EARN MONEY MONTHLY (EMM) BUSINESS PLAN
2
TABLE OF CONTENTS
STATEMENT OF NON-DISCLOSURE & CONFIDENTIALITY ......................................................................... ..5
EXECUTIVE SUMMARY ...................................................................................................................................... ..6
USE OF START-UP FUNDS ................................................................................................................................ 10
BUSINESS DESCRIPTION .................................................................................................................................. 10
BUSINESS OVERVIEW ....................................................................................................................................... 10
HISTORY OF THE BUSINESS ............................................................................................................................ 10
VISION AND MISSION STATEMENT ................................................................................................................. 10
BUSINESS GOALS………………………………………………………………………………………………..…..11
OBJECTIVES ............................................................................................................................................... 11
SHORT-TERM GOALS ............................................................................................................................... 11
INTERMEDIATE GOALS ............................................................................................................................ 11
LONG-TERM GOALS.................................................................................................................................. 11
CRITICAL SUCCESS FACTORS ...................................................................................................................... 12
LOCATION AND FACILITIES OF THE BUSINESS ......................................................................................... 13
SERVICES ........................................................................................................................................................... 13
DESCRIPTION OF THE SERVICES ................................................................................................................. 13
DESCRIPTION OF THE SERVICES.......................................................................................................... 13
DESCRIPTION OF FUTURE SERVICES .................................................................................................. 17
STAGE OF DEVELOPMENT ...................................................................................................................... 17
COMPETITIVE ADVANTAGES ......................................................................................................................... 17
COMPETITIVE LANDSCAPE ............................................................................................................................ 18
INDUSTRY OVERVIEW ..................................................................................................................................... 20
INDUSTRY TRENDS .......................................................................................................................................... 24
ECONOMIC FACTORS IN THE INDUSTRY .................................................................................................... 25
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SOCIO-CULTURAL FACTORS .......................................................................................................................... 25
GOVERNMENT REGULATIONS ....................................................................................................................... 25
FINANCE NORMS & PATTERNS...................................................................................................................... 26
MARKETING ........................................................................................................................................................ 26
OVERALL MARKET SIZE .................................................................................................................................. 26
MARKETING ........................................................................................................................................................ 26
MARKET INITIATIVES ........................................................................................................................................ 28
MARKET SEGMENTATION, DEMOGRAPHICS AND TARGET MARKET .................................................... 28
MARKETING/ADVERTISING STRATEGY........................................................................................................ 30
OPERATIONS ..................................................................................................................................................... 30
OPERATIONS PLAN .......................................................................................................................................... 30
STRUCTURAL OVERVIEW ........................................................................................................................ 30
COMPANY ORGANIZATION...................................................................................................................... 30
MANAGEMENT TEAM ................................................................................................................................ 30
ORGANIZATIONAL CHART ............................................................................................................................... 31
IMPLEMENTATION PLAN.................................................................................................................................. 32
SWOT ANALYSIS ............................................................................................................................................... 33
STRENGTHS ............................................................................................................................................... 33
WEAKNESSES ............................................................................................................................................ 33
OPPORTUNITIES ........................................................................................................................................ 33
THREATS ..................................................................................................................................................... 34
FINANCE.............................................................................................................................................................. 34
FINANCIAL NARRATIVE .................................................................................................................................... 34
ASSUMPTIONS ........................................................................................................................................... 35
FINANCIAL PROJECTIONS .............................................................................................................................. 36
START UP FUNDING.................................................................................................................................. 36
4
SALES FORECAST ..................................................................................................................................... 37
BREAK-EVEN ANALYSIS........................................................................................................................... 37
INCOME STATEMENT FOR 5 YEARS ..................................................................................................... 38
CASH FLOW FOR 5 YEARS ..................................................................................................................... 39
OPENING BALANCE SHEET ..................................................................................................................... 39
BALANCE SHEET FOR 5 YEARS ............................................................................................................. 40
MONTHLY INCOME STATEMENT FOR 5 YEARS .................................................................................. 41
MONTHLY CASHFLOW FOR 5 YEARS.................................................................................................... 46
CONCLUSION ..................................................................................................................................................... 47
5
STATEMENT OF NON-DISCLOSURE & CONFIDENTIALITY
The purpose of this document is to illustrate the feasibility of commencing an online Esports venture in
Toronto, Ontario (referred to as “the company” or “EMM” in this business plan). The company is a registered
business and will trade under the name of Earn Money Monthly.
The information herein has been compiled from the principals’ experience, industry - related materials and
extensive market research. It is provided on an utmost of good faith basis. This business plan contains
forward looking information, statements and projections pertaining to future events, operational performance
and financial performance. Inasmuch as there will be circumstances, changing circumstances and events that
are beyond the company’s control, these are presented on an utmost best efforts basis and the company
cannot guarantee such future performance or events.
This document is not, nor should it be construed to be, a prospectus or an advertisement of any sort for a
public offering of shares. This document does not create, and should not be construed as creating any type of
agency relationship, joint venture, partnership or any similar type of relationship between the company and
the recipient.
The information in this document is private, confidential and proprietary to the company (“confidential
information”). Information that is generally available to the public and/or information developed on an
independent basis by the recipient is not deemed to be confidential information. Disclosure, sharing or
reproduction of the confidential information in any manner, in whole, or in part, directly or indirectly, without
the express written consent of the company or its principals is strictly prohibited.
The terms of this STATEMENT OF NON-DOSCLOSURE AND CONFIDENTIALITY represent the entire
agreement between the company and the recipient at this time.
BY ACCEPTANCE OF THIS DOCUMENT, THE RECIPIENT AGREES TO BE BOUND BY THE
TERMS OF THIS STATEMENT.
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EXECUTIVE SUMMARY
Esports (also known as electronic sports, e-sports, or eSports) is a form of competition using video games.
The segment has displayed astounding growth over the last few years. People can now stream Esports
tournaments on services like Google, Twitch and Youtube. Many of these videos have tens of millions of
views. The world has recognized Esports as a “traditional” sport, and Esports is the fastest growing sport.
Esports has become a major economic segment. More than 300,000 log-ins to Esports occur daily globally
and this is anticipated to exceed 500,000 by the year 2020. The 2018 Esport world championship drew
over 100 Million viewers. Esports events are carried by such majors as ESPN and Turner Broadcasting.
Several Esports teams are now owned by major corporations and pro sports franchises. Growth is fuelled
by recent increases in disposable income levels, increased levels of leisure time, new innovative games
and improved technologies. The Esport economy segment reported 2018 revenues at $869 Million Dollars
and this is expected to exceed 1 Billion Dollars in 2019.
In 2018, more than 23 million Canadians were considered active “gamers” (the global marketing
exceeding 165 million players). Several Canadian companies have entered the Esports segment and
enjoyed considerable success.
Predominant industry trends at this time include: (1) Revenues will continue to skyrocket (2) Competition
will remain brisk(3) Esports will open up to wider demographics profiles – seniors / all ages, a diversity of
students, etc. (4) VR and class learning will increase – a positive image continues to evolve (5) More
players will turn professional (6) The stigma of “video games” is disappearing (7) There is an increase in
industry standards and appropriate regulations (8) Technology continues to improve, and, (9) An intense
focus on security continues
The company is going to be a state of the art online Esports provider. It will carry an attractive inventory of
10 high-quality games: Fortnite, League of legend, Apex legends, CS.GO, Minecraft, PUBG, DOTA 2,
Battlefield, FIFA 19/20, Call of duty (Both Modern Warefare and Black ups)
The company is distinctive inasmuch as its revenue model is subscription based. The company’s vision
statement is to build a profitable and sustainable venture whilst becoming the ‘gold standard” in online Esport
gaming. Its mission is to provide its market with distinctively excellent services and games, thereby achieving
a superb level of client satisfaction whilst developing loyal and long-term relationships. The company’s short
term (36 months) objectives include: (1) aggressively establishing the foothold (2) accomplishing minimum
revenues of $2,000,000 for Fiscal Year End 1 (“FYE 1”), $3,500,000 for FYE 2, and $ 5,000,000 for FYE 3
(3) maintaining net profit margins of at least 25% of sales, and (4) continuously increasing the company’s
goodwill and client base. The primary long-term objectives are to expeditiously build up its menu of games
and gaming options, add sponsors, advertisers and media fees as added channels of revenue.
7
Per the resumes herein, company management is experienced, well credentialed and savvy in the Esports
segment. Per the Summary of Start Up Costs, they are making a substantial financial commitment to the
company. The company will develop an outstanding website, marketing system and brand and the
company will exploit this while aggressively employing such strategies as: (1) maintaining a professional
image (2) utilizing social media (3) joining strategically selected associations / affiliations, (4) attending
strategically selected events and, (5) using other traditional media initiatives as deemed to be worthwhile
by management
The company will be run on a “hands-on” and financially disciplined manner. Accordingly, at minimum,
monthly reports will include: (1) Sales (2) Marketing audit (3) Client satisfaction audit, client database (4)
games inventory (including purchasing) (5) Equipment and systems audit, and (6) Financial / operating
statements (including bank reconciliations).
CHART OF TOTAL SALES OVER 5 YEARS
$2.3M
$3.6M
$5.3M
$7.8M
$9.8M
0
2,000,000
4,000,000
6,000,000
8,000,000
10,000,000
12,000,000
Year 1 Year 2 Year 3 Year 4 Year 5
8
9
FINANCIAL HIGHLIGHTS
FINANCIAL SYNOPSIS YEAR 1 YEAR 2 YEAR 3 YEAR 4 YEAR 5
SALES 2,320,000 3,610,500 5,307,000 7,843,500 9,798,000
SALES INCREASE
1,290,500 1,696,500 2,536,500 3,719,500
COST OF GOODS SOLD ("COGS") 193,200 302,400 446,400 662,400 979,800
GROSS MARGIN ("GM")
2,126,800 3,308,100 4,860,600 7,181,100 10.973M
OWNER DRAWS (UNDER "PAYROLL")
240,000 240,000 240,000 240,000 240,000
OWNER PAYBACK
121,488 121,488 121,488 121,488 121,488
TAXES 303,222 526,577 820,112 1,258,847 1,902,072
TOTAL OPERATING EXPENSES ("TOE") 913,910 1,201,790 1,580,150 2,145,710 2,974,910
NET INCOME ("NI") 1,212,890 2,106,310 3,280,450 5,035,390 7,608,290
NI % OF SALES 52.28% 58.34% 61.81% 64.20% 77.65%
CASH ON HAND AT YEAR END 1,302,890 3,499,200 6,869,650 11.995M 19.693M
Recent demographics and most popular games
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Start-up funding will be applied towards the following:
TOTAL Owner
invests Other Loans
INCORPORATION / LEGAL
100,000 100,000
SOFTWARE 80,000 80,000
LEASEHOLDS/ RENOS
24,000 24,000
EQUIPMENT 10,000 10,000
POS / FURNITURE/SIGN
5,000 5,000
COPORATION SET UP COST
21,000 21,000
WEBSITE 70,000 70,000
MARKETING / SALES 120,000 120,000
UNEXPECTED COSTS
20,000 20,000
GRAND OPENING
MISCELLANEOUS / OTHER
11,000 11,000
CONTINGENCY (cash)
TOTAL $450,000 $450,000
BUSINESS DESCRIPTION
BUSINESS OVERVIEW
The company is a start-up business, owned and operated by XXXXXX. It is incorporated and is being
established as a state of the art online Esports company that offers a wide variety of online gaming
options as well as tournaments.
HISTORY OF THE BUSINESS The principals have many years of Esports and Esports tournament experience. Per the Summary of Start Up
Costs herein, they have made a substantial commitment to this business.
VISION AND MISSION STATEMENT
The mission of the company is to promote and provide diverse online Esports gaming options via
excellent facilities, services, competitions and tournaments to clients on an anytime and anywhere
basis.
USE OF START-UP FUNDS
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The vision statement is to build a sound, profitable and sustainable venture over a long-term perspective
and to the “gold standard” in Esports operations and best practices.
BUSINESS GOALS
OBJECTIVES
The objectives of company are:
(1) To introduce the company to its target market and to initiate highly effective marketing strategies
(2) To achieve robust prospect-to-client rates
(3) To cultivate increasing brand awareness and goodwill
(4) To establish a superb customer retention rate
(5) To increase the company’s client base on an ongoing basis
SHORT-TERM GOALS
The short-term (within 36 months) goals of the Company are:
(1) To achieve minimum sales of $ 2,000,000 for Fiscal Year End 1 (“FYE 1”), $ 3,000,000 for FYE 2, and
$ 5,000,000 for FYE 3
(2) To maintain excellent margins (net income 25% of sales)
(3) To continuously solidify the company’s foothold in the industry
(4) To have 7,000 clients by FYE1, 10,000 by FYE 2 and 20,000 by FYE 3
(5) To continuously increase the company’s client base by at least 40% per annum
(6) To continuously increase the company’s brand identification
INTERMEDIATE GOALS
The intermediate (three to four years) goals of the Company are:
(1) To expand its games inventory, facilities and gaming options to increased markets
(2) To consider a company owned Esports arena
(3) To solidify financial disciplines and build the financial worth of the company
LONG-TERM GOALS
The long-term (in four to five years) goals of the Company are:
(1) To expand facilities and gaming options to increased markets
(2) To continue to solidify the company’s financial position
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CRITICAL SUCCESS FACTORS – KEYS TO SUSTAINABLITY
• Marketing - Increasing awareness and motivating prospects, distinction from competition, solidifying the
reputation of being a distinctively excellent e-gaming choice
• Sales – building rapport, turning prospects into “regulars” and keeping regulars happy
• Image – the company is honest and efficient and offers highly enjoyable options
• Diversity – a wide variety of Esports options
• Quality Control – uncompromised standards and performance for customer experiences
• Communication - complete customer satisfaction and being properly responsive to situations as well as
opportunities
• Cultivating a loyal and “frequent-visitor” customer base
• Controlling costs properly at all times and maintaining cash and financial discipline
• Adherence to all e-gaming regulations
• Dedication - to the mission and to the success of the business – keeping proven best practices whilst
endeavoring to always improve operations
• Attitude – a strong work ethic combined with a determined, “never-give-up” mindset
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LOCATION AND FACILITIES OF THE BUSINESS
Initially, the business will be an online business only. Company administration and storage of patron
information on servers will be held at a secure facility in Malta.
.
All requisite business licenses, by-laws, zonings, registrations, fees, etc., will be completed prior to
business kick-off.
SERVICES
In recent years, Esports, as a leisure activity, has virtually exploded into economic prominence
(please see Industry Analysis section herein). Numerous success stories abound, and, per its
mission statement, the company intends to become a premiere “player” in the industry.
DESCRIPTION OF THE SERVICES The company’s menu of games may be accessed by PCs for now, but there are future plans to have players
play EMM games on consoles, tablets and other mobile devices. Joining EMM is free, but for playing to play via
the website tournaments, all players should join by subscribing to one of our subscriptions: Beginner, Silver,
Gold, Platinum and Sapphire.
EMM is using a subscription based model for remuneration, the company is participating as another company
that is leading-edge who like other innovative companies is going to disrupt the gaming industry. There are not
many online gaming tournament subscription companies out there. EMM subscription services offer an “all-you-
can-eat buffet” of games for a single monthly price. Players benefit from the vast repertoire of available games,
convenient payment terms with a variety of available options and the ability to cancel with minimal financial risk.
The biggest benefit is to a good player who can make a decent living earning money through EMM by winning
many of the tournaments.
EMM offers players an online gaming platform to enjoy a revenue stream, the ability to quickly update content,
price flexibility, the ability to designate multiple levels of subscriptions, the ability to facilitate loyalty and referral
rewards programs. The company is currently distinctively unique from the perspective of offering a subscription
fees model for online tournaments and for enabling personal selection of tournament players.
Many iconic companies have embraced the “new wave” of the subscription services model These include Apple,
Google and Microsoft, all promising more innovative gaming services (while Amazon, EA and Verizon are all
rumored to be working on their own versions of client-centric offerings).
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Initially, EMM will start with the following 10 games (each game has a license – API). Esports API is the single
source for all esports data and statistics. In the future EMM will acquire more games based on the popularity.
Here are the following 10 games:
1.FORTNITE 2.LEAGUE OF LEGENDS 3.APEX LEGENDS 4.CS. GO 5.MINECRAFT
6.PUBG 7.DOTA 2 8.BATTLEFIELD 9.FIFA 19/20 10. CALL OF DUTY (BOTH MODERN WARFARE AND BLACK UPS)
For the first 5 games, there are weekly tournaments that player can participate. For the rest of games, there are
some private rooms that members are able play games every day.
TOURNAMENTS Each Esport game available on the EMM platform will have 22 tournaments. To start EMM will launch 5
popular games which means there will be 5 games x 22 tournaments equal 110 tournaments per month. The
next stage all games will be launched which means a total of 220 tournaments will be available per month.
Below is a chart to show the breakdown of tournaments for one game and how much money can be won.
PRIVATE ROOMS
In addition to tournaments, where players can participate on a weekly basis, there are private rooms that
members can subscribe to/join and play with their friends. They can choose the game, the prize for tournament,
the number of players, time - virtually everything. These rooms are available every day for players. Tournament
fees due to the website vary according to the prize given.
Generally, the private rooms are extra and there is no set price set for these rooms. EMM gives its players the
flexibility to set their own prices, however there is a fixed service fee of $1.99 plus transaction fee per game
played.
TOURNAMENT PRIZE NUMBER OF TOURNAMENTS TOTAL WINNINGS
$25 2 $50
$50 6 $300
$100 12 $1200
$550 1 $550
$1000 1 $1000
Total 22 $3100
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The private rooms will be popular, because there is no set minimum or maximum number of players that can
play against each other in these rooms. There will be a total of 10 games in total. Players can play as many
games as they want against each other.
PRIVATE ROOM COST PER GAME TO PLAY IN A PRIVATE ROOM:
$25
$50
$100
$150
Max 500
EMM has 5 subscription levels and each type of subscription has different benefits: Beginner: it is a free membership; members can play free in the website however if they want play in a tournament, they have to pay tournament fees separately each time it depends on prize.
Monthly Cost $4.99 3 months -
6 months -
12 months -
Number of Tournaments 2 free Tournaments up to $25
Details ● No points collection ● Access to private rooms 2 in a month only up to $25 plus service fee. ● Chance to win $100 a month ● Only lose to lose $4.99
Silver: members can play free for limited number of tournaments and win prizes
Monthly Cost $9.99 3 months $25.97 16% Save
6 months $47.35 21% Save
12 months $88.71 26% Save
Number of Tournaments 10 free Tournaments up to $200
Details ● Points collection ● Starting with 100 Bonus points ● Unlimited Access to private rooms up to $200 plus service fee. (2 entries
free of service fees) ● 1 tournament for $550 ● Chance to win $2500+ a month ● Chance to lose $9.99
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Gold: members can play free for limited number of tournaments and win prizes
Monthly Cost $14.99
3 months $35.52 21% Save
6 months $66.55 26% Save
12 months $124.11 31% Save
Number of Tournaments 15 free Tournaments up to $700
Details ● Points collection ● Starting with 300 Bonus points ● Unlimited Access to private rooms up to $350 plus service fee. (4
entries free of service fees) ● 1 tournament for $1000 ● Chance to win $4000+ a month ● Chance to lose $14.99
Platinum: members can play free for limited number of tournaments and win prizes
Monthly Cost $27.99
3 months $62.14 26% Save
6 months $115.88 31% Save
12 months $214.96 36% Save
Number of Tournaments 28 free Tournaments up to $1500
Details ● Points collection ● Starting with 800 Bonus points ● Unlimited Access to private rooms up to $500 plus service fee. (8
entries free of service fees) ● 2 tournaments for $1000 ● Chance to win $8000+ a month ● Chance to lose $27.99
Sapphire: members can play free for limited number of tournaments and win prizes
Monthly Cost $99.99 3 months - 6 months $413.96 31% Save 12 months $707.93 41% Save Number of Tournaments 100 free Tournaments Details ● Points collection
● Starting with 3500 Bonus points ● Unlimited access to private room ● Chance to win $15000+ a month ● Chance to lose $99.99 ● No service fees
Non-Subscribers: are non-member that can play for free, but pay tournament fees
PRIZES NUMBER OF TOURNAMENTS
TOTAL WINNINGS NON-SUBSCRIBER FEES
$25 2 $50 $3
$50 6 $300 $5
$100 12 $1200 $10
$550 1 $550 $15
$1000 1 $1000 $20
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As we want to make sure players are playing with commensurate skill levels, reduce the level of chance in the
gaming room and show each player’s skill level, 2 types of points will differentiate players, the first being General
Points, and the second being Skilled Points that reflect points for each game separately.
General Points: included are all points that a player gains from all games - by gaining more points, the player
is able to use some benefits in our site, such as playing in the specific tournament even if his level is lower than
the level of the tournament. These tournaments will take place every season (every 3 months) or every 6
months. Players in these tournaments here qualify to win prizes such as gift cards when players use their
general points to play tournaments.
Skill Points: Players can gain points for each game and it helps them participate in tournaments with same
level players - they can also take advantage from some additional benefits (to be introduced later). These
tournaments will take place every season (every 3 months) or every 6 months. Players in these tournaments
here qualify to win money when players use their skill points to pay tournaments.
The Points System is allocated twice a year based on tournament performance which dictates bonus points
for players to be able to redeem.
Patrons also gain points for each game they play in private rooms (e.g. - winner could win +20). The point
system for each tournament are: Winners Private room skills points winner gets 10 points added and Private
room skills points loser will minus 5 points.
Also, for online tournaments winners 1 place winner will receive 500 points, 2nd place winner will receive 200
points and 3rd place will receive 150 points. All other placements from 4th place to 50th will get added 15 skill
points and 51 and lower placement winners will minus 5 points.
DESCRIPTION OF FUTURE SERVICES
The Company will expand its services to include additional games, host local tournaments and expand
to non-domestic and eventually global operations.
STAGE OF DEVELOPMENT Initial research has been done and planning and strategizing has commenced. A comprehensive
Business Plan has been commissioned.
COMPETITIVE ADVANTAGES
The company’s competitive edge lies in adeptly introducing itself as a fresh, new and exciting option,
in attractive pricing levels, attractive prizes and game availability. It employs a subscription fee model.
The company is distinctive from the perspective that it operates with monthly subscriptions.
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COMPETITIVE LANDSCAPE
The Company has conducted thorough research and is cognizant of potential competitive pressures.
2018 featured more than 165 million Esports and annual revenues were forecast to exceed 1 Billion
Dollars in 2019. The money involved is huge. For instance, Riot Games (creator of League of Legends)
started selling franchises for $10 million dollars each and a Riot Games franchise is now valued at $50
million dollars and upwards. Overwatch franchises are now valued at in and around $60 million dollars.
Over the last 2 years, scores of companies have “entered the fray” in a variety of niches and business
models and revenues are increasing at an astounding rate. The following chart briefly describes the top
five in the world (at this moment):
Top 5 Esports companies in value 2018
In 2018, more than 23 million Canadians were considered active “gamers”. Several Canadian companies
have entered the Esports segment over the last few years. The following are companies that have gone
public (each being very well capitalized) and all having managed strong growth in revenues. It appears
none have adopted a subscription fee model for a revenue channel.
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NAME DESCRIPITION
AXION GAMES EST. 5/2011 – HIGH QUALITY GAMES ACCESS VIA GOOGLE FREE GAMES – HIGH RETENTION RATE *** - THAI PARTNERSHIP IN CREATING GAMES – MANY GAMES AND MANY BEST-SELLING GAMES – AXION GAMES ACADEMY GAMES TRAINING
ENTHUSIAST GAMING EST. 2014 – REPORTEDLY RECEIVING OVER 1 BILLION DOLLARS IN AD REQUESTS PER WEEK – OVER 150 MILLION VIEWS MONTHLY – OWN OVER 80 VIDEO GAMING SITES – RUN TOURNAMENTS AND LIVE EVENTS AS WELL – FAST GROWING CLIENT BASE
E-PLAY DIGITAL EST 2013 - ESPORTS AND AUGMENTED REALITY (AR) AND MOBILE - MANY GAMES CREATED (BIG SHOT) - VERY BROAD INTEGRATIONS AND LIVE STREAMS
FANDOM SPORTS EST 2007 – MOBILE APPS AND LIVE EVENTS AND TOURNAMENTS – USE “FANCOINS” FOR CLIENT REWARDS SYSTEM – FAN BLOG
GLOBAL GAMING TECHNOLOGIES
STRONG IN TECHNOLOGY AND CLIENT STATISTICS – LAUNCHING MOBILE APPS AND DESKTOP AT THE PRESENT TIME – AR, VR, AI INCLUDED – EST. 2010
MILLENNIAL ESPORTS EST. 2011 – VERTICALLY INTEGRATED, INCLUDING MOBILE – VR PLUS LIVE GAMES, EVENTS AND TOURNAMENTS – MANY GAMING OPTIONS AND PRIZES – LAS VEGAS H.Q.
VERSUS SYSTEMS EXPERT AT CONNECTING ADS WITH PLAYERS – EST. 2018 – ADVERTISERS PROVIDE PRIZES (OFTEN MAJOR) AND A FEW ICONIC ADVERTISERS ON BOARD – VARIES GAMES & CONTESTS, ETC.
VICTORY SQUARE TECHNOLOGIES
MORE FOCUSED ON INVESTING / PARTNERING IN ESPORTS VENTURES THROUGH V2 GAMES – INVEST IS START-UPS AND EARLY-STAGE (“TECHNOLOGY ACCELERATOR”) - > 20 COMPANIES
YDX INNOVATIONS EST. 2001 – ESPORTS, VR, AR AND INTERACTIVE EXHIBITIONS (“IE”) – MANY LIVE EVENTS AND FESTIVALS (“GAME ON FESTIVAL) = DIVERSE AND FORWARD-LOOKING
CANADA ESPORTS LEAGUE (“CEL”)
RUN TOURNAMENTS (INCLUDING TEAMS) IN THEIR OWN ARENA – REP. RIOT GAMES (LEAGUE OF LEGENDS) – CANADA’S FIRST DEDICATED ESPORTS ARENA
ESPORTS CENTRAL
MONTREAL BASED ESPORTS ARENA (LARGEST IN CANADA AT 13,000 SQ. FT.) – ALMOST 100 PC’S, 20 CONSOLES AND 6 RACING SIMULATORS
NUMEROUS IN GTA AND ONTARIO
MANY SMALLER, LIMITED SCOPE FACILITIES IN SPORTS BARS, PUBS, CAMPUS GAMING CENTERS AND SOME ARCADES
N.B. – some of the foregoing do not operate directly, or operate on a very small scale, in the company’s niche, but all touch on the company’s market and represent a place a prospect can go as opposed to patronizing the company’s site.
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INDUSTRY OVERVIEW
BACKGROUND Esports (also known as electronic sports, e-sports, or eSports) is a form of competition using video games.
Most commonly, Esports takes the form of organized, multiplayer video game competitions or tournaments
particularly between professional players, individually or as teams. Games are played between players or
teams. Esports are essentially the organized sports world of gaming. Similar to traditional sports, most
participants are not professionals, however, in the past few years, there has been a rapid rise of professional
Esports athletes. The market has grown exponentially, with dramatically increasing numbers of players and
fans. This increased popularity and funding has led to greater organization, more Esports teams, and
attractive huge prize money purses for tournaments, spectators and Esports leagues. People can now stream
Esports tournaments on services like Twitch and Youtube. Many of these videos have tens of millions of
views. High Schools and even governments around the world are recognizing Esports as a “traditional” sport.
Video games have changed from a hobby to an industry and Esports is the fastest growing sport.
Esports has become a major economic segment. 2018 revenues for online gaming in the USA alone
exceeded $18 Billion Dollars – this is forecast to exceed $43 Billion Dollars by the end of 2019. The 2013 to
2018 and the annualized growth rate was an astounding 7.2%, AND, it is growing, with 10% plus annualized
growth rates forecast for the next several years. The segment features more than 44,000 participating
businesses in one form or another and more than 230,000 employees. It is reported that, now, on a global
basis, more than 300,000 log-ins to Esports occur daily and this is anticipated to exceed 500,000 by the year
2020. The 2018 Esport world championship drew over 100 Million viewers. Esports events are carried by
such majors as ESPN and Turner Broadcasting. Several Esports teams are now owned by major pro sports
franchises. A recent Esports championship actually sold out Madison Square Gardens. Growth is fuelled by
recent increases in disposable income levels, increased levels of leisure time, new innovative games and
improved technologies. The Esport economy segment reported 2018 revenues at $869 Million Dollars and
this is expected to exceed 1 Billion Dollars in 2019. The following images illustrate the profound growth and
impact of Esports:
21
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Increased popularity of hot yoga
ESPORTS OFFERS REAL BENEFITS TO ITS PLAYERS:
Social skills: Esports allows players, students, et al, to make friends from all over the world. The shared gaming
interest, passions, and skills allow all ages to make real connections, often, very quickly.
Life Skills: Esports have proven to offer the same type of benefits as traditional sports. Things like being
committed, disciplined practice, dedication, working on a team and leadership
Strategic thinking and collaboration: These are great skills and many of the games involve a lot of strategic
thinking, planning and team work
23
Becoming More Mainstream: The rising popularity in Esports has resulted in many places making Esports an
officially sanctioned sport in high schools – a student can join a team (or even start a team), but they could also
get college scholarships. There are just more opportunities for players and that trend is going to continue.
Resolving Competition: The path to a professional gamer isn't necessarily easy. Many pros state that they
practice up to 12 hours a day! It's important, however to continue to be well rounded, to get exercise and find
some other interests
Professional Play: Esports now offers the opportunity to make a living, and sometimes a very good living, being
a professional gamer – events and tournaments are proliferating and prizes are significant, with several
individuals realizing millions of dollars in annual earnings.
SITUATIONAL ANALYSIS – ESPORTS 2019
• Esports is a still nascent industry filled with commercial opportunity.
• There are a variety of revenue streams that industry participants can avail.
• The market has significant room to grow.
• The dynamism of this market distinguishes it from traditional sports.
• The audience is high-value and global, and its numbers are rising.
• Brands can prosper in Esports by executing a well strategized game plan.
• Game publishers approach their Esport ecosystems in different ways.
• Successful Esport games are all comprised of the same basic ingredients.
• Digital streaming platforms are spearheading the popularity of Esports.
• Media icons are investing in Esports - and seeing encouraging results.
• Traditional sports franchises have a clear opportunity to exploit in Esports.
• Virtual and augmented reality ventures also stand to benefit from eSports.
Key Metrics: Besides the immense growth in revenues of late, growth in the eSports industry can be gauged by
looking at two key parameters, being viewership and prize money. Statistics for industry giant Twitch (an Amazon
subsidiary) fairly represent recent industry growth trends:
Viewership Data: Twitch primarily focuses on broadcasting eSports competitions along with providing a platform
for video game streamers. In the last three years, it has seen a 21.3% compound annualized growth rate in
viewership. In 2017 alone, viewers watched almost 6 billion hours of content on Twitch.
Prize Money: In the early years of Esports, prize money was fairly low. However, with the overall growth in
viewership and other revenues, prize money has grown by over 30% annually of late. Prize money comes from
either game publishers (such as Valve) or Esports organizations (such as ESL).
24
Viewership and prize money statistics – Twitch
INDUSTRY TRENDS
As mentioned, the industry segment continues to grow at a robust pace and will continue to do so
for years to come. Industry trends also include:
• Revenues will continue to skyrocket – 15% of internet users engage in Esports
• Competition will remain brisk
• Esports will open up to wider demographics profiles – seniors / all ages, a diversity of students, etc.
• VR and class learning will increase – a positive image continues to evolve
• More players will turn professional
• The stigma of “video games” is disappearing
• There is an increase in industry standards and appropriate regulations
• Technology continues to improve
• An intense focus on security continues
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ECONOMIC FACTORS IN THE INDUSTRY
As mentioned, improving levels of disposable income (predominantly due to improved economic
conditions) and increased available leisure time has acted to fuel industry growth. Esports reported
in excess of 655 Million Dollars in global revenues in 2017 and growth since then has been
extraordinary, with 1 Billion Dollars anticipated for the year 2019. Online gaming in the USA is
predicted to exceed $43 Billion Dollars in aggregate revenues for the year 2019. As the segment
image continues to improve and a wider expanse of potential players evolves, these numbers will
increase. As previously mentioned, daily log-ins for Esports is now in the hundreds of millions.
SOCIO-CULTURAL FACTORS
Esports is truly inclusive. There are few social or cultural barriers to being an “E-gamer”, but one
does need the capacity for a PC / console / mobile device and certain fees if online tournaments are
desired. This is really not too prohibitive, considering excellent used hardware is available at ‘budget-
friendly” prices and fees can be selected from quite small and up.
GOVERNMENT REGULATIONS
It is important to distinguish between online gaming and online gambling in Canada. Online Esports
are not betting sites. There are no government regulations for online gaming in Canada, however,
online gambling carries strict regulations, but these are in a state of change as governments (e.g. –
Ontario) now strive to “get in on the action”. In Canada, there is no entity that serves to regulate
Esports or dictate policy. Certain enterprises, such as Esports Canada (a NFP) have opened in order
to promote the best interests of e-gamers and the industry, while others, such as Ontario Esports
League and Canadian Gaming Association co-mingle interest in the gambling segment. The
Entertainment Software Association of Canada promotes the best interests of video games. Gaming
Esports demographics and most popular games
26
and gambling are often “huddled under the same umbrella” but the gaming segment does avail such
peripheral benefits as advocacy and best practices modalities. A prevailing, if unwritten, rule is that
uncompromised integrity is expected from all players.
FINANCE NORMS & PATTERNS
There are numerous channels of revenue and financial models vary greatly. With more than 23 million
reported “e-gamers” in Canada (over 8 million on Ontario) demand is flush and ubiquitous.
MARKETING The company will use proven strategies and methods.
Core strategies include:
1. Generate immediate and increasing awareness
2. Create interest in visiting the site
3. Emphasize choices / options
4. Emphasize a commitment to superior customer satisfaction
5. Continue to build a strong relationship business - have a business customers trust and love to patronize
6. Create ongoing goodwill, customer appreciation and loyalty programs
OVERALL MARKET SIZE OF ESPORTS SEGMENT
With hundreds of millions of daily Esports log-ins and astounding growth rates-15% of internet users
patronize Esports - the market is global and virtually unlimited:
Esports revenues statistics:
• eSports had over $492 million in revenue in 2016.
• Revenue is expected to increase over 32% by 2020 with an estimated revenue of $1.48 billion in the U.S.
alone.
• eSports revenue topped $696 million in 2017.Of the revenue made in the year 2017
• 38% came from sponsorship with $266 million spent.
• 22% came from advertising at around $155 million.
• 17% was earned from game publishing fees that accounted for $116 million.
• 14% was earned from the media rights which accounted for $95 million.
• 9% came from merchandise and tickets that came in around $64 million.
The North American Esports Market
• The North American eSports market earned $257 million in 2017.
• The revenue in North America is expected to double by 2020 to $607 million.
• Most of the North American revenue came from sponsorships which had a total of $113 million in 2017.
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• The 25 million eSports enthusiasts in North America spend almost twice as much as other regions with
an average of $10.36 each in revenue.
• North America is also expected to see a growth of the export of content licenses up to $95 million which
will be an 82% increase from 2016.
Who watches Esports?
• There were over 323 million viewers in 2016
• In 2017, the total number of hours watched was 2,077,897,606
• Total views in 2017 were 29,853,993.
• The average viewer will typically watch for at least 84 minutes.
• Viewership is comparable to other sport airings with 43 million viewers tuning into the 2017
championship of League of Legends, just 1.5 million less than the amount of viewers game 7 of the NBA
finals had.
• Out of the 385 million viewers in 2017, 191million were Esports fans and enthusiasts, and 194 million
were occasional viewers.
• The sports enthusiasts are expected to see the biggest growth with a 50% in the next three years. They
are also expected to spend the most money with an average of $3.64 per watcher. This figure is
expected to increase to $5.20 by 2020.
• Millennial’s are one of the highest growing demographics with millennial-aged viewers twice as likely to
watch gaming events on a streaming platform.
• 22% of male millennials watch competitive gaming.
• 22% of women are involved in Esports and 18% of men.
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MARKETING INITIATIVES
“Tried and true” marketing techniques will include the following:
• Exploiting various social media channels, including joining Facebook groups, Pinterest, Snapchat,
Instagram and Twitter
• Advertise through Google AdWords, Twitch, social media channels, Youtube
• Collaborate with social media influencers in the industry.
• Collaborate with Youtube gaming stars
• Write blog posts and guest posts
• Start EMM Youtube channel
• Hire freelancers using Upworks or Fiverr
• Hire a digital marketing company
• Utilize Search Engine Optimization (SEO)
• Create affiliate partnerships
• Develop a campaign surrounding EMM slogan – “Great Games – Great Fun – Great Prizes”, etc.
Website Strategy:
The website will be the company’s conduit for business but also its “virtual “home”, a virtual business card,
and a virtual display album. It is an important component of prospect generation. It will showcase: (1) high
quality and diversity of games and events (2) sociable approach to business (3) serving clients with the
highest responsiveness and respect (4) a convenient and enjoyable process, and (5) the fact that the
company is owned and operated by experienced and committed professionals – partners who really enjoy
the business
Website implementation needs to be dynamic, eye-catching, informative and well-structured. The HOME
section should feature an opening impact of “unique selling proposition” - “Best Games – Best Prizes”. The
CONTACT section should feature a closing “call to action” – “Enjoy a game or tournament today!”
Promotion Strategy:
All marketing materials and initiatives are to be professionally crafted. Emphasis will be placed on exciting
and varied game choices, the sociable and secure environment, and specials as stipulated by
management. Each and every client should be treated like a “part of the family”. Per the Financial
Projections section herein 3% of gross revenues will be dedicated to promotion.
MARKET SEGMENTATION, DEMOGRAPHICS AND TARGET MARKET
The core of Esports demand has emanated from “Generation Z” individuals (typically now denoted as
ages from 4 to 24 years). As a percentage of the global population of 7.7 billion, this represents a market
of in and around 2 billion people. Reports indicate that 89% of Gen Z people own consoles, with 56% of
Esports gamers being male and 44% being female. 61% of Esports viewers are 35 years old or younger.
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The evolving trend to accommodate “all ages” has opened the market for literally billions of additional
prospects feeding demand. Canadians are avid “gamers” (projected to be more than 23 million) and
online gaming accounted for $3.7 Billion in 2018 GPD. Northern Arena was Canada’s first pro Esports
league, commenced in 2016. The typical “e-gamer” spends at least 10 hours per week playing.
Some additional gaming marketplace statistics: Clearly, market potential evolves from the widest expanse of demographics.
• The average age of today’s gamer is 31.
• The average number of years gamers have been playing is 14.
• 71% of gamers are age 18 or older.
• 48% of gamers are female.
• 62% of gamers play games with others, either in-person or online.
• 53% of gamers play games on their smart phones / mobile devices
• 41% of gamers play on their wireless device.
• 87% of parents believe that the parental controls available in all new video game consoles are useful.
• 68% of parents believe game play provides mental stimulation or education.
• 55% of parents believe game play helps the family to spend to time together.
GEOGRAPHICS The market is global in nature – there are no restrictions to potential
LIFESTYLE Esports gamers come from every walk of life and include students, beginners, occasional players up to
professional players (regular money winning pros involve 1% of all players).
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MARKETING/ADVERTISING STRATEGY
Brand awareness, enthusiasm and brand loyalty must be cultivated from inception (please see core
strategies and marketing initiatives herein).
PROMOTIONAL BUDGET
The company estimates it will use 3% of its revenues towards marketing /advertising / promotion.
OPERATIONS
OPERATIONS PLAN
STRUCTURAL OVERVIEW
The shareholders X and Y (also called members) own the company by owning its shares and the
directors (CEO, COO, CFO) manage it.
COMPANY OVERVIEW
A Board of Directors will be appointed and the board will duly appoint XXXXXXXXXXX as CEO,
XXXXXXXXXXX as COO, XXXXXXXXXXX as CFO, XXXXXXXXXXX as Vice President of Marketing
Operations, XXXXXXXXXXX as Manager CTO and XXXXXXXXXXX as Accountant.
MANAGEMENT TEAM XXXXXXXXXXX will be the chief executive officer (CEO) of the EMM company, whose
primary responsibilities will include making major corporate decisions, managing the overall
operations and resources of a company, acting as the main point of communication
between the board of directors (the board) and corporate operations, and being the
public face of the company.
XXXXXXXXXXX will be the chief financial officer (CFO) of the EMM company, who will primarily be
responsible for managing the company's finances, including financial planning, management of financial
risks, record-keeping, and financial reporting.
XXXXXXXXXXX will be the chief operating officer (COO) of the EMM company, who will be responsible
for the day-to-day administrative and operational functions of a business. The COO typically reports
directly to the chief executive officer (CEO) and is considered to be second in the chain of command.
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XXXXXXXXXXX will be the VP, Marketing Operations and will oversee marketing strategies and tactics to
strengthen EMMs market position and achieve desired business objectives.
XXXXXXXXXXX will be the chief technology officer (CTO) of the EMM company who will be responsible
for scientific and technological issues within the company.
XXXXXXXXXXX will be the primary accountants who will prepare and examine financial records and make
sure that records are accurate and that taxes are paid properly and on time.
ORGANIZATIONAL CHART
CEO / Managing partner
COOVice President of
Marketing Operations
Manager CTO Accountant
CFO / Managing partner
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DESCRIPTION OF FUTURE RECRUITMENT PLANS Recruitment Plan: The main methods for recruiting staff are anticipated to be word-of-mouth / referrals from existing
relationships and online sites. Staff will be selected on the basis of credentials and a proven track record of
good work habits, teamwork, adaptability and attitude. References will be required and thorough interview
process will be conducted.
Hiring:
• formulate job description
• establish employment parameters and conditions
• review and document policies and procedures
• screen applicant
• interview applicant
• test / challenge / investigate
• hire or decline
Training:
Training will be conducted according to policies and procedures established by management. Annual
performance evaluations will be conducted and documented for all staff members.
IMPLEMENTATION PLAN
The sequence for Start-up requirements will be:
1) Research and select optimum “i-gaming” software - the software provider should offer the following
features:
• an advanced gaming management system
• payment options with multi-currency support
• large coverage of gaming markets
• access to a large selection of top international games
• a customizable front-end
• any required license(s)
• customer support
2) Establish initial inventory of available games
3) Work with legal firm to structure company and legal status
4) Design and institute website – see marketing section herein
5) Establish payment system provider - one whose complete services feature:
• payment processing
• integration with all major e-merchants
• multi-currency support
• advanced risk management
• fraud detection
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6) Marketing plan and institute same - the main goal is to position the company as a quality, trustworthy
business. Inasmuch as the online gaming market is a highly competitive one, the best approach is to only
feature quality games from trusted providers, with users enjoying an excellent experience.
Considerable strategy, effort and focus must be expended in announcing the launch of the new online
Esports business. Ongoing marketing efforts are required to keep players coming back and to attract new
ones on a consistent basis (see marketing strategies).
7) Referral, loyalty and retention rewards system
8) Company IT, SMS and all ongoing operating systems
SWOT ANALYSIS
STRENGTHS
• Industry is enormous with ubiquitous demand - on a global basis
• Global market is easily accessible – market potential is virtually unlimited
• Industry growth is phenomenal and projected to grow at 10% or more per annum for many years
• Highly profitable segment
• Demonstrated sound business model
• Many channels of revenue – fees, ads, sponsorships, T.V., tutorials, merchandise…
• Inroads into the market already established
• Viable, credible and secure software and service providers available
• Experienced, professional and capable management – company management are forward-thinking and
at the leading edge of the segment
• Significant capital commitment from principals
• Expenses easily controlled – a compact business to operate
• Once totally operational, nominal or zero need for ongoing capital investment
• Stable and undoubted year-round demand
WEAKNESSES
• Start-up mode, so “growing pains” need to be resolved along the way
• To a moderate degree, market niche is somewhat narrow at the moment
• Loyal client base needs to be established and increased
• Revenue growth rate to be increased steadily
• Competition must be overcome
OPPORTUNITIES
• To improve existing industry modalities to achieve optimum revenues and profitability
• Significant opportunities to expand platform in order to optimize revenues
• Huge opportunity to develop added initiatives, services, service areas and clients – such things as
advertising, sponsorships and franchising will complement streams of revenue
• Costs for additional/derivative products proportionately low
34
• To expand upon networking, affiliation and strategic alliance opportunities
• To be alert to merger and acquisition opportunities
THREATS
• Segmented Fanbase: there are many games that fall under the extremely broad ‘esports’ term creating
a very segmented and spread out fan base which results in different esports to struggle if they are only
popular in specific markets
• Competition: the market offers massive demand and the company can establish distinctive
competencies (e.g. – pricing, client loyalty) – company management can exploit the leading edge of this
segment
• Game Disruption: many games have been around for a while, and as graphics and designs to continue
to improve any game can lose popularity at any time
• Downturn in economy: market demand is ubiquitous, the demand for online gaming has become
virtually economy-proof.
• Supply Chain risk: this is a service business – other than games access, there is no inventory.
• Underperforming staff: the business is being run as a hands-on manner – replacements, if so required,
can be recruited and trained in a swift and efficient manner – it is a “buyer’s market” regarding staffing.
FINANCE
FINANCIAL NARRATIVE
The financial portion of this plan details this data for the first 3 years and spotlights the revenue and
profits during this period. The projections in this business plan are based on an evaluation of the
potential market, the growth of the market, and the potential growth of an entity developed with the
proposed business model and strategies.
The most important financial indicators are “bottom line” and cash. The Company will constantly monitor
the flow of revenue and operating profits, carefully control the expenses, and accumulate cash to repay
debt. This is reflected in the cash flow and the income statements.
The projected profit and loss statement for the company highlights the relation between the sales
forecast and the operating expenses forecast.
The projected cash flow statement for the company represents the cash balance remaining at the end
of each year after deducting the expenses from the gross profit (revenue minus direct costs) and any
other uses of cash and adding back non-cash items such as depreciation.
Cash flow is crucial to business survival. With the investment requested, the company is confident that
it will have the resources to build the business, handle contingencies, take advantage of new
opportunities, and make capital improvements as needed.
35
The company believes that its long-‐term prospects for growing a successful business are excellent. The company will
break through the startup barriers, acquire the capital needed, and develop a loyal client base in the target
market. Under the leadership of the experienced principals, and coupled with the business model, value
propositions and the customer-‐centric strategy, the company expects to clearly differentiate itself from the
competition and to reach its growth goals.
ASSUMPTIONS
• Business commencement date is April 2020.
• Per Use of Start Up Funds, $450,000 originally invested by principals and the cash is
deployed as specified in Use of Start Up Funds ($450,000)
• Monthly subscription fees are comprised of 15% Basic / beginners (at $4.99 per month), 25% for
Silver, Gold and Platinum (at $9.99, $14.99 and $27.99 per month respectively) and 10% Sapphire (at
$99.99 per month) – N.B. – per pro forma, this averages $23.99 per month per subscriber
• Monthly tournaments average twice per subscriber at $1.99 per tournament which means each subscriber
goes in 2 tournaments a month at $ 1.99 a tournament
• Sponsorship, advertising and other revenues assumed at 0% of total subscription fees –
Although these will evolve over time, projections do not include at this time to start
• Merchandise sales assumed at 0% of subscription fees to start
• Private room income based on 50% of tournaments at average of $100 per tournament Year
1 and increasing by $25 per tournament for each subsequent year
• Cost of Goods Sold (COGS) assumed at 10% of subscription fees
• Payroll = OWNERS as business management, including support
• Miscellaneous staff = 5% of payroll
• Depreciation based on $450,000 amortized over 60 months (= $7,500 per month)
• Marketing / promotion assumed at 3% of sales
• Repairs / maintenance assumed at 1% of sales
• Credit card expense = 1% of sales
• Accruals are legal and accounting (at $500 per month)
• OWNERS assumed to be remunerated for Return on Investment (“ROI”) per: $450,000
amortized over 60 months at a simple interest rate of 12.5% = monthly payment (principal +
interest) of $10,124 - Owners also entitled to any bonuses and/or dividends as agreed upon
• Taxes assumed at 20% of net income
• Total Expenses include all operating costs, depreciation payroll (owners as managers), owners ROI and
taxes
• No loans or leases and no rent to start
36
TOTAL REVENUES include Member subscription fees, private room fees, tournament participation fees, advertising fees, sponsorship investment and “other” income (e.g. – merchandise)
TOTAL EXPENSES include Payroll, rent, miscellaneous staff (benefits, etc.), depreciation, normal operating expenses (phone, utilities, insurance, etc.), accruals (legal and accounting), shareholders’ return-on-investment (“ROI”) payment and taxes
CASH FLOW from operations Cash flow is calculated by taking net income for a period and adding back any non-cash expense (such as depreciation) and then deducting non-operating cash uses such as principal pay-down on loans and dividends
COMPANY NET WORTH at inception The company net worth starts at $450,000, being the original owners’ investment and reflecting no loans, leases or other liabilities
FINANCIAL PROJECTIONS
START-UP FUNDING START-UP EXPENSES TO FUND $ 0 START-UP ASSETS TO FUND $ 450,000 TOTAL FUNDING REQUIRED 450,000
ASSETS
NON-CASH ASSETS AT START-UP (SEE CHART)
$450,000
CASH REQUIREMENTS FROM START-UP $450,000 ADDITIONAL CASH RAISED $0 CASH BALANCE ON STARTING DATE TOTAL ASSETS $ 450,000
LIABILITIES AND CAPITAL
LIABILITIES
CURRENT BORROWING $0 LONG-TERM LIABILITIES $0 ACCOUNTS PAYABLE (OUTSTANDING BILLS) $0 OTHER CURRENT LIABILITIES (INTEREST-FREE)
$0
TOTAL LIABILITIES $0
CAPITAL
PLANNED INVESTMENT
OWNER $450,000 GRANT/INVESTMENT FUNDING $0 ADDITIONAL INVESTMENT REQUIREMENT $0 TOTAL PLANNED INVESTMENT $450,000
LOSS AT START-UP (START-UP EXPENSES) $0 TOTAL CAPITAL
$450,000
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SALES FORECAST
Year 1 Year 2 Year 3 Year 4 Year 5 SALES 2,320,000 3,610,500 5,307,000 7,843,500 9,798,000 OTHER TOTAL SALES 2,320,000 3,610,500 5,307,000 7,843,500 9,798,000
DIRECT COST OF SALES 193,200 302,400 446,400 662,400 979,800 SUBTOTAL DIRECT COST OF SALES
193,200 302,400 446,400 662,400 979,800
BREAK-EVEN ANALYSIS
MONTHLY REVENUE BREAK-EVEN (MONTH1)
$61,750
ASSUMPTIONS:
AVERAGE PERCENT VARIABLE COST
10%
ESTIMATED MONTHLY FIXED COST
$56,139
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INCOME STATEMENT
Year 1 Year 2 Year 3 Year 4 Year 5
SALES 2,320,000 3,610,500 5,307,000 7,843,500 9,798,000 DIRECT COST OF SALES 193,200 302,400 446,400 662,400 979,800 OTHER COSTS OF SALES
TOTAL COST OF SALES 193,200 302,400 446,400 662,400 979,800
GROSS MARGIN 2,126,800 3,308,100 4,860,600 7,181,100 10.973M GROSS MARGIN % 92% 92% 92% 92% 92%
EXPENSES PAYROLL 240000 240000 240000 240000 240000 MARKETING/PROMOTION 11894 26386 40878 55380 66870
DEPRECIATION 90000 90000 90000 90000 90000 AUTOMOTIVE EXPENSES
BANK CHARGES
EQUIPMENT PURCHASES
FRINGE BENEFITS 1500 3000 4500 6000 7500
INSURANCE 5500 6000 6000 6000 6000
INVENTORY PURCHASES $0 $0 $0 $0 $0
LEASEHOLD IMPROVEMENTS
$0 $0 $0 $0 $0
ROI PAYMENTS 121,488 121,488 121,488 121,488 121,488
OFFICE/STORE SUPPLIES
PROFESSIONAL FEES 11500 11500 11500 11500 11500 MORTGAGE & RELATED COSTS
$0 $0 $0 $0 $0
RENT
REPAIRS AND MAINTENANCE
TELEPHONE 1200 1200 1200 1200 1200
TRAVEL
UTILITIES 12000 12000 12000 12000 12000
MISCELLEANEOUS 111,384 163639 232,472 343,295 516,269 TOTAL OPERATING EXPENSES
909,668 1,201,790 1,580,150 2,145,710 2,974,910
PROFIT BEFORE INTEREST AND TAXES
EBITDA
INTEREST EXPENSE
TAXES INCURRED 303,222 526,577 820,112 1,258,847 1,902,072
NET PROFIT 1,212,890 2,106,310 3,280,450 5,035,390 7,608,290
NET PROFIT/SALES 52.28% 58.34% 61.81% 64.20% 77.65%
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CASH FLOW
Year 1 Year 2 Year 3 Year 4 Year 5
CASH RECEIVED
CASH FROM OPERATIONS 1,302,890 3,499,200 6,869,650 11.995M 19.693M
CASH SALES CASH FROM RECEIVABLES
SUBTOTAL CASH FROM OPERATIONS
1,302,890 3,499,200 6,869,650 11.995M 19.693M
ADDITIONAL CASH RECEIVED
SALES TAX, VAT, HST/GST RECEIVED
NEW INVESTMENT RECEIVED
SUBTOTAL CASH RECEIVED 1212890 3,409,200 6,779,650 11,905,000 19,603,000
ADD BACK DEPRECIATION 9000 9000 9000 9000 9000
CASH BALANCE 1,302,890 3,499,200 6,869,650 11,995,000 19,693,000
OPENING BALANCE SHEET ($’s CDN) ASSETS LIABILITIES Current Assets Current Liabilities Cash 20,000 Deposits Inventory Long Term Assets Long Term Liabilities Equipment 10,000 Loan POS / furniture (incl.) 5,000 Leaseholds 24,000 Other/intangibles 391,000 Total Assets 450,000 Total Liabilities Owner’s Equity 450,000 Total Equities 450,000
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BALANCE SHEET Year 1 Year 2 Year 3 Year 4 Year 5
ASSETS
CURRENT ASSETS
CASH 1,302,890 3,499,200 6,869,650 11.995,000 19.693,000
ACCOUNTS RECEIVABLE
OTHER CURRENT ASSETS
TOTAL CURRENT ASSETS 1,302,890 3,499,200 6,869,650 11.995,000 19.693,000
LONG-TERM ASSETS
LONG-TERM ASSETS 450000 360000 270000 180000 90000
ACCUMULATED DEPRECIATION
82500 90000 90000 90000 90000
TOTAL LONG-TERM ASSETS
TOTAL ASSETS 1670490 3859200 7139650 12,265,000 19,873,000
LIABILITIES AND CAPITAL 450,000 450,000 450,000 450,000 450,000
CURRENT LIABILITIES
ACCOUNTS PAYABLE
CURRENT BORROWING
OTHER CURRENT LIABILITIES
SUBTOTAL CURRENT LIABILITIES
0 0 0 0 0
LONG-TERM LIABILITIES
TOTAL LIABILITIES 0 0 0 0 0
PAID-IN CAPITAL 450,000 450,000 450,000 450,000 450,000
RETAINED EARNINGS 0 1,302,890 3,409,200 6,689,650 11,815,000
EARNINGS 1,220,490 2,106,310 3,280,450 5,125,350 7,608,000
TOTAL CAPITAL
TOTAL LIABILITIES AND CAPITAL
450,000 450,000 450,000 450,000 450,000
NET WORTH 1,670,490 3,859,200 7,139,650 12,265,000 19,873,000
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INCOME STATEMENT MONTHLY YEAR 1
Apr-20 May-20 Jun-20 Jul-20 Aug-20 Sep-20 Oct-20 Nov-20 Dec-20 Jan-21 Feb-21 Mar-21
1 2 3 4 5 6 7 8 9 10 11 12
# CLIENTS 3500 7000 7000 7000 7000 7000 7000 7000 7000 7000 7000 7000
REVENUE
INITIAL FEES 0 0 0 0 0 0 0 0 0 0 0 0
MONTHLY FEES 84000 168000 168000 168000 168000 168000 168000 168000 168000 168000 168000 168000
PRIVATE ROOM 5500 5500 5500 5500 5500 5500 5500 5500 5500 5500 5500 5500
SPONSOR 0 0 0 0 0 0 0 0 0 0 0 0
TOURNAMENT FEES 14000 28000 28000 28000 28000 28000 28000 28000 28000 28000 28000 28000
ADS 0 0 0 0 0 0 0 0 0 0 0 0
OTHER 0 0 0 0 0 0 0 0 0 0 0 0
TOTAL REVENUE 103,500 201,500 201,500 201,500 201,500 201,500 201,500 201,500 201,500 201,500 201,500 201,500
COGS 8,400 16,800 16,800 16,800 16,800 16,800 16,800 16,800 16,800 16,800 16,800 16,800
GROSS MARGIN 95,100 184,700 184,700 184,700 184,700 184,700 184,700 184,700 184,700 184,700 184,700 184,700
EXPENSES
PAYROLL 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000
MISC. STAFF 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000
RENT
DEPRECIATION 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500
INSURANCE 500 500 500 500 500 500 500 500 500 500 500 500
UTILITIES 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000
PHONE 100 100 100 100 100 100 100 100 100 100 100 100
MARKETING 3105 6045 6045 6045 6045 6045 6045 6045 6045 6045 6045 6045
LICENSE/PERMITS
MAINT 1035 2015 2015 2015 2015 2015 2015 2015 2015 2015 2015 2015
MISC. /FEES
CRED CARD 1035 2015 2015 2015 2015 2015 2015 2015 2015 2015 2015 2015
LEGAL 500 500 500 500 500 500 500 500 500 500 500 500
ACCOUNTING 500 500 500 500 500 500 500 500 500 500 500 500
LOAN
EXPENSE
SUB-TOTAL 36,275 41,175 41,175 41,175 41,175 41,175 41,175 41,175 41,175 41,175 41,175 41,175
OWNERS 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124
EXPENSE
TOTAL 46,399 51,299 51,299 51,299 51,299 51,299 51,299 51,299 51,299 51,299 51,299 51,299
NET EBIT 48,701 133,401 133,401 133,401 133,401 133,401 133,401 133,401 133,401 133,401 133,401 133,401
TAXES 9740.2 26680.2 26680.2 26680.2 26680.2 26680.2 26680.2 26680.2 26680.2 26680.2 26680.2 26680.2
INTEREST
EXPENSE
TOTAL 56,139 77,979 77,979 77,979 77,979 77,979 77,979 77,979 77,979 77,979 77,979 77,979
NET INCOME 38,961 106,721 106,721 106,721 106,721 106,721 106,721 106,721 106,721 106,721 106,721 106,721
42
INCOME STATEMENT MONTHLY YEAR 2
Apr-21 May-21 Jun-21 Jul-21 Aug-21 Sep-21 Oct-21 Nov-21 Dec-21 Jan-22 Feb-22 Mar-22
13 14 15 16 17 18 19 20 21 22 23 24
# CLIENTS 10500 10500 10500 10500 10500 10500 10500 10500 10500 10500 10500 10500
REVENUE
INITIAL FEES 0 0 0 0 0 0 0 0 0 0 0 0
MONTHLY FEES 252000 252000 252000 252000 252000 252000 252000 252000 252000 252000 252000 252000
PRIVATE ROOM 6875 6875 6875 6875 6875 6875 6875 6875 6875 6875 6875 6875
SPONSOR 0 0 0 0 0 0 0 0 0 0 0 0
TOURNAMENT FEES 42000 42000 42000 42000 42000 42000 42000 42000 42000 42000 42000 42000
ADS 0 0 0 0 0 0 0 0 0 0 0 0
OTHER 0 0 0 0 0 0 0 0 0 0 0 0
TOTAL REVENUE 300,875 300,875 300,875 300,875 300,875 300,875 300,875 300,875 300,875 300,875 300,875 300,875
COGS 25,200 25,200 25,200 25,200 25,200 25,200 25,200 25,200 25,200 25,200 25,200 25,200
GROSS MARGIN 275,675 275,675 275,675 275,675 275,675 275,675 275,675 275,675 275,675 275,675 275,675 275,675
EXPENSES
PAYROLL 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000
MISC. STAFF 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000
RENT
DEPRECIATION 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500
INSURANCE 500 500 500 500 500 500 500 500 500 500 500 500
UTILITIES 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000
PHONE 100 100 100 100 100 100 100 100 100 100 100 100
MARKETING 9026.25 9026.25 9026.25 9026.25 9026.25 9026.25 9026.25 9026.25 9026.25 9026.25 9026.25 9026.25
LICENSE/PERMITS
MAINT 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75
MISC. /FEES
CRED CARD 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75 3008.75
LEGAL 500 500 500 500 500 500 500 500 500 500 500 500
ACCOUNTING 500 500 500 500 500 500 500 500 500 500 500 500
LOAN
EXPENSE
SUB-TOTAL 46,144 46,144 46,144 46,144 46,144 46,144 46,144 46,144 46,144 46,144 46,144 46,144
OWNERS 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124
EXPENSE
TOTAL 56,268 56,268 56,268 56,268 56,268 56,268 56,268 56,268 56,268 56,268 56,268 56,268
NET EBIT 219,407 219,407 219,407 219,407 219,407 219,407 219,407 219,407 219,407 219,407 219,407 219,407
TAXES 43,881 43,881 43,881 43,881 43,881 43,881 43,881 43,881 43,881 43,881 43,881 43,881
INTEREST
EXPENSE
TOTAL 100,149 100,149 100,149 100,149 100,149 100,149 100,149 100,149 100,149 100,149 100,149 100,149
NET INCOME 175,526 175,526 175,526 175,526 175,526 175,526 175,526 175,526 175,526 175,526 175,526 175,526
43
INCOME STATEMENT MONTHLY YEAR 3
Apr-22 May-22 Jun-22 Jul-22 Aug-22 Sep-22 Oct-22 Nov-22 Dec-22 Jan-23 Feb-23 Mar-23
25 26 27 28 29 30 31 32 33 34 35 36
# CLIENTS 15500 15500 15500 15500 15500 15500 15500 15500 15500 15500 15500 15500
REVENUE
INITIAL FEES 0 0 0 0 0 0 0 0 0 0 0 0
MONTHLY FEES 372000 372000 372000 372000 372000 372000 372000 372000 372000 372000 372000 372000
PRIVATE ROOM 8250 8250 8250 8250 8250 8250 8250 8250 8250 8250 8250 8250
SPONSOR 0 0 0 0 0 0 0 0 0 0 0 0
TOURNAMENT FEES 62000 62000 62000 62000 62000 62000 62000 62000 62000 62000 62000 62000
ADS 0 0 0 0 0 0 0 0 0 0 0 0
OTHER 0 0 0 0 0 0 0 0 0 0 0 0
TOTAL REVENUE 442,250 442,250 442,250 442,250 442,250 442,250 442,250 442,250 442,250 442,250 442,250 442,250
COGS 37,200 37,200 37,200 37,200 37,200 37,200 37,200 37,200 37,200 37,200 37,200 37,200
GROSS MARGINS 405,050 405,050 405,050 405,050 405,050 405,050 405,050 405,050 405,050 405,050 405,050 405,050
EXPENSES
PAYROLL 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000
MISC. STAFF 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000
RENT
DEPRECIATION 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500
INSURANCE 500 500 500 500 500 500 500 500 500 500 500 500
UTILITIES 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000
PHONE 100 100 100 100 100 100 100 100 100 100 100 100
MARKETING 13267.5 13267.5 13267.5 13267.5 13267.5 13267.5 13267.5 13267.5 13267.5 13267.5 13267.5 13267.5
LICENSE/PERMITS
MAINT 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5
MISC. /FEES
CRED CARD 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5 4422.5
LEGAL 500 500 500 500 500 500 500 500 500 500 500 500
ACCOUNTING 500 500 500 500 500 500 500 500 500 500 500 500
LOAN
EXPENSE
SUB-TOTAL 53,213 53,213 53,213 53,213 53,213 53,213 53,213 53,213 53,213 53,213 53,213 53,213
OWNERS 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124
EXPENSE
TOTAL 63,337 63,337 63,337 63,337 63,337 63,337 63,337 63,337 63,337 63,337 63,337 63,337
NET EBIT 341,714 341,714 341,714 341,714 341,714 341,714 341,714 341,714 341,714 341,714 341,714 341,714
TAXES 68,343 68,343 68,343 68,343 68,343 68,343 68,343 68,343 68,343 68,343 68,343 68,343
INTEREST
EXPENSE
TOTAL 131,679 131,679 131,679 131,679 131,679 131,679 131,679 131,679 131,679 131,679 131,679 131,679
NET INCOME 273,371 273,371 273,371 273,371 273,371 273,371 273,371 273,371 273,371 273,371 273,371 273,371
44
INCOME STATEMENT MONTHLY YEAR 4
Apr-23 May-23 Jun-23 Jul-23 Aug-23 Sep-23 Oct-23 Nov-23 Dec-23 Jan-24 Feb-24 Mar-24
37 38 39 40 41 42 43 44 45 46 47 48
# CLIENTS 23000 23000 23000 23000 23000 23000 23000 23000 23000 23000 23000 23000
REVENUE
INITIAL FEES 0 0 0 0 0 0 0 0 0 0 0 0
MONTHLY. FEES 552000 552000 552000 552000 552000 552000 552000 552000 552000 552000 552000 552000
PRIVATE ROOM 9625 9625 9625 9625 9625 9625 9625 9625 9625 9625 9625 9625
SPONSOR 0 0 0 0 0 0 0 0 0 0 0 0
TOURNAMENT FEES 92000 92000 92000 92000 92000 92000 92000 92000 92000 92000 92000 92000
ADS 0 0 0 0 0 0 0 0 0 0 0 0
OTHER 0 0 0 0 0 0 0 0 0 0 0 0
TOTAL REVENUE 653,625 653,625 653,625 653,625 653,625 653,625 653,625 653,625 653,625 653,625 653,625 653,625
COGS 55,200 55,200 55,200 55,200 55,200 55,200 55,200 55,200 55,200 55,200 55,200 55,200
GROSS MARGINS 598,425 598,425 598,425 598,425 598,425 598,425 598,425 598,425 598,425 598,425 598,425 598,425
EXPENSES
PAYROLL 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000
MISC. STAFF 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000
RENT
DEPRECIATION 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500
INSURANCE 500 500 500 500 500 500 500 500 500 500 500 500
UTILITIES 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000
PHONE 100 100 100 100 100 100 100 100 100 100 100 100
MARKETING 19608.75 19608.75 19608.75 19608.75 19608.75 19608.75 19608.75 19608.75 19608.75 19608.75 19608.75 19608.75
LICENSE/PERMITS
MAINT 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25
MISC. /FEES
CRED CARD 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25 6536.25
LEGAL 500 500 500 500 500 500 500 500 500 500 500 500
ACCOUNTING 500 500 500 500 500 500 500 500 500 500 500 500
LOAN
EXPENSE
SUB-TOTAL 63,781 63,781 63,781 63,781 63,781 63,781 63,781 63,781 63,781 63,781 63,781 63,781
OWNERS 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124
EXPENSE
TOTAL 73,905 73,905 73,905 73,905 73,905 73,905 73,905 73,905 73,905 73,905 73,905 73,905
NET EBIT 524,520 524,520 524,520 524,520 524,520 524,520 524,520 524,520 524,520 524,520 524,520 524,520
TAXES 104,904 104,904 104,904 104,904 104,904 104,904 104,904 104,904 104,904 104,904 104,904 104,904
INTEREST
EXPENSE
TOTAL 178,809 178,809 178,809 178,809 178,809 178,809 178,809 178,809 178,809 178,809 178,809 178,809
NET INCOME 419,616 419,616 419,616 419,616 419,616 419,616 419,616 419,616 419,616 419,616 419,616 419,616
45
INCOME STATEMENT MONTHLY YEAR 5
Apr-24 May-24 Jun-24 Jul-24 Aug-24 Sep-24 Oct-24 Nov-24 Dec-24 Jan-25 Feb-25 Mar-25
49 50 51 52 53 54 55 56 57 58 59 60
# CLIENTS 34250 34000 34000 34000 34000 34000 34000 34000 34000 34000 34000 34000
REVENUE
INITIAL FEES 0 0 0 0 0 0 0 0 0 0 0 0
MONTHLY FEES 822000 816000 816000 816000 816000 816000 816000 816000 816000 816000 816000 816000
PRIVATE ROOM 11000 11000 11000 11000 11000 11000 11000 11000 11000 11000 11000 11000
SPONSOR 0 0 0 0 0 0 0 0 0 0 0 0
TOURNAMENT FEES 137000 136000 136000 136000 136000 136000 136000 136000 136000 136000 136000 136000
ADS 0 0 0 0 0 0 0 0 0 0 0 0
OTHER 0 0 0 0 0 0 0 0 0 0 0 0
TOTAL REVENUE 970,000 963,000 963,000 963,000 963,000 963,000 963,000 963,000 963,000 963,000 963,000 963,000
COGS 82,200 81,600 81,600 81,600 81,600 81,600 81,600 81,600 81,600 81,600 81,600 81,600
GROSS MARGIN 887,800 881,400 881,400 881,400 881,400 881,400 881,400 881,400 881,400 881,400 881,400 881,400
EXPENSES
PAYROLL 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000 20,000
MISC. STAFF 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000 1,000
RENT
DEPRECIATION 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500
INSURANCE 500 500 500 500 500 500 500 500 500 500 500 500
UTILITIES 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000 1000
PHONE 100 100 100 100 100 100 100 100 100 100 100 100
MARKETING 29100 28890 28890 28890 28890 28890 28890 28890 28890 28890 28890 28890
LICENSE/PERMITS
MAINT 9700 9630 9630 9630 9630 9630 9630 9630 9630 9630 9630 9630
MISC. /FEES
CRED CARD 9700 9630 9630 9630 9630 9630 9630 9630 9630 9630 9630 9630
LEGAL 500 500 500 500 500 500 500 500 500 500 500 500
ACCOUNTING 500 500 500 500 500 500 500 500 500 500 500 500
LOAN
EXPENSE
SUB-TOTAL 79,600 79,250 79,250 79,250 79,250 79,250 79,250 79,250 79,250 79,250 79,250 79,250
OWNERS 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124 10,124
EXPENSE
TOTAL 89,724 89,374 89,374 89,374 89,374 89,374 89,374 89,374 89,374 89,374 89,374 89,374
NET EBIT 798,076 792,026 792,026 792,026 792,026 792,026 792,026 792,026 792,026 792,026 792,026 792,026
TAXES 159,615 158,405 158,405 158,405 158,405 158,405 158,405 158,405 158,405 158,405 158,405 158,405
INTEREST
EXPENSE
TOTAL 249,339 247,779 247,779 247,779 247,779 247,779 247,779 247,779 247,779 247,779 247,779 247,779
NET INCOME 638,461 633,621 633,621 633,621 633,621 633,621 633,621 633,621 633,621 633,621 633,621 633,621
46
MONTHLY CASH FLOW YEAR 1 Apr-20 May-20 Jun-20 Jul-20 Aug-20 Sep-20 Oct-20 Nov-20 Dec-20 Jan-21 Feb-21 Mar-21
CASH IN
CAPITAL 45000
LEASE
LOAN
PROFIT 38,96 106,721 106,721 106,721 106,721 106,721 106,721 106,721 106,721 106,721 106,721 106,721
DEPRECIATION 7,500 7,500 7,500 7,500 7,500 7,500 7,500 7,500 7,500 7,500 7,500 7,500
CASH OUT
LOAN
OP'S 45000
OTHER
CASH
TO DATE 46,461 160,682 274,902 389,123 503,344 617,565 731,786 846,006 960,227 1,074,448 1,188,669 1,302,890
MONTHLY CASH FLOW YEAR 2 Apr-21 May-21 Jun-21 Jul-21 Aug-21 Sep-21 Oct-21 Nov-21 Dec-21 Jan-22 Feb-22 Mar-22
CASH IN
CAPITAL
LEASE
LOAN
PROFIT 175,526 175,526 175,526 175,526 175,526 175,526 175,526 175,526 175,526 175,526 175,526 175,526
DEPRECIATION 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500
CASH OUT
LOAN
OP'S
OTHER
CASH
TO DATE 1,485,916 1,668,942 1,851,967 2,034,993 2,218,019 2,401,045 2,584,071 2,767,096 2,950,122 3,133,148 3,316,174 3,499,200
MONTHLY CASH FLOW YEAR 3 Apr-22 May-22 Jun-22 Jul-22 Aug-22 Sep-22 Oct-22 Nov-22 Dec-22 Jan-23 Feb-23 Mar-23
CASH IN
Capital
Lease
Loan
Profit 273,371 273,371 273,371 273,371 273,371 273,371 273,371 273,371 273,371 273,371 273,371 273,371
Depreciation 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500
CASH OUT
Loan
Op's
Other
CASH
TO DATE 3,780,071 4,060,942 4,341,812 4,622,683 4,903,554 5,184,425 5,465,296 5,746,166 6,027,037 6,307,908 6,588,779 6,869,650
47
MONTHLY CASH FLOW YEAR 4
Apr-23 May-23 Jun-23 Jul-23 Aug-23 Sep-23 Oct-23 Nov-23 Dec-23 Jan-24 Feb-24 Mar-24
CASH IN
CAPITAL
LEASE
LOAN
PROFIT 419,616 419,616 419,616 419,616 419,616 419,616 419,616 419,616 419,616 419,616 419,616 419,616
DEPRECIATION 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500
CASH OUT
LOAN
OP'S
OTHER
CASH
TO DATE 7,296,766 7,723,882 8,150,997 8,578,113 9,005,229 9,432,345 9,859,461 10,286,576 10,713,692 11,140,808 11,567,924 11,995,040
MONTHLY CASH FLOW YEAR 5
Apr-24 May-24 Jun-24 Jul-24 Aug-24 Sep-24 Oct-24 Nov-24 Dec-24 Jan-25 Feb-25 Mar-25
CASH IN
CAPITAL
LEASE
LOAN
PROFIT 638,461 633,621 633,621 633,621 633,621 633,621 633,621 633,621 633,621 633,621 633,621 633,621
DEPRECIATION 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500 7500
CASH OUT
LOAN
OP'S
OTHER
CASH
TO DATE 12,641,001 13,282,122 13,923,242 14,564,363 15,205,484 15,846,605 16,487,726 17,128,846 17,769,967 18,411,088 19,052,209 19,693,330
CONCLUSION
In conclusion, EMM is assured of a strong and successful business performance by standing behind its
unique subscription services. The Company thinking is new, and client focused that will create a strong
customer loyalty brand. Thereby, EMM is poised for a sustainable profitable business in the long term.
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