps are games
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Sources: AppsFire. Canalys. International Telecommunication Union. PwC
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MMOS: 20 MILLION GLOBAL SUBSCRIBERS
MMO Subscribers (M)
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MMOs have over 20M global subscribers,
and numbers are expected to reach 30M
by 2012
Slower growing historical MMO market
relied on subscription revenues
Market is shifting to browser-based
games with "freemiunn" models, a
business model that allows majority of
users free play, while the minority pay for
virtual goods with micro-payments
Market size $8B in 2010
$3.6B in revenues generated by
companies serving the South America,
North America, and European markets
in 2010
Source: Digi-Capital, MMOData.net
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USAGE
MMOs are video games with thousands of
simultaneous players
MMO gamers are the most hardcore garners,
with each player spending an average of 5.5
hours a week playing massively multiplayer
online games, compared to 4.9 hours for
console players and 4.8 for casual garners
Hardcore garners tend to be 35+ years old
and highly monetizable
Fantasy MMOs such as World of Warcraft
dominate the market, but the recent success
of other genres suggest a large greenfield
opportunity
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Source: Digi-Capital, Gamesindustry.com
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The console game market is mature,
and undergoing change as more
games are being distributed online
and via PCs
Games are coming unbundled from
traditional gaming consoles such as
Nintendo's Wii and Microsoft's Xbox.
Nevertheless, the market is expected
to grow as manufactures release
their 8'" generation platforms in 2014
The console market size is $28.2B in
2009 growing to $36.8B by 2014
(5.5% CAGR)
PC gaming market size $3.8 billion in
2009
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54% of US households own a console or
handheld system
Nintendo's Wii currently dominates the
7th generation market with 46% unit
volume market share, followed by
Microsoft's Xbox at 28%
Next, 8th, generation of consoles to
release in 2014
Concern exists about 9th generation
consoles due to rise of downloadable
content via providers such as OnLive
PC gaming market expected to shrink
due to the meteoric rise of online games
and wireless games
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Source: Nielsen & Digi-Capital
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FREE 2 PLAY (F2P) GAMES: FREEMIUM
2
1.5
1
0.5
0
Free to Play Market ($B)
2015
2009
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Market grew 89% to $250 million in
2009, up from $132 million in 2008
Revenue growth being driven by
willingness of consumers to buy
virtual goods and ease of payment
options (e.g. Visa's PlaySpan or
Facebook's Credits)
Converting free players to paying
ones is a key business model driver
Profitable conversion rates can be as
low as 9% or as high as 40%
English based F2P games: $250
million in 2009, expected to reach $2
billion by 2015 (34.1% CAGR)
Source: DFC
Digi•CaPtal.
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FREE 2 PLAY (F2P) GAMES: FREEMIUM
F2P games defined as games that
require a downloadable client
Video gaming is quickly evolving to
"freemium"
- Bring players in the front door with
zero friction then monetize them
with models such as virtual goods,
offers, ads and subscriptions
A growing young gamer population who
are familiar with F2P games
Increased number of major AAA titles
and brands switching to F2P
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GAME
S
turbine
Source: Digi-Capital
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MODEL FOR F2P GAMES
2.5
2
1.5
1
0.5
0
US Virtual Goods Market
($B)
■
2008
2009
2010
20
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The worldwide virtual goods market
is several times larger than the $1.6
billion number in the U.S. for 2010
The virtual goods market started
earlier in Asia and has continued
to skyrocket in that region
US virtual good revenues $500MM
in 2008 growing to $2.1 BB in 2011
Secondary market trading for virtual
goods is a $2.7B market in 2010,
growing to $4B by 2012
18% CAGR globally, 30% CAGR
in China
Source: Inside Network.
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MODEL FOR F2P GAMES
>)
Virtual goods is the dominant model for
the F2P market
58% of F2P players purchase in-game
digital goods
The median F2P expenditure on virtual
goods is $75 per person
In-game currency, virtual gifts,
weapons, and wearables are the most
popular types of virtual goods
North American women over the age
of 25 are spending the most money on
virtual goods
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O playspan
5173.COM
Source: VGMarket, PlaySpan
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1200
1000
800
600
400
200
0
Online Skill Gaming Market
($B)
2009
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2010
2014
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>>
))
>)
Skill games are competitive
online games, where winning is
determined by skill rather than
chance
Skill games are by definition not
games of chance, enabling
them to operate in U.S.,
European and Asia-Pacific
markets
Skill based market targets
women 35+ years old
Online skill gaming market
generating $382M globally in
2009, expected to rise to $472M
in 2010, and $957M by 2014
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Online skill games include a variety of business
models: scaled commission fee (rake), entry fees
for tournaments, interest on players fund invested
and micro-transactions
Skill-based gaming fits perfectly in these over
arching industry trends and has an extremely high
ARPU
Wagering between friends is already prevalent
— but inconvenient
Fastest emerging business model in Asia
- 20% of video game revenue in Taiwan
generated by skill gaming
— 10% of video game revenue in China generated
by skill gaming
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$40.0
$35.0
$30.0
$25.0
$20.0
$15.0
$10.0
$5.0
Global Online Gaming Yield ($B)
2005
2006
2007
2008
2009
2010E
2011E
2012E
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The U.S. outlawed online gambling
in 2006, making Europe the largest
legal online gambling market
Regardless of legality, 2008 Internet
gambling revenue for offshore
companies was estimated to be
$5.9B from players in the U.S. and
$21 B from players worldwide
» The global legal online and offline
gambling market totaled $335B in
2009
Online gambling's share of the total
gaming market to reach 9%
penetration and increase to $34
billion by 2012 (11% CAGR between
2008 and 2012)
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>)
))
Online gambling uses the Internet and
mobile devices to enable wagering, casino
games, poker, lotteries, and bingo
Continues to cannibalize offline gambling
and surpassed offline in terms of growth
Currently legal in many parts of the world
today and legislation in the US likely to
open some or all of the largest gambling
market in the world
Live online casino and inplay sports betting
has increased at a CAGR of over 172%
since 2006
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>>
))
>)
New industries emerging utilizing
gaming as a business model rather
than a product
Gaming is one of the most lucrative
business models and can be applied
to other industries
Game mechanics are being
incorporated into many products to
increase engagement
Facebook is interesting because of
games
Lottery mechanics being combined
with e-commerce with companies like
Bidfire, Swoopo, and Big Deals
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D BigDeal
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