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Motorsport Games Inc. MSGM US Equity

Information Technology · CIK 1821175 · FY ends Dec 31
$3.89
-0.01 (-0.26%)
USD · as of 2026-08-28 · marketstack

Motorsport Games Inc. (Nasdaq: MSGM), an SEC filer in Services-Prepackaged Software, closed at $3.89, -0.3%, on 2026-08-28, with a market cap of $19M as of 2026-08-27, a trailing P/E of 2.7, a return on equity of 190.5%, a net margin of 61.3% and 3-year sales growth of 148.0%. Institutional ownership, earnings history and filed financials are on the tabs below.

MSGM · 10-K · period ended 2020-12-31

← all MSGM documents
filed 2021-03-24 · EDGAR original ↗

Our rendering of the filing — original pagination and typography are not reproduced, and tables are reduced to their short label cells (the figures live on FA). Nothing is summarized: every line below is the filing's own text.

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10-K

1

form10-k.htm

UNITED

STATES

SECURITIES

AND EXCHANGE COMMISSION

Washington,

DC 20549

FORM

10-K

[X]ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934

For

the fiscal year ended December 31, 2020

or

[ ] TRANSITION

REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934

For

the transition period from ___________ to ___________

Commission

file number: 001-39868

Motorsport

Games Inc.

(Exact

Name of Registrant as Specified in Its Charter)

Address of Principal Executive Offices Zip Code

Registrant’s

telephone number, including area code: (305) 507-8799

Securities

registered pursuant to Section 12(b) of the Act:

Title of each class Trading Symbol(s) Name of each exchange on which registered

Securities

registered pursuant to Section 12(g) of the Act: None

Indicate

by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes [ ] No [X]

Indicate

by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes [ ] No

[X]

Indicate

by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange

Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports),

and (2) has been subject to such filing requirements for the past 90 days. Yes [ ] No [X]

Indicate

by check mark whether the registrant has submitted electronically every Interactive Data File required to be submitted pursuant

to Rule 405 of Regulation S-T (§ 232.405 of this chapter) during the preceding 12 months (or for such shorter period that

the registrant was required to submit such files). Yes [ ] No [X]

Indicate

by check mark whether the registrant is a large accelerated filer, an accelerated filer, a non-accelerated filer, a smaller reporting

company, or an emerging growth company. See the definitions of “large accelerated filer,” “accelerated filer,”

“smaller reporting company,” and “emerging growth company” in Rule 12b-2 of the Exchange Act.

Large accelerated filer [ ] Accelerated filer [ ]

Non-accelerated filer [X] Smaller reporting company [X]

Emerging growth company [X]

If

an emerging growth company, indicate by check mark if the registrant has elected not to use the extended transition period for

complying with any new or revised financial accounting standards provided pursuant to Section 13(a) of the Exchange Act. [ ]

Indicate

by check mark whether the registrant has filed a report on and attestation to its management’s assessment of the effectiveness

of its internal control over financial reporting under Section 404(b) of the Sarbanes-Oxley Act (15 U.S.C. 7262(b)) by the registered

public accounting firm that prepared or issued its audit report. [ ]

Indicate

by check mark whether the registrant is a shell company (as defined in Rule 12b-2 of the Act). Yes [ ] No [X]

The

registrant did not have a public float on the last business day of its most recently completed second fiscal quarter because there

was no public market for the registrant’s common equity as of such date.

As

of March 22, 2021, the registrant had 10,780,633 shares of Class A common stock and 7,000,000 shares of Class B common

stock outstanding.

DOCUMENTS

INCORPORATED BY REFERENCE

Portions

of the registrant’s definitive proxy statement relating to its 2021 annual meeting of stockholders are incorporated by reference

into Part III of this Annual Report on Form 10-K where indicated. Such proxy statement will be filed with the U.S. Securities

and Exchange Commission within 120 days after the end of the fiscal year to which this report relates.

Motorsport

Games Inc.

Form

10-K

For

the Fiscal Year Ended December 31, 2020

TABLE

OF CONTENTS

Page

PART I

Item 1 Business 5

Item 1A Risk Factors 13

Item 1B Unresolved Staff Comments 36

Item 2 Properties 36

Item 3 Legal Proceedings 36

Item 4 Mine Safety Disclosures 37

PART II

Item 6 Selected Financial Data 38

Item 7A Quantitative and Qualitative Disclosures About Market Risk 47

Item 8 Financial Statements and Supplementary Data 47

Item 9A Controls and Procedures 48

Item 9B Other Information 49

PART III

Item 10 Directors, Executive Officers and Corporate Governance 50

Item 11 Executive Compensation 50

Item 14 Principal Accountant Fees and Services 50

PART IV

Item 15 Exhibits and Financial Statements 51

Exhibit Index 51

Signatures 57

CAUTIONARY

NOTE REGARDING FORWARD-LOOKING STATEMENTS

Certain

statements in this Annual Report on Form 10-K (this “Report”) of Motorsport Games Inc. (the “Company,”

“Motorsport Games,” “we,” “us” or “our”) are forward-looking statements within

the meaning of federal securities laws, including statements that involve expectations, plans or intentions, such as, but not

limited to, those relating to our future business, future results of operations or financial condition, including with respect

to the ongoing effects of the coronavirus (“COVID-19”) pandemic, new or planned products or offerings, industry trends,

potential acquisitions and management strategies. We use words such as “could,”

“would,” “may,” “might,” “will,” “expect,” “likely,” “believe,”

“continue,” “anticipate,” “estimate,” “intend,” “plan,” “project”

and other similar expressions to identify some forward-looking statements, but not all forward-looking statements include these

words. The forward-looking statements contained in this Report are based on assumptions that we have made in light of our industry

experience and our perceptions of historical trends, current conditions, expected future developments and other factors we believe

are appropriate under the circumstances. As you read and consider this Report, you should understand that these statements are

not guarantees of performance or results. They involve risks, uncertainties (many of which are beyond our control) and assumptions.

Although we believe that these forward-looking statements are based on reasonable assumptions, you should be aware that many factors

could affect our actual operating and financial performance and cause our performance to differ materially from the performance

anticipated in the forward-looking statements. Accordingly, any such statements are qualified in their entirety by reference to

the information described under Part I, Item 1A, “Risk Factors” of this Report

and elsewhere in this Report.

Additionally,

there are risks and uncertainties described from time to time in the reports that we file with the Securities and Exchange Commission

(the “SEC”). Should one or more of these risks or uncertainties materialize or should any of these assumptions prove

to be incorrect, our actual operating and financial performance may vary in material respects from the performance projected in

these forward-looking statements. Further, any forward-looking statement speaks only as of the date on which it is made, and except

as required by law, we undertake no obligation to update any forward-looking statement contained in this Report to reflect events

or circumstances after the date on which it is made or to reflect the occurrence of anticipated or unanticipated events or circumstances,

except as otherwise required by law. New factors that could cause our business not to develop as we expect emerge from time to

time, and it is not possible for us to predict all of them. Further, we cannot assess the impact of each currently known or new

factor on our results of operations or the extent to which any factor, or combination of factors, may cause actual results to

differ materially from those contained in any forward-looking statements.

RISK

FACTORS SUMMARY

We

are subject to a variety of risks and uncertainties, including risks related to our business and industry; risks related to our

relationship with Motorsport Network, LLC (“Motorsport Network”); risks related to our Company; risks related to the

ownership of our common stock; and certain general risks, which could have a material adverse effect on our business, financial

condition, results of operations and cash flows. These risks include, but are not limited to, the following principal risks:

For

a more complete discussion of the material risk factors applicable to us, see “Risk Factors” in Part I, Item 1A of

this Report.

PART

I

Item 1.Business

Company

Overview

Motorsport

Games is a leading racing game developer, publisher and esports ecosystem provider of official motorsport racing series throughout

the world, including NASCAR, the iconic 24 Hours of Le Mans endurance race (“Le Mans”) and the associated FIA World

Endurance Championship (the “WEC”), the British Touring Car Championship (the “BTCC”) and others. Through

the support of our sole member, Motorsport Network, the largest global media company in the motorsport industry, Motorsport Games’

corporate mission is to create the preeminent motorsport gaming and esports entertainment ecosystem by delivering the highest

quality, most sophisticated and innovative experiences for racers, gamers and fans of all ages. Our products and services target

a large and underserved global motorsport audience. For 2019, Formula 1 estimates that its total global television audience reached

471 million unique viewers. Further, Le Mans estimates its total reach was approximately 100 million homes worldwide in 2019,

while NASCAR reached approximately 475 million households in 2019 and the BTCC reached approximately 62 million households in

2019.

Started

in 2018 as a wholly-owned subsidiary of the Motorsport Network, we are currently the official developer and publisher of the NASCAR

video game racing franchise and have obtained the exclusive license to develop multi-platform games for the BTCC, the Le Mans

race and the WEC. We develop and publish multi-platform racing video games including for game consoles, personal computer (PC)

and mobile platforms through various retail and digital channels, including full-game and downloadable content (sometimes known

as “games-as-a- service”). Since our formation, our NASCAR video games have sold over one million copies for game

consoles and PCs. For fiscal year 2020, substantially all of our revenue was generated from sales of our racing video games.

With

a projected 2.6 billion total mobile gamers globally for 2020 according to data from NewZoo, an industry source for games market

insight and analytics, we continue to focus on developing and further enhancing our multi- platform games for mobile phones. We

believe an important component of scaling our gamers and esports viewers is to offer a suite of official mobile games for each

of our various motorsport racing series. Currently, we offer NASCAR Heat Mobile for iOS and Android, which has had approximately

five million installs to date, and are in the process of developing two other NASCAR mobile games with projected release dates

in 2021. In addition, we have a roadmap for the development of more than a dozen anticipated mobile games, including multiple

mobile products for each of our racing series.

We

are striving to become a leader in organizing and facilitating esports tournaments, competitions, and events for our licensed

racing games as well as on behalf of third-party racing game developers and publishers. For fiscal year 2020, we facilitated 56

esports events, up from 22 esports events in 2019, which have included official esports events for NASCAR, 24 Hours of Le Mans,

the Official World Rallycross Esports Championship, FIA Formula E and other race series. The total number of people that have

watched our esports events in 2020 was approximately 55 million, up from a total of approximately 3.8 million viewers throughout

2019. Our revenue attributable to esports and other services comprised 1.6% of our total revenue during fiscal year 2020, but

we expect that revenue from this line of business will continue to increase and become material to our business moving forward.

We

believe that connecting virtual racing gamers and esports fans on a digital entertainment and social platform represents the greatest

opportunity to enhance the way that people learn, watch, play, and experience racing video games and racing esports. To that end,

we have developed a go-to destination for the virtual racing community called Traxion. We designed Traxion with the functionality

to enable users to run their own esports competitions in a simple, turn-key format, allowing groups to assemble around racing

games, leagues, individual ability, and various other metrics. We launched Traxion in beta in the first quarter of 2021.

Company

Background

Motorsport

Games was formed in 2018 by Motorsport Network as a wholly-owned subsidiary in connection with the acquisition by Motorsport Games

of a controlling interest in 704Games, which holds the exclusive license to be the official video game developer and publisher

for the NASCAR video game racing franchise. Simultaneously with the acquisition of 704Games in 2018, we extended the license for

10 years until December 31, 2029, subject to certain limited exceptions. In addition, we have the exclusive right to create and

organize esports leagues and events for NASCAR using our NASCAR racing video games, subject to certain limited exceptions.

In

2018, following the acquisition of 704Games, we acquired the leadership team of Virtually Entertained Limited, a UK-based esports

specialist. Subsequently, we entered into an agreement to facilitate the Le Mans Esports Series as part of a joint venture with

Automobile Club de l’Ouest (“ACO”), the organizer of the 24 Hours of Le Mans endurance race. Through our ownership

interest in this joint venture, which was increased to 51% from 45% in January 2021, we secured the rights to be the exclusive

video game developer and publisher for the Le Mans race and the WEC, which the Le Mans race is a part of, for a ten-year period.

In addition, through this joint venture with ACO, we have the right to create and organize esports leagues and events for the

Le Mans Esports Series.

In

2019, Motorsport Network entered into an exclusive partnership with The Codemasters Software Company Limited (“Codemasters”)

granting Motorsport Network worldwide rights (excluding China) to organize and manage official DiRT Rally 2.0 World Championship

and official GRiD eSport World Championship esports events. Through our relationship with Motorsport Network, we have organized

and managed these esports events on behalf of Motorsport Network, including the DiRT World Championship held at Autosport International

in January 2020, which attracted a large live crowd on site and audience of more than 75,000 online. In March 2020, we also announced

a partnership with Codemasters and International Management Group to create the Official World Rallycross Esports Championship.

In

May 2020, we secured a multi-year licensing agreement to exclusively develop and publish the video games for the BTCC racing series

across console, mobile and casual gaming channels. In addition, through this license, we have the right to create and organize

esports leagues and events for the BTCC racing series. The agreement expires on December 31, 2026.

In

January 2021, we completed our initial public offering (“IPO”). Prior to our IPO, Motorsport Games was a wholly-owned

subsidiary of Motorsport Network and, following the completion of our IPO, Motorsport Network continues to be our majority stockholder.

In

March 2021, we acquired all assets comprising the KartKraft computer video game from Black Delta Holdings PTY, Black Delta Trading

Pty Ltd and Black Delta IP Pty Ltd. (collectively, “Black Delta”). Through this acquisition, we plan to enter the

simulated kart-racing space. Black Delta’s development team is expected to form a new division, Motorsport Games Australia.

Our

Products

Game

Products Portfolio

We

develop and publish multi-platform racing video games including for game consoles, PCs and mobile platforms through various retail

and digital channels, including full-game and downloadable content. Our current video game product portfolio is comprised solely

of officially licensed NASCAR games. However, we have recently obtained the exclusive license to develop multi-platform games

for the BTCC, the Le Mans race and the WEC, with the goal of scaling not just the quantity of games per franchise, but also the

number of official franchises. Since acquiring a controlling interest in 704Games in 2018, we have published NASCAR Heat 3 and

NASCAR Heat 4, and developed completely in-house NASCAR Heat 5 for Xbox One, PlayStation 4 and PC, selling over one million copies

of these games in total. NASCAR Heat Mobile is our current game for iOS and Android with approximately five million total installs

to date.

To

maximize the potential of the NASCAR and future gaming franchises, including with Le Mans and the BTCC, we are making significant

investments in both technology and human talent to create one of the best racing game experiences. Starting in 2021, we plan to

introduce our next generation NASCAR console game, which will offer fans of the franchise and racing a “AAA” comparable

game that will provide one of the most authentic and engaging experiences possible. This new NASCAR offering has been internally

built from the ground up on our new proprietary racing-focused MSG Engine and will utilize Unreal Engine’s game engine,

paired with the latest car physics and other components. We believe that the MSG Engine, coupled with our exclusive licensing

and partnership rights with our existing racing series, will provide us an advantage over competing titles in the virtual racing

space and allow us to efficiently scale to other official racing game franchises in the near future.

In

conjunction with the launch of our new NASCAR console game, we plan to launch an updated NASCAR Heat Mobile in 2021, which is

our NASCAR mobile racing game that will also be developed internally. Given the recent popularity and fast growing nature of the

branded casual game experience, we also plan to introduce a slate of NASCAR branded casual gaming options, starting with the officially

licensed NASCAR “match three” game in 2021. In addition, we have a roadmap for the development of more than a dozen

anticipated mobile games, including multiple mobile products for each of our racing series.

Our

current video game catalog includes the following titles:

Game Image Overview Platforms Release Date

*(Name TBC)

Additionally,

multi-platform games for the BTCC and Le Mans are currently under development, and we currently anticipate releasing games for

these racing series in 2022.

As

our portfolio of official race franchise games grows, we plan to launch a direct-to-customer subscription model that will allow

privileged access to this portfolio of products as well as other loyalty perks. We anticipate that other virtual racing publishers

may want to participate in our subscription services, which would allow us to derive additional revenue from game titles that

are not developed or published by us.

Esports

Partnerships and Franchises

We

recognize the growing importance and business viability of esports, especially within the racing and motorsport genres. In recognition

of this importance, we manage and operate the esports platforms for numerous racing series and organizations. In 2020, we organized

and facilitated 22 e-racing series for the eNHPL, Le Mans Esports Series, 24 Hours of Le Mans Virtual, official DiRT Rally 2.0

World Championship, Official World Rallycross Esports Championship, ABB Formula E Race at Home Challenge, Race of Champions Virtual

Series and Karting Series. Throughout these 22 e-racing series during 2020, we broadcasted an aggregate of 56 events with a cumulative

total audience viewership of approximately 55 million, up from a total of approximately 3.8 million viewers throughout 2019.

Our

Audience and Our Community

Our

sole stockholder, Motorsport Network, is a leading global motorsport and automotive digital media platform. Founded in 2015, Motorsport

Network offers hundreds of millions of fans and enthusiasts around the globe a more thrilling and interactive experience to engage

with motorsports and cars by leveraging its technology, customer intelligence and brands. Since its inception, Motorsport Network

has established itself as the biggest integrated digital media company in the motorsports and automotive industry. Motorsport

Network houses a world- class team of employees, across 23 countries, that creates engaging, around-the-clock content and experiences

for passionate fans of motorsports and the automotive industry world-wide.

Pursuant

to a promotion agreement we entered into with Motorsport Network in August 2018, Motorsport Network provides us with exclusive

promotion services consisting of the use of its and its affiliates’ various media platforms to promote our business, organizations,

products and services in the racing video game market and related esports activities. Accordingly, our relationship with Motorsport

Network provides us access to its highly engaged, brand-loyal and affluent audience, including in the form of editorial coverage,

ad stack and special organic integrations that puts us in front of this targeted audience. We believe this allows us to cultivate

a passionate fanbase to engage in our offered products and services that is similar to the target audience for our racing game

products, and racing esports events and platform. We also believe this audience has an active lifestyle and a passion for everything

motorsport and auto-related with a strong track record of returning to trusted brands. The promotion agreement will remain in

effect until such date that Motorsport Network no longer holds at least 20% of the voting interest in Motorsport Games, at which

point we anticipate being able to extend or re-negotiate the promotion agreement on reasonable terms.

We

have also continued to develop our audience base through our marketing efforts as discussed below under “— Marketing,

Sales, and Distribution,” including through activities on Facebook, Twitter, Twitch, YouTube and other online social networks.

Additionally, in 2021, we plan to develop and produce live shows that include interactive broadcasts, live streaming, and social

media-oriented programs (including Twitch.tv, YouTube, Facebook, Motorsport.tv and other potential partners) for our own racing

esports channel which we expect to host on Traxion.

Revenues

We

currently generate revenue primarily by selling our racing video game products for video game consoles, PC, and mobile platforms

through various retail and digital channels, including full-game and downloadable content. The Company also generates revenue

from advertising partners and sponsors. We help our advertising partners and sponsors to generate a return on their investment

by creating engaging content that reaches our large and desirable audience. We utilize multiple points of contact with our players

and our audience and use every opportunity to upsell our products via our multiple platforms, in-game, email and original events.

Our

esports business generates revenues from sponsorships, advertising and media rights for events and competitions. In addition,

should audience patterns continue to grow and reach critical mass, we believe the esports business has the potential to generate

incremental revenues through the further sale of media rights to the Company’s esports events and competitions, as well

as merchandising and sports betting. In addition, our Traxion platform, which launched in beta in the first quarter of 2021, will

further help us monetize our audience through sponsorship and advertising revenues as we attract a large amount of traffic to

our community platform.

Marketing,

Sales, and Distribution

Many

of our products contain software that enables us to connect with our gamers directly, including through customized advertising

and in-game messaging based on customer preferences and trends. This provides a significant marketing tool that allows us to communicate

and market directly to our customers.

Other

direct marketing efforts include activities on Facebook, Twitter, Twitch, YouTube and other online social networks, online advertising,

public relations activity, print and broadcast advertising, coordinated in-store and industry promotions (including merchandising

and point of purchase displays), participation in cooperative advertising programs, direct response vehicles, and product sampling

through demonstration software distributed through the Internet or the digital online services provided by our partners. Our relationship

with Motorsport Network also provides us access to their highly engaged, brand-loyal and affluent audience, including in the form

of editorial coverage, ad stack and special organic integrations that puts us in front of this targeted audience.

From

time to time, we also receive marketing support from hardware manufacturers, producers of consumer products related to a game,

and retailers in connection with their own promotional efforts, as well as co-marketing from promotional partners. For example,

through our partnership with NASCAR, we benefit from having access to their extensive fanbase and social and digital media audience

to market our products through email marketing campaigns, coordinated social media advertising (including Facebook and Twitter)

and collaborated press releases, further expanding NASCAR and racing enthusiasts’ awareness of our products.

Additionally,

704Games is a 50/50 joint venture partner with an affiliate of the RTA to develop the eNHPL. RTA is an organization consisting

of 13 NASCAR Cup Series teams and supports the promotion of eNHPL events through their individual team social and digital platforms,

including by cross-posting Facebook livestreams of race broadcasts, adding eNHPL specific pages on team/sponsor websites, displaying

tune-in graphics and digital promotions, generating creative content with specific eNHPL drivers, supporting NASCAR Heat social

and digital content, integrating with existing partners and more. Most notable, the RTA teams include the eNHPL and NASCARHeat.com

logos on the contingency space on each of their NASCAR Cup Series vehicles for a number of NASCAR events. The contingency space

is located behind the front tire and in front of the car number, placing the logos in prime sponsorship space on the race car.

These logos are clearly visible on the cars during televised race action and are also clearly seen in Victory Lane photos, leading

to increased awareness about the eNHPL through this unique promotional channel.

We

also are able to sell directly to consumers through various digital platforms. Our products and content are available for consumers

to purchase and download at their convenience directly to their video game console, PC, or mobile device through our platform

partners, including Microsoft Corporation (“Microsoft”), Sony Interactive Entertainment Inc. (“Sony”),

Apple, Google and Steam. In the future, we expect to utilize our proprietary online gaming platform Traxion, to distribute most

of our content directly to consumers.

Our

physical gaming products are sold primarily through a distribution network with exclusive partners who specialize in the distribution

of games, including through mass-market retailers (e.g., Target, Wal-Mart), consumer electronics stores (e.g., Best Buy), discount

warehouses, game specialty stores (e.g., GameStop) and other online retail stores (e.g., Amazon). We currently derive, and expect

to continue to derive, significant revenues from sales of our products to a very limited number of distribution partners. For

the year ended December 31, 2020, through our main distribution partner we sold substantially all of our physical products for

the retail market, which represented approximately 34% of our total revenue.

Customer

Concentration

For

each of the years ended December 31, 2020 and 2019, our three largest customers accounted for approximately 78% of our revenue.

No other customer accounted for 10% or more of our revenues in those periods. For the years ended December 31, 2020 and 2019,

one customer accounted for approximately 82% and 83% of our accounts receivable, respectively. No other customer accounted for

10% or more of our accounts receivable in those periods. A reduction in sales from or loss of these customers would have a material

adverse effect on the Company’s results of operations and financial condition.

Digital

Marketing Strategy

At

Motorsport Games, we believe that our audience is our most valuable asset. Accordingly, in order to maximize revenue and product

offerings, we utilize an audience-centric approach, which is the engine that runs our business.

We

start with collecting audience data across all our products, platforms, campaigns, attribution models, and analytics tools. These

metrics are then turned into actionable insights. The centralization of this data is critical to our efficiency, as we are able

to spend more time analyzing insights than correlating the data.

Our

success is driven by monitoring audience signals rather than focusing on the creation of customer segments. This allows us to

understand three key areas—consumer behavior changes, brand perception, and location in the sales funnel—which in

turn allows us to build relationships that people will value instead of simply focusing on the products people may buy.

We

intend to maximize our bottom line by utilizing this intelligence to personalize messaging, product positioning, and creatives

based on user signals and their position in the funnel. This eliminates ad spend waste and increases conversion significantly

while simultaneously driving our return on investment.

To

protect our bottom line, we follow a performance marketing mind set. We set a goal and create personalized content to inspire

action by the consumer. We are then able to optimize a campaign based on how the actual results compare to the original goal.

Our in-house team then monitors the campaign to re-align and revise it on a constant basis, looking for ways to make our marketing

initiatives more efficient.

Strategic

Licenses and Partnerships

NASCAR

We

are currently party to a series of license agreements with NASCAR for worldwide rights to use the NASCAR brand. Through our acquisition

of 704Games in 2018, we obtained the exclusive right, subject to certain limited exceptions, to use certain licensed rights (including

the rights of certain NASCAR teams) to develop, promote, advertise, distribute, manufacture and package simulation-style video

gaming products, which are NASCAR-branded video game products that have a stock car and/or truck racing theme relating to NASCAR-sanctioned

events intended to replicate authentic NASCAR racing competition rules and structure. The limited exceptions to this exclusive

right represent third-party NASCAR- branded casual games, which may incorporate some mix of core characteristics of simulation-style

video gaming products provided they are utilized with additional distinguishing creative liberties which are not consistent with

authentic NASCAR racing. We also have a non-exclusive right to use certain licensed rights (including the rights of certain NASCAR

teams) to develop, promote, advertise, distribute, manufacture and package other NASCAR-branded driving or non-driving gaming

products.

In

addition, we have the exclusive right to use simulation-style video gaming products as the platform for conducting and administering

esports leagues and events for NASCAR, subject to certain limited exceptions. Such exceptions include esports events relating

to iRacing, which is a NASCAR-sanctioned motorsport racing simulation currently available for the PC platform and designed to

imitate exact NASCAR racing physics and conditions (including for certain NASCAR racing series), and certain competitive gaming

events that fall outside of the exclusivity granted to us.

Our

current license arrangement with NASCAR, which was extended 10 years simultaneously with the acquisition of 704Games, expires

on December 31, 2029. The license arrangement provides for a commitment by both parties to participate in exclusive negotiations

to renew the license, beginning March 1, 2028, and lasting for a period of at least 90 days. The license arrangement also requires

us to pay royalties, including certain minimum annual guarantees, on an ongoing basis to NASCAR and to meet certain product distribution,

development, marketing and related milestones.

Le

Mans

On

March 15, 2019, we formed Le Mans Esports Series Limited as a joint venture between Motorsport Games and ACO with the primary

purpose of carrying on the promotion of and running of an esports event business replicating races of the WEC and the Le Mans

race on an electronic gaming platform. Through our ownership interest in this joint venture, which was increased to 51% from 45%

in January 2021, we secured the rights to be the exclusive video game developer and publisher for the Le Mans race and the WEC

through a separate license agreement. This license expires ten years beginning from the date of our first release of a WEC or

Le Mans race video gaming product with the term automatically renewing for an additional ten-year term unless ACO provides written

notice of its intent not to renew. In exchange for such license, we agreed to fund up to €8,000,000 (approximately $9.8 million

USD as of December 31, 2020) as needed for development of the video game products, to be contributed on an as-needed basis during

the term of the license. Additionally, we are obligated to pay ACO an annual payment beginning from the time of the launch of

the first video game product and continuing on each anniversary thereof for the term of the license. In addition, through this

joint venture, we have the right to create and organize esports leagues and events for the Le Mans race, the WEC and the 24 Hours

of Le Mans Virtual event through certain additional license agreements. These additional license agreements, which were granted

on a royalty-free basis, each expire January 25, 2031 with the term automatically renewing for an additional ten-year term unless

ACO provides written notice of its intent not to renew. This joint venture shall continue until the earlier of the date on which

the parties cease to be beneficially entitled in the aggregate to 25% or more of the equity share capital of the joint venture,

the parties otherwise cease to control the affairs of the joint venture or the date of the commencement of the winding-up of the

joint venture. If certain events of defaults occur, the non-defaulting party has a call option pursuant to which it can force

the defaulting party to sell all (but not part) of its ownership in the joint venture in accordance with the joint venture agreement.

BTCC

On

May 29, 2020, we entered into a license agreement with BARC (TOCA) Limited (“BARC”), the exclusive promoter of the

BTCC. Pursuant to the agreement, we were granted an exclusive license to use certain licensed intellectual property for motorsports

and/or racing video gaming products related to, themed as, or containing the BTCC, on consoles and mobile applications, esports

series and esports events (including our esports platform). In exchange for the license, the agreement requires us to pay BARC

an initial fee in two installments, the first of which was due on June 5, 2020 and the second installment of which is due upon

the earlier of 60 days after the release of the products contemplated by the license or May 29, 2022. Following the initial fee,

the agreement also requires us to pay royalties, including certain minimum annual guarantees, on an ongoing basis to BARC and

to meet certain product distribution, marketing and related milestones, subject to termination penalties. The agreement shall

remain in effect through December 31, 2026. However, if BARC’s license agreement with Motorsport Games Inc.to promote the

BTCC is extended, BARC shall notify us and discussions for an extension of the agreement shall take place no later than March

31, 2026. BARC may terminate early only for cause as defined in the agreement. Upon termination, all outstanding royalty fees

become due. Except in the event of termination for breach, a sell off period will begin and continue until the earlier of 180

days from such termination or December 31, 2026.

RTA

On

March 1, 2019, we formed the Racing Pro League, LLC as a 50/50 joint venture between our subsidiary 704Games and an affiliate

of RTA, with the primary purpose to create, own and operate the eNHPL, a stock car and/or stock truck racing themed, mass market,

esports multiplayer competition video gaming league based on the NASCAR Heat video game series, pursuant to the terms and conditions

of existing license agreements with NASCAR (for so long as they are in effect). As part of this joint venture, 704Games manages

day-to-day operations of the eNHPL and RTA provides certain intellectual property rights from RTA teams and supports the promotion

of eNHPL events through their individual team social and digital platforms, team/sponsor websites, digital promotions, content

with specific eNHPL drivers, integration with existing partners and more. This joint venture shall continue until dissolved by

the approval of the board of Racing Pro League, LLC and each of 704Games and RTA, as members, or as required by law.

Epic

Games

On

August 11, 2020, through our wholly-owned subsidiary, MS Gaming Development LLC, we entered into a licensing agreement with Epic

Games International (“Epic”) for worldwide licensing rights to Epic’s proprietary computer program known as

the Unreal Engine 4. Pursuant to the agreement, we were granted a nonexclusive, nontransferable and terminable license to develop,

market and sublicense (under limited circumstances and subject to conditions of the agreement) certain products using the Unreal

Engine 4 for our next generation of games. In exchange for the license, the agreement requires us to pay Epic an initial license

fee, royalties, support fees and supplemental license fees for additional platforms. During a two-year support period, Epic will

use commercially reasonable efforts to provide us with updates to the Unreal Engine 4 and technical support via a licensee forum.

After the expiration of the support period, Epic has no further obligation to provide or to offer to provide any support services.

The agreement is effective until terminated under the provisions of the agreement; however, pursuant to the terms of the agreement,

we can only actively develop new or existing authorized products during a five-year active development period, which terminates

on August 11, 2025.

Arrangements

with Console Manufacturers

Under

the terms of agreements we have entered into with Sony and its affiliates and with Microsoft and its affiliates, we are authorized

to develop and distribute disc-based and digitally-delivered software products and services compatible with PlayStation and Xbox

consoles, respectively. Under these agreements with Sony and Microsoft, we have the non-exclusive right to use, for the specified

term and in a designated territory, technology that is owned or licensed by them to publish our games on their respective consoles.

With respect to our digitally-delivered products and services, the console manufacturers pay us either a wholesale price or a

royalty percentage on the revenue they derive from their sales of our products and services. Our transactions for packaged goods

products are made pursuant to individual purchase orders, which are accepted on a case-by case basis by Sony or Microsoft (or

their designated replicators), as the case may be. For packaged goods products, we pay the console manufacturers a per-unit royalty

for each unit manufactured. Many key commercial terms of our relationships with Sony and Microsoft, such as manufacturing terms,

delivery times, policies and approval conditions, are determined unilaterally, and are subject to change by the console manufacturers.

The

license agreements also require us to indemnify the console manufacturers for any loss, liability and expense resulting from any

claim against the console manufacturer regarding our games and services, including any claims for patent, copyright or trademark

infringement brought against the console manufacturer. Each license may be terminated by the console manufacturer or shall terminate

if a breach or default by us is not cured after we receive written notice from the console manufacturer, or if we become insolvent.

The console manufacturers are not obligated to enter into license agreements with us for any future consoles, products or services.

Product

Development and Support

We

develop and produce our titles using a model in which a group of creative, technical, and production professionals, including

designers, producers, programmers, artists, sound engineers, and others in coordination with our marketing, finance, analytics,

sales, and other professionals, has responsibility for the entire development and production process, including the supervision

and coordination of, where appropriate, external resources. We believe this model allows us to deploy the best resources for a

given task, by supplementing our internal expertise with top-quality external resources on an as-needed basis.

In

addition to our experienced development team, we rely on third-party software developers for the partial development of our titles.

From time to time, we also acquire the license rights to publish and/or distribute software products. Additionally, in March 2021,

we announced the agreement to acquire Studio397 B.V., a company that specializes in realistic, accurate and engaging simulation

racing experiences through their rFactor Technology platform. The rFactor Technology is used, for example, in providing car handling

physics and performance, and will be integrated and incorporated into our next generation NASCAR console game (NASCAR NXT), which

we currently anticipate releasing in 2021, as well as any sequels.

We

also provide various forms of product support. Central technology and development teams review, assess, and provide support to

products throughout the development process. Quality assurance personnel are also involved throughout the development and production

of published content. We subject all such content to extensive testing before public release to ensure compatibility with appropriate

hardware systems and configurations and to minimize the number of bugs and other defects found in the products. To support our

content, we generally provide rapid game support to players through various means, primarily online through our social media channels.

Competition

The

interactive entertainment industry is intensely competitive and new interactive entertainment software products and platforms

are regularly introduced. We believe that the main competitive factors in the interactive entertainment industry include: product

features, game quality, and playability; brand name recognition; compatibility of products with popular platforms; access to distribution

channels; online capability and functionality; ease of use; price; marketing support; and quality of customer service.

We

specifically compete with other publishers of virtual racing video games for console, PC, and mobile entertainment, including

Codemasters and other major video game publishers and esports companies, such as Electronic Arts. In addition to third-party software

competitors, integrated video game console hardware and software companies, such as Microsoft, Sony, and Nintendo, compete directly

with us in the development of game titles for their respective platforms, including titles in the motorsport racing genre, even

though they generally cannot create branded NASCAR, Le Mans or BTCC games for which we hold, or expect to hold, exclusive licenses,

subject to certain limited exceptions. A number of software publishers have developed and commercialized, or are currently developing,

online games for use by consumers, and we must compete with them for our audience base.

In

a broad sense, we compete for the leisure time and discretionary spending of consumers with other interactive entertainment companies,

as well as with providers of different forms of entertainment, such as film, television, social networking, music and other consumer

products.

Seasonality

in Our Business

Historically,

we have seen a high degree of seasonality in our business and financial results due to the introduction of seasonal video game

updates. We generally aim to synchronize these yearly video game updates with the start of the new racing season and race calendars.

Overall, our sales volumes are strongest around the time we launch our new products and also tend to be stronger at the start

of the NASCAR racing season. We expect similar patterns for new racing series we are or may be in the process of developing and

publishing in the future. We have also historically experienced a higher demand for our games during our fourth calendar quarter

due to seasonal holiday demand.

Employees

Our

business relies on our ability to attract and retain the right team to enable us to be a leading game developer, publisher and

esports ecosystem provider of official motorsport racing series throughout the world. We invest heavily in hiring and retaining

talented people, particularly as we grow our business. Our headcount as of December 31, 2020 was 96 full-time employees, including

65 game developers located primarily in the United States, the United Kingdom and the Russian Federation, none of which were covered

by collective bargaining agreements. We believe that relations with our employees are generally good.

Government

Regulation

We

are subject to various federal, state and international laws and regulations that affect companies conducting business on the

Internet and mobile platforms, including those relating to privacy, use and protection of player and employee personal information

and data (including the collection of data from minors), the Internet, behavioral tracking, mobile applications, content, advertising

and marketing activities (including sweepstakes, contests and giveaways), and anti-corruption. Additional laws in all of these

areas are likely to be passed in the future, which could result in significant limitations on or changes to the ways in which

we can collect, use, host, store or transmit the personal information and data of our customers or employees, communicate with

our players, and deliver products and services, and may significantly increase our compliance costs. As our business expands to

include new uses or collection of data that are subject to privacy or security regulations, our compliance requirements and costs

will increase, and we may be subject to increased regulatory scrutiny. See Part I, Item

1A, “Risk Factors—Risks Related to Our Business and Industry—Government regulations applicable to us

may negatively impact our business” for additional information.

Intellectual

Property

Our

business is based on the creation, acquisition, use and protection of intellectual property. Some of this intellectual property

is in the form of software code, trademarks and copyrights, and trade secrets that we use to develop our games and to enable them

to run properly on multiple platforms. Other intellectual property we integrate includes audio-visual elements, including graphics,

music and interface design.

While

most of the intellectual property we use is created by us, we have acquired rights to proprietary intellectual property. We have

also obtained rights to use intellectual property through licenses and service agreements with third parties. These agreements

typically limit our use of intellectual property to specific uses and for specific time periods.

We

protect our intellectual property rights by relying on federal, state and common law rights, as well as contractual restrictions.

We control access to our proprietary technology by entering into confidentiality and invention assignment agreements with our

employees and contractors, and nondisclosure agreements with third parties. We also engage in monitoring and enforcement activities

with respect to infringing uses of our intellectual property by third parties.

In

addition to these contractual arrangements, we also rely on a combination of trade secret, copyright, trademark, trade dress and

domain names to protect our games and other intellectual property. We typically own the copyright to the software code to our

content, as well as the brand or title name trademark under which our games are marketed. We pursue the registration of our domain

names, trademarks, and service marks in the United States and in certain locations outside the United States.

Corporate

History and Available Information

Motorsport

Gaming US LLC was organized as a limited liability company on August 2, 2018 under the laws of the State of Florida. On January

8, 2021, Motorsport Gaming US LLC converted into a Delaware corporation pursuant to a statutory conversion and changed its name

to Motorsport Games Inc. in connection with our IPO. Effective as of January 8, 2021, 100% of the membership interests held by

the sole member of Motorsport Gaming US LLC, Motorsport Network, converted into an aggregate of (i) 7,000,000 shares of Class

A common stock of Motorsport Games Inc. and (ii) 7,000,000 shares of Class B common stock of Motorsport Games Inc., representing

all of the outstanding shares of Class A and Class B common stock immediately following the corporate conversion.

Our

Internet address is www.motorsportgames.com. We make available free of charge through

our website copies of our Annual Reports on Form 10-K, Quarterly Reports on Form 10-Q, Current Reports on Form 8-K and amendments

to those reports filed or furnished pursuant to Section 13(a) or 15(d) of the Securities Exchange Act of 1934, as amended (the

“Exchange Act”), as soon as reasonably practicable after such documents are electronically filed with, or furnished

to, the SEC. The SEC maintains a website, www.sec.gov, that contains the reports, proxy and information statements and

other information regarding issuers that file electronically with the SEC. The information contained on our website is not included

as a part of, or incorporated by reference into, this Report.

Item 1A.Risk Factors

The

Source: SEC EDGAR (public domain) · 10-K for the period ended 2020-12-31, filed 2021-03-24 · accession 0001493152-21-006719

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