CLEARS TONE
ONLINE GAMING FUND
PRIVATE AND CONFIDENTIAL
EIFTA_R1,050.753
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DISCLAIMER
THESE MATERIALS ARE PROVIDED FOR CONVENIENCE ONLY AND MAY NOT BE
RELIED UPON. PROSPECTIVE INVESTORS IN ANY FUTURE CLEARSTONE FUND
MAY RELY ONLY UPON THAT FUND'S PRIVATE PLACEMENT MEMORANDUM OR
AN OFFICIAL SUPPLEMENT THERETO. EXISTING INVESTORS MAY ONLY RELY
ON EACH FUND'S OFFICIAL FINANCIAL REPORTS. AND ONLY TO THE EXTENT
SPECIFIED IN THAT FUND'S LIMITED PARTNERSHIP AGREEMENT. WITHOUT
LIMITING THE GENERALITY OF THE FOREGOING, ANY PROJECTIONS OR
OTHER FORWARD LOOKING STATEMENTS CONTAINED HEREIN ARE BASED
UPON CLEARSTONE MANAGEMENT'S CURRENT BELIEFS AND EXPECTATIONS
AND ARE NOT GUARANTEES OF FUTURE PERFORMANCE. PROSPECTIVE AND
EXISTING INVESTORS MAY NOT RELY ON, AND CLEARSTONE MANAGEMENT
UNDERTAKES NO OBLIGATION TO UPDATE ANY SUCH PROJECTIONS OR
FORWARD LOOKING STATEMENTS.
Copyright 2011 1 Private and Confidential 2
CLEARSTONE
ONLINE GAMING FUND
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STATE OF VENTURE CAPITAL
@Copyr,g1.2.011 ,1,...d.s.MIJ CLEARSTONE
rUNn
EIFIA,_0050.755
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A DECADE AFTER THE DOT COM
BUBBLE BURST, THE VENTURE
CAPITAL MARKET IS NOW POISED
FOR BREAKOUT PERFORMANCE
CLEARSTONE
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CONDITIONS HAVE IMPROVED
CONSIDERABLY, HELPED BY
A REDUCTION IN CAPITAL
AND FIRMS...
CLEARSTONE
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VENTURE CAPITAL FUNDRAISING IS DOWN
67% IN 2010 VS 2007
$90
$80
$70
$60
$50
$40
$30
$20
$10
$0
2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010
» VC IT funding commitments back to 1996 levels
Source: DowJones VentureSource
(D Copyright 201 1 1 Private and Confidential CLEARSTONE
6 ONl INE GAMING FUND
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ONLY THE STRONGEST FIRMS SURVIVED THE
POST BUBBLE SHAKE OUT
Active Information Technology Investors
# of Active Firms
1500
Hum
1000 •
■ >3 Deals/yr
500 ■ <=3 Deals
0
2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
» Active Investors Down
- 712 active investors in 2000 versus 313 in 2009, a 56% decline
» Average Fund Size Increased
$165MM in 2000 versus $200MM in 2009
Source: DowJones VentureSource
(D Copyright 201 1 1 Private and Confidential 7 CLEARSTONE
ONLINE GAMING FUND
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STRONG PUBLIC MARKET APPETITE FOR
GROWTH STORIES
No. of Venture-Backed OPO's
100
90 86
80
80
70
60
57 57
50
40
30
20
12
10
0 ■
2005 2006 2007 2008 2009 2010 2011E
A new generation of large market cap tech companies will
increase the field of potential acquirers
Source' NVCA and Clearstone analysis. Selected IPO's shown in 2011. Linkedln and
Skype have filed for IPO. Facebook, Zynga and GroupOn IPO are market speculation.
CLEARSTONE
CD Copyright 201 1 I Private and Confidential 8 ONLINE GAMING FUND
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MORE SO THAN EARLIER TECH
CYCLES, PRIVATE INVESTORS ARE
BEING REWARDED FOR POTENTIAL
BREAK OUT VALUE AT IPO
CLEARSTONE
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MORE VALUE ACCRUING TO VENTURE
INVESTORS, NOT PUBLIC SHAREHOLDERS
Pre-Money IPO Valuations
$70
$70 Public investors
$50 participated in 99% of the
$40
terminal value of these
$30 companies
$12
$10 $0.23 $0.44 $0.70
Cisco Ammon M iansoft V Mman Goode Factook
Earlier Tech New Tech
Cycles Cycle
Source: Facebook Pre-Money IPO valuation $70B per
SharesPost private market exchange - February 2011
Copyright 2011 1 Private and Confidential CLEARSTONE
10
ONLINE GAMING FUND
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WHY ARE EARLY STAGE
COMPANIES CAPTURING
MORE VALUE?
CLEARSTONE
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CAPITAL MARKETS ARE MUCH BETTER
INFORMED
Hedge Fund Industry Growth
12,000
10,000
8,000 `)
6,000
4,000
2,000
r.
0
6.>) q?' 4° 4° 6.;\ 00 45 C:5 e?' 4° C! 45
=Number of Hedge Funds SAUM
Better informed investors driving efficiency in the pricing of
growth stories
Source: Hedge Fund Research
CD Copyright 201 1 I Private and Confidential 12 CLEARSTONE
ONLINE GAMING FUND
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COMPANIES HITTING CRITICAL MASS FASTER
DUE TO INTERNET GROWTH
c1/0 Global Users 1998 vs. 2008 Number of Internet Users (millions)
2.1
19.0% China I 298.0
84.6
14.7% United States 230.6
16.9
6.1% Japan 96.0
2.5
4.6% Brazil 72.0
8.1
3.9% Germany 62.0 • 1998
I 1.4 • 2008
3.3% India 51.8
8.0
3.0% Britain m 46.7
1.2 45.3
2.9% Russia 1.
2.7% France 42.3
3.1
2.3% South Korea 36.8 Source: International Telecommunication Union.
World TelecommunicationllCT Development Report
ID Copyright 201 1 1 Private and Confidential CLEARSTONE
13 ONI.INE GANIING FUND
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GLOBAL GAINS ARE CAUSING COMPANIES TO
GO GLOBAL EARLIER IN THEIR LIFECYCLE
$5.7
$1.2
\\ ........1 ‘000 2010
•China GDP
$2.0
$0.0
2000 2010
I/Brazil GDP
31L,
$0.5
2000 2010
•India GDP
» 2.5 year old GroupOn already has 35 international offices
..rmrce: International Monetary Fund
Amounts in (STrillions)
(di Copyright 201 1 1 Private and Confidential 14
CLEARSTONE
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CLEARSTONE WAS THE EARLIEST
AND MOST SUCCESSFUL FUND
TARGETING THE CONSUMER
INTERNET SECTOR
CLEARSTONE
15
1• 11'," ""
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FORTUNE MAGAZINES TOP FIVE
PERFORMING PRIVATE EQUITY FUNDS
Fortune magazine produced an article on September 171h, 2010 presenting
"The 5 best and 5 worst private equity funds"
The source for the article was the California Public Employees Retirement
System (CaIPERS)
- CaIPERS is the nations largest private investor
— Funds judged by net IRR
>> Top 5 performing private equity funds
— Clearstone Venture Partners 1-B (1999): 154.7%
— T3 Partners II (2001): 95.6%
— GCP California Fund (2003): 91.9%
- WLR Recovery Fund II (2002): 79.5%
- Permira Europe I (1997): 74.5%
CD Copyright 201 1 I Private and Confidential CLEARSTONE
16 ONLINE GAMING FUND
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WHY WAS THE FIRST
CLEARSTONE SECTOR FOCUSED
FUND SO SUCCESSFUL?
17
CL EA RSTONE
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A DIFFERENT INVESTMENT APPROACH
Conventional Fund Strategy
— Invest across a range of sectors, with capital weightings for each sector
determined ad hoc and post closing of the fund
— Rely on a few mega hits to drive fund returns
— Fund's investment focus heavily dependent on each partner's personal
interests, network, and capacity to do more deals
>> Clearstone Sector Fund Approach
— Become `hub of the wheel' for all investments by positioning the entire
fund's resources around one sector
— Switch from `wild-catting' for big hits to funding numerous ideas within a
known big hit market
— Combine traditional venture capital investing with a highly successful
incubation practice
CD Copyright 201 1 I Private and Confidential CLEARSTONE
18 ONLINE GAMING FUND
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MANY BENEFITS ACCRUE TO SECTOR
FOCUSED FUNDS
>) First fund in the sector which caused the fund to become synonymous with
the sector
Always on the short list of the best entrepreneurs and fellow venture firms
Sector focused meant sector smart
- Assembled the nascent industry's best advisors and thinkers
— Developed deep and comprehensive understanding of the industry eco-
system
— Anticipated the industry's future needs — and funded those opportunities
early
>> Knew the acquirers and their strategic priorities
>) Nature of sector focused fund allows for stage agnostic investing providing a
balanced portfolio with providing earlier liquidity
— Seed (up to 10 year liquidity cycle), Series A/B (up to 7 year liquidity
cycle), and Pre-IPO (under 24 months)
© Copynght 201 1 1 Private and Confidential CLEARSTONE
19 ONLINE GAMING FUND
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THE CLEARSTONE ONLINE GAMING
FUND IS APPLYING THE SAME
STRATEGY FOR AN EQUALLY
INTERESTING MARKET
CLEARSTONE
20
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THE CLEARSTONE ONLINE GAMING FUND
>) Investment focus
— Online gaming sector
— Primarily private companies (15+ investments)
— 3 year investment time frame
>7 Fund size
- $150M cap
— $50M first close (5+ investment opportunities identified)
Key Terms
- 2.5% management fee with 20% carried interest
2% general partner contribution
— Key man provision
— No fault divorce clause
CD Copyright 201 1 I Private and Confidential 21 CLEARSTONE
ONLINE GAMING FUND
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RATIONALE FOR A FUND TARGETING THE
ONLINE GAMING MARKET
Participate in the massive value creation — and value shifts — created by the
explosive growth in online gaming
Represents the biggest near term investment opportunity known to the fund's
principals
No gaming focused funds with few venture capitalists deeply familiar with the
sector
Global investment opportunities with robust exit options
Ability to create a concentrated global stage agnostic portfolio designed to
capture the value caused by the industry's growth while providing greater
liquidity than typical venture funds
- Clearstone has a presence in most major gaming markets allowing us to
invest globally (Southern California, Northern California, Europe, Middle
East, Asia and India)
CD Copyright 201 1 I Private and Confidential 22 CLEARSTONE
ONLINE GAMING FUND
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CLEARSTONE ONLINE GAMING FUND
PRINCIPALS
William Quigley (Los Angeles) — Managing Director
— 14 years experience as venture capitalist and board member — co-founder
of Clearstone Venture Partners (successor firm to idealab Capital
Partners)
— Invested in numerous seed and early stage companies. IPOs include
eMachines, eMusic, Meru Networks, MP3.com, PeopleSupport,
Tickets.com
— USC, Disney, HBS, Kauffman Fellow, Mid Atlantic VC
>) Brock Pierce (Los Angeles) — Managing Director
- 13 years experience as an entrepreneur raising more than $200m
- Founded Affinity Media, IGE, ZAM, Titan Gaming, EverTune,
RevenueAPEX, Digital Entertainment Network, myTaste
— Acquired more than 30 companies including Xfire, IMI, SkyHi, Thottbot,
Wowhead, Allakhazam, Player Auctions, Mysupersales
- Advisor to the China Youth League
CD Copyright 201 1 I Private and Confidential CLEARSTONE
23 ONLINE GAMING FUND
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CLEARSTONE ONLINE GAMING POTENTIAL
FUND PRINCIPALS
Keith McCurdy (Bay Area) — Managing Director
23 years experience in the game business as a senior executive EA,
board member of game companies (both public and private), and CEO of
multiple game startups
12 years at industry leader Electronic Arts as VP Online, VP Technology,
VP Product Development, and Director of Advanced Technology Group
Direct operating experience in console, PC, MMO, mobile, casual, and
social games
Raised venture capital from five venture funds as CEO and several more
as a board member (all gaming based startups)
Michael Robertson (San Diego) — Venture Partner
Raised more than $100M and orchestrated transactions with a combined
value of nearly a billion dollars in public and private markets
Founded MP3.com (sold to UMG), DAR.fm, Linspire (sold to Xandros),
Gizmo5 (sold to Google)
CD Copyright 201 1 I Private and Confidential 24
CLEARSTONE
ONLINE GAMING FUND
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CLEARSTONE ONLINE GAMING POTENTIAL
FUND PRINCIPALS
Rachid Sefrioui (Paris) — Venture Partner
12 years experience as venture capitalist and board member — founder of
Fina Ventures
Invested in New.net, RF Magic, asip, Reef, Entropic, Apogee, CyOptics,
Atrenta, General Photonics, OEwaves, Sequoia Communications
University of Cleveland, McKinsey, Bowco Investment Management,
Wafabank
Louis Hsieh (Beijing) — Venture Partner
20 years experience as private equity investor, investment banker, CFO,
and board member
President of New Oriental Education (NYSE: EDU)
Former UBS MD and Head of TMT Asia Pacific, board member of Perfect
World (NASQAD: PWRD)
MBA HBS, JD Berkeley, Stanford, JP Morgan, Credit Suisse First Boston,
White & Case
›, Jim Armstrong (Los Angeles) — Member of the Investment Committee
CD Copyright 201 1 1 Private and Confidential 25 CLE A RST O NE
ONLINE GANIING I
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POTENTIAL VENTURE ADVISORS
John Pleasants — President of Disney Interactive, Former CEO of Playdom,
COO of Electronic Arts
John Schappert— COO of Electronic Arts
Sean Ryan — Head of Facebook Games
Steve Chang — President of Zynga Game Studio
Neil Young — President of Ngmoco/DeNA
John Batter— Co-President of Dreamworks Interactive
David Wallerstein— EVP International of Tencent
Ed Fries — Founder of Xbox
Howard Marks — Founder of Activision, Acclaim, Former SVP for Playdom
Nolan Bushnell — Founder of Atari and Chuck E Cheese
Jeffrey Pollack — Former Commissioner of the World Series of Poker
© Copyright 201 I 1 Private and Confidential 26
EFTA_R1_0050477$
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POTENTIAL VENTURE ADVISORS
Wade Davis — Chief Strategic Officer of Viacom, Co-Founder of Think
Equity, Lazard
Jack Kennedy— EVP of Digital Media for News Corp
Steve Eskenazi — Former Managing General Partner of Walden Ventures
Shawn Fanning — Founder of Napster, Snowcap, Path
Brad Serwin — COO of Playdom, Former General Counsel of Sands Resorts
Karl Meta — Founder of Playspan
Shervin Pishevar— Founder of SGN and prominent angel investor
John Borthwick— Founder of Betaworks, EVP of Time Warner
Mike Huskins — Executive Recruiter for Facebook, Zynga, Glam
Ross Levinsohn — EVP of Yahoo Americas
© Copyright 201 I 1 Private and Confidential ( 1 \
27
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TRENDS DRIVING GROWTH IN THE
ONLINE GAMING MARKET
Copy,51.1011 CLEARSTONE
28
rUN.
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GLOBAL GAMING MARKET IS EXPECTED TO
HIT $87 BILLION BY 2014
Global Video Games Sector Revenue ($B)
100
90
80
70 Clearstone
60 "-- Online Gaming
50 Fund focus area
40
30
20
10
0
2004 2005 2006 2007 2008 2009 2010E 2011F 2012F 2013F 2014F
■Console games ■Online games ■ Mobile games 0 PC games ■ In-game Advertising
The console gaming market is flat, with overall market growth
being driven by online and mobile games
Source: Digi-Capital
CD Copyright 201 1 I Private and Confidential 29
CLEARSTONE
ONLINE GAMING FUND
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ONLINE GAMING IS CREATING MASSIVE
VALUE, FASTER THAN EVER IN HISTORY
facebook. zynga STEAM
Valued at $67B Valued at VIM B in Game Sales
40% Traffic Game-related 275M Monthly Actives 30M Users
(Social Network) (Social Game Publisher) (Etailer of Games)
Tencentaill MEXCIN DeNA®
$55B Market Cap Valued at $10B (est.) Valued at $5.5B
$3.2B 2010 Run-rate Revenue 2010: $860M (est.) $1.50 2010 Run-rate
(Social Gaming Network) (Game Publisher) (Mobile Game Publisher)
Copyri.10Il l Pivate and co men. 30
CLEARSTONE
ONLINE GAMING FUND
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DISTRIBUTION AND BUSINESS MODEL
UNDERGOING MAJOR TRANSITION
The Old Model (1980+) Console/PC
0:1
Played On 72-roc
Consoles e"'N
(Ni tido) ..,14.44). •
SONY
Ze rliMpe
Retail SPA 9INARE ENIX
AtItYir4o•4
Packaged Software umartrz-
The NEW Model (2010+) 4 zynga ekt4-... 1+4, rtf.t.t T
wont :r
•
GAM( 0
(C) play f ish 0 DeNA 0 il,, Ill JAOC:
Played On 0 facebook
MIXON
Internet P e ar spilgames NW is. the,:w-ff. 131 W,rack
M.MIIIMI ‘e -.. C'`'`Nk : — -
"lexHca? Omayoral ( . rencrot Mt G O1Z Nrritaga
... JOY PORT
Free-to-Play Web/Mobile
Virtual Goods Source: OFC Intelligence & iGaming Business
Copyright 201 I 1 Private and Confidential 31
CLEARSTONE
ONI.INE GAMING 11:ND
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THE MARKET HAS REALIZED THE VALUE
SHIFT FROM RETAIL TO FREEMIUM
0 Tencentaill zynga
Year Founded 1982 1998 2007
Value $7B Market Cap $55B Market Cap Valued at $10B
Revenue $3.7B $3B $1.8B*
Source. CrunchBase, Goo& Finance. Forbes, company filings, equity research
Forecast 2011 Revenue
Copynght 2011 1 Private and Confidential 32
CLEARSTONE
[)MANE GAMING FUND
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SOCIAL NETWORKING AND ONLINE GAMING
NOW ACCOUNT FOR 33% OF TIME ONLINE
Share of Time Online
Classified/
Auction
3% E-mail
8%
Multi-category
Entertainment
3% Portals
Software 4%
Manufacturers Instant
3% Messaging
Search 4%
ideos/Movies
4% 4%
» Social networks and online games grew 31% in 2010 and now
account for 33% of all time online Source: Nielsen as of June 2010
(D Copyright 201 1 1 Private and Confidential 33 CLEARSTONE
ONLINE GAMING FUND
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SOCIAL NETWORKING DRIVING MASS
MARKET ADOPTION OF ONLINE GAMES
Rank Name Category Monthly Active
Users (MAUs)
1 City Ville Games 93M
2 Farm Ville Games 50M
3 Badoo Dating 46M
4 Texas Hold'Em Poker Games 38M
5 Causes Philanthropy 22M
6 BandPage Utility 19M
7 FrontierVille Games 19M
» Facebook's userbase is 662MM
» 4 of the top 7 and half of the top 40 Facebook applications are
games Source: AppData, March 2011
CD Copyright 201 1 I Private and Confidential 34 CLEARSTONE
ONLINE GAMING FUND
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MOBILE GAMING IS THE FASTEST GROWING
SEGMENT OF THE ONLINE GAMING INDUSTRY
Cumulative Units Shipped: Apple's iOS &
Google's Android
iOS
500 Android
(1) 400
Total
.O 300
200
100
O
cz,c; „,co 0 2' co° e .O° coe'
Smart-phone proliferation is putting a "game console" in millions of
consumers' pockets
Apple has generated over 10 billion app downloads; over 70% of all
mobile consumer applications downloaded are mobile games Source: Gartner
CD Copyright 201 1 I Private and Confidential 35 CLEARSTONE
ONLINE GAMING FUND
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CONNECTED TVs - GROWING OPPORTUNITY
FOR ONLINE GAMING
70% 40%
60% 35%
30%
50%
Connected TVs as a
25% percent of HDTVs sold
40% each year
20%
30% —Percent of total US
15% households with
20% connected TVs
10% (cumulative)
10% 5%
0% 0%
2009 2010 2011 2012 2013 2014 2015
1.6 5.0 9.9 16.0 23.3 32.2 43.2
» One third of US households are expected to have connected
TVs by 2015 opening up a large potential market for online
gaming US connected TV households (millions) Source: Forrester
© Copyright 201 I 1 Private and Confidential CLEARSTONE
36 ONLINE GAMING FUND
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REPRESENTS A WORLDWIDE PHENOMENON
•••,•
• •••
iff zynga
. FULL
744 ILN
. EXCIN
)
PakerStars NHN
oPiaYlech SONY
GameStop TriQ PartvGANiim; (Nintendo)
Microsoft DeNA.
O UBISOFT.
5173.COM TencentNig
cki4com 7wx1412' f-O.G
PIIVWCT .11091.0
facebook lernios. SHAMA GAMES
OA NrrEase
viottoifirrnov_z ._ ww••1113•co•
CD Copyright 201 1 I Private and Confidential 37 CLEARSTONE
ONLINE GAMING FUND
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CHINESE FIRMS BECOME MORE ACQUISITIVE
DUE TO GOVERNMENT'S 5-YEAR PLAN
>> China recently released its 12th 5-year plan
covering 2011 to 2015
)) The new plan contains a huge push towards
globalization, with a provision for 500,000 Chinese
companies to have international offices by 2015
>) Government wants creative companies (including
gaming firms) to increase share of GDP from less
than 2% today to 5% by 2015 Creative
)) Chinese gaming companies likely enter global Industries Share
of GDP
markets via acquisition
- This trend has already begun with Tencent's 5%
$472M acquisition of Riot Games 2% I II
2011 2015
Source: China Daily
CD Copyright 201 1 I Private and Confidential CLEARSTONE
38 ONLINE GANIING FUND
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TARGET RICH ENVIRONMENT WITH A
DIVERSE GROUP OF ACQUIRERS
Company Acquired By Category Acquisition
Price
Playdom Disney Casual Gaming $763.2M
Riot Games Tencent Free-to-Play Developer $472M
ngmoco DeNA Mobile Gaming Platform $400M
Playfish EA Casual Gaming $300M
Playspan Visa Payment System $190M
Slide Google Casual Gaming $182M
Wagerworks IGT Online Casino Gaming $90M
Mochi Media Shanda Casual Gaming Network $80M
Jambool Google Payment System $70M
$2B in M&A and financing in the trailing 12 months with activity
accelerating
Source; TheFunded
CD Copyright 201 1 I Private and Confidential 39
CLEARSTONE
ONLINE GANIING FUND
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HISTORY OF CLEARSTONE
Copy,51.1011 CLEARSTONE
40
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SOME OF OUR NOTEWORTHY INVESTMENTS
Pa,yPal B i I I Desk idealab ALPTX vast
rubcori EINETZERO Kazeon CIO o ve
* v erture eToys
Cigihetr. Wedding GMMiStiihIl
Apture?
O -1
. frame • ibrzr S A $9 NOVARIANT. Meru
60 PEOPLE SUPPORT emachines COMPOSITE
sui
©Copyright 201 1 I Private and Confidential 41
CLEARSTONE
GAMING 1TND
EFTA_R1_00504783
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THE CLEARSTONE TEAM
Team of 13 investment professionals with significant venture, operating and
technical experience
- William Quigley— Fund I, II, Ill, Online Gaming Fund
- Jim Armstrong — Fund I, II, Ill, Online Gaming Fund
— 15 yrs VC exp, UCLA, U of Texas MBA, Austin VC
— Bill Elkus — Fund I, II, Ill
— 28 yrs PE/VC exp, Harvard JD, MIT Sloan MBA, BCG
- Brock Pierce — Online Gaming Fund
- Sumant Mandal — Fund II, Ill
- 10 yrs VC exp, 7 yrs operating exp in India, Kellogg MBA
- Keith McCurdy — Online Gaming Fund
- Michael Robertson — Online Gaming Fund
- Rachid Sefrioui— Online Gaming Fund
- Louis Hsieh — Online Gaming Fund
— Vish Mishra — Fund II, Ill President of TiE
- David Stern — Fund III
— 4 yrs VC exp, Idealab, Universal, various Bay Area startups
© Copyright 2011 1 Private and Confidential 42 LEARSTONE
ONLINE GAMING POND
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HISTORICAL PERFORMANCE OF THE
CLEARSTONE FUNDS
Portfolio Investments Made 83
Number of Exits 36
Aggregate Cost of Exits $ 217M
Aggregate Proceeds on Exits $ 942M
Portfolio Companies Today 20
Aggregate Cost of All Investments $628M
Value/Cost $ 1.233B / $ 628M
IRR (Gross) Greater than 100%
Source: Overall fund performance as of December 2010
CD Copyright 201 1 I Private and Confidential 43 CLEARSTONE
ONLINE GAMING FUND
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RECENT CLEARSTONE EXITS AND
PORTFOLIO COMPANY EVENTS
Clearstone led Series A investment in Meru
NI eR\u Networks, a wireless equipment company,
P/ f 1W0PKS
went public in 2010 with a $300M market cap
Clearstone public company Internet Brands
Ib Internet
Brands taken private by Hellman and Friedman for
$640M
Clearstone digital content archiving
P I
MIMOSA
SYSTEMS company acquired by Iron Mountain for
$110M
A IRONMOUNTAIN'
Clearstone real time predictive analytics
INTEGRIEN
company acquired by VMWare for $100M
vmware
Clearstone incubated eDiscovery software
Kazeon EMC2
company acquired by EMC for $100M where information lorry
© Copyright 2010 I Private and Confidential 44
CLEARSTONE
ONLINE GAMING FUND
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RECENT CLEARSTONE EXITS AND
PORTFOLIO COMPANY EVENTS
Clearstone online media delivery company
)nokeena,,,„ acquired by Juniper Networks for $70M Juniper
Clearstone incubated ad network acquired
rubcori Newscorp's Fox Audience Network (FAN)
Multi-year agreement with Alcatel Lucent to be
Al exclusive provider of next generation cellular
backhaul technology for major US wireless
networks
e Copyright 1010 I Private and Confidential CLEARSTONE
45 ONI.INI; GAMING 11:ND
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PROPRIETARY INVESTMENT
OPPORTUNITIES AVAILABLE TO THE
CLEARSTONE ONLINE GAMING
FUND
46 CLEARSTONE
EFTA,,WMGM
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INVESTMENTS OPPORTUNITIES: oe xffiwE
XFIRE
Xfire
- Acquired Xfire from Viacom in August 2010 (Viacom paid $110M in 2006)
Xfire is the leading social gaming platform for hardcore garners
- 18m registered users with $40M invested in the Xfire infrastructure
— Growing organically at 225,000 new users per month
— Game recommendation engine and monetization platform
— Focus on the Free-to-Play games market ($7B market by 2015)
— Growing list of network partners including: Riot Games, GamersFirst,
Funcom, SGlnteractive
— Eric Schmidt and many other prolific angel investors
>> Opportunity to lead the Series A
- Spun out of Viacom by Brock Pierce and William Quigley
>> Brock Pierce, William Quigley, and John Maffei have assigned their Pro Rata
rights to the fund
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INVESTMENTS OPPORTUNITIES:
TITAN GAMING
Titan Gaming
Titan Gaming is a skill based casual game publisher
Skill gaming is the most lucrative business model in the video game industry
Skill gaming monetizes game play by powering tournaments for cash and
virtual currency
Games may integrate and leverage the Titan Platform within 1 day
Over 150,000 hours in platform development
Over 500,000 tournament matches since launching Dec. 2nd, 2010
Growing list of AAA network launch partners (Playdom, Lockerz, Xfire, ZAM)
Raised $1M in 2010 from Eric Schmidt and many other prolific angel
investors
Opportunity to lead the Series A
Acquired by Brock Pierce and William Quigley
Brock Pierce, William Quigley, and John Maffei have assigned their Pro Rata
rights to the fund
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INVESTMENTS OPPORTUNITIES:
ITEMBAY
Itembay
— Itembay is the second largest secondary market trading platform for virtual
goods South Korea
— Itembay has systemwide revenues north of $400M annually
- Itembay is about to merge with IMI (a subsidiary of IMI Exchange) in
Korea
- Combining the businesses will substantially increase the operating
profits of both businesses by rationalizing pricing in line with other
industries
Stage: Pre-IPO
Opportunity: Term sheet signed to buy 6% of the company well below market
pricing
>> Relationship: Brock Pierce has orchestrated the merger and is close friends
with the founder
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INVESTMENTS OPPORTUNITIES:
IMI EXCHANGE
>> IMI Exchange
— IMI Exchange is the largest global secondary market trading platform for
virtual goods with operations in South Korea (Itemmania)and China
(SkyHi)
— IMI Exchange has systemwide revenues north of $500M annually
— Industries most experienced management team
Current Investors: Oak Investment Partners and Goldman Sachs
Stage: Pre-IPO
Opportunity: Invest in upcoming round and secondary positions
Relationship: Brock Pierce is the founder and board member
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INVESTMENTS OPPORTUNITIES: )
REVENUE APEX RevenueAPEX
Revenue APEX — Financing the Internet Media and Gaming Properties
- Specialty finance business focused on a large sector that lacks access
to traditional bank financing
— Market: Internet Advertising, Gaming, Mobile Apps, and Direct
Response Marketing Industries
- Market size: $50B
— Financing mechanism: Asset based lending, invoice discounting /
factoring, business cash advance
- Double-digit IRRs available at scale
— Proprietary underwriting and origination processes developed
Opportunity to lead the Series A
- Brock Pierce and William Quigley are founders
)) Brock Pierce, William Quigley, and John Maffei have assigned their Pro
Rata rights to the fund
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INVESTMENTS OPPORTUNITIES:
LATE STAGE DEALS
» Opportunity to buy secondary market shares in:
NEXDN
OSP' GAMES
Piker 517aCOM
Stars.
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PLEASE CONTACT
WILLIAM QUIGLEY
FOR MORE INFORMATION
c .1011 ,Pinte•nd conaema CLEARSTONE
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APPENDIX
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ONLINE GAMING VERTICALS
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ONLINE GAMES: $30B MARKET BY 2014
Estimated Worldwide Market Video game distribution has
Size of Social Games $B shifted from console to online and
6 mobile
5
Shift has created opportunities
throughout the value chain, from
4 game developers, to middleware,
to distribution platforms
3
Companies are experiencing
2 2O1O
profitable growth with 20% - 50%
2015
margins and YoY revenue growth
rates of 100%+
0
z'o' Market size expected to be
s$1 ss $30.6B by 2014 (21.3% CAGR)
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ONLINE GAMES: SOCIAL NETWORKING
DRIVING MASS MARKET ADOPTION
>) Casual gaming has become one of the
world's fastest growing phenomena
Zynga has 258M MAUs
— Zynga's CityVille acquired 100MM
MAUs in 41 days
40% of Facebook users playing games
Four of the top ten Facebook
applications are games
Development costs of less than $500K
are significantly lower than console
game development costs
Source: AppData
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MOBILE GAMES: $13B MARKET BY 2014
>> Apple alone has generated over 10
Mobile Games Revenue billion app downloads from its app store
($B)
>> Apps = Games. 70% to 80% of all
mobile consumer applications
12 downloaded are mobile games, and
60% to 70% of these downloaded
10
games are free
8
>> Mobile gaming revenues are being
6 driven by micro-payments, advertising
and download fees
4
>> Mobile gaming to reach $13.1B by 2014
2
(12.3% CAGR)
0
>> In Japan 53% of 2009 spending
c' 44\ 86 O
‘7,O „zpi O (22 ‘2,O „1,O qp qp occurred on a mobile phone
Source. Gartner & Digi-Capital
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MOBILE GAMES: FASTEST GROWING
SEGMENT OF THE ONLINE GAMING INDUSTRY
Developed world mobile broadband penetration
via 3G and 4G networks is increasing rapidly,
from 5% in 2005 to 51% in 2010
)) Globally nearly 500M people were accessing the
internet through mobile devices in 2009, up from
only 100M in 2005, projected to be 1.4B by 2014
>) 101.2M smart-phones shipped during Q4 2010
which represented an 89% growth Y/Y
)) Smart-phone users spending 47% of their time
accessing maps, games, social networks,
utilities, and more
>> Seven out of the top ten paid apps are games
Sources: AppsFire. Canalys. International Telecommunication Union. PwC
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MMOS: 20 MILLION GLOBAL SUBSCRIBERS
MMO Subscribers (M) MMOs have over 20M global subscribers,
and numbers are expected to reach 30M
by 2012
Slower growing historical MMO market
relied on subscription revenues
Market is shifting to browser-based
games with "freemiunn" models, a
business model that allows majority of
users free play, while the minority pay for
virtual goods with micro-payments
Market size $8B in 2010
$3.6B in revenues generated by
companies serving the South America,
North America, and European markets
in 2010 Source: Digi-Capital, MMOData.net
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MMOS: GROWTH MARKET WITH HEAVY
USAGE
MMOs are video games with thousands of
simultaneous players
MMO gamers are the most hardcore garners,
with each player spending an average of 5.5
hours a week playing massively multiplayer
online games, compared to 4.9 hours for
console players and 4.8 for casual garners
Hardcore garners tend to be 35+ years old
and highly monetizable
Fantasy MMOs such as World of Warcraft
dominate the market, but the recent success
of other genres suggest a large greenfield
opportunity
Source: Digi-Capital, Gamesindustry.com
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CONSOLE & PC GAMING: RETAIL BUSINESS
TRANSITIONING ONLINE
The console game market is mature,
40 and undergoing change as more
games are being distributed online
and via PCs
ta 30
Games are coming unbundled from
traditional gaming consoles such as
7N zo Nintendo's Wii and Microsoft's Xbox.
a)
Nevertheless, the market is expected
10 to grow as manufactures release
their 8'" generation platforms in 2014
The console market size is $28.2B in
2009 growing to $36.8B by 2014
(5.5% CAGR)
PC gaming market size $3.8 billion in
2009
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CONSOLE & PC GAMING: RETAIL
BUSINESS TRANSITIONING ONLINE
54% of US households own a console or
handheld system
Nintendo's Wii currently dominates the
7th generation market with 46% unit
volume market share, followed by
Microsoft's Xbox at 28%
Next, 8th, generation of consoles to
release in 2014
Concern exists about 9th generation
consoles due to rise of downloadable
content via providers such as OnLive
>> PC gaming market expected to shrink
due to the meteoric rise of online games
and wireless games
Source: Nielsen & Digi-Capital
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FREE 2 PLAY (F2P) GAMES: FREEMIUM
TREND EXPECTED TP BECOME DOMINANT
Market grew 89% to $250 million in
Free to Play Market ($B) 2009, up from $132 million in 2008
Revenue growth being driven by
willingness of consumers to buy
2 virtual goods and ease of payment
options (e.g. Visa's PlaySpan or
1.5 Facebook's Credits)
1
Converting free players to paying
ones is a key business model driver
0.5 Profitable conversion rates can be as
low as 9% or as high as 40%
0
2009 2015
English based F2P games: $250
million in 2009, expected to reach $2
billion by 2015 (34.1% CAGR)
Source: DFC Digi•CaPtal.
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FREE 2 PLAY (F2P) GAMES: FREEMIUM
TREND EXPECTED TO BECOME DOMINANT
F2P games defined as games that
require a downloadable client
Video gaming is quickly evolving to
"freemium"
- Bring players in the front door with GAME S
zero friction then monetize them
with models such as virtual goods,
offers, ads and subscriptions
A growing young gamer population who
are familiar with F2P games
Increased number of major AAA titles
and brands switching to F2P
turbine
Source: Digi-Capital
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VIRTUAL GOODS: DOMINANT BUSINESS
MODEL FOR F2P GAMES
US Virtual Goods Market The worldwide virtual goods market
($B) is several times larger than the $1.6
billion number in the U.S. for 2010
2.5
The virtual goods market started
2 earlier in Asia and has continued
to skyrocket in that region
1.5
US virtual good revenues $500MM
1 in 2008 growing to $2.1BB in 2011
Secondary market trading for virtual
0.5
0
2008
■
2009 2010 20
goods is a $2.7B market in 2010,
growing to $4B by 2012
18% CAGR globally, 30% CAGR
in China
Source: Inside Network.
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VIRTUAL GOODS: DOMINANT BUSINESS
MODEL FOR F2P GAMES
Virtual goods is the dominant model for
the F2P market
58% of F2P players purchase in-game
digital goods
The median F2P expenditure on virtual
goods is $75 per person
In-game currency, virtual gifts,
weapons, and wearables are the most
popular types of virtual goods
O playspan
>) North American women over the age
of 25 are spending the most money on 5173.COM
virtual goods
Source: VGMarket, PlaySpan
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SKILL GAMING: REAL MONEY WAGERING
IS A GROWING TREND
>> Skill games are competitive
online games, where winning is
Online Skill Gaming Market determined by skill rather than
($B) chance
1200 )) Skill games are by definition not
1000 games of chance, enabling
800 them to operate in U.S.,
600 European and Asia-Pacific
400 markets
200
Skill based market targets
0 women 35+ years old
2009 2010 2014
>) Online skill gaming market
generating $382M globally in
2009, expected to rise to $472M
in 2010, and $957M by 2014
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SKILL GAMING: RESEMBLANCE TO
SUCCESSFUL ONLINE GAMBLING BUT LEGAL
>> Online skill games include a variety of business
models: scaled commission fee (rake), entry fees
for tournaments, interest on players fund invested
and micro-transactions
>> Skill-based gaming fits perfectly in these over
arching industry trends and has an extremely high
ARPU
Wagering between friends is already prevalent
— but inconvenient
>> Fastest emerging business model in Asia
n , f *441
- 20% of video game revenue in Taiwan -ntrt9scorn
generated by skill gaming
— 10% of video game revenue in China generated A / 0,, v 1 0,1 I An," rio ell
by skill gaming I= OP OW
a V R
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ONLINE GAMBLING: ENORMOUS MARKET
POISED FOR LONG TERM GROWTH
The U.S. outlawed online gambling
in 2006, making Europe the largest
Global Online Gaming Yield ($B) legal online gambling market
$40.0 Regardless of legality, 2008 Internet
$35.0
gambling revenue for offshore
$30.0
companies was estimated to be
$25.0
$20.0
$5.9B from players in the U.S. and
$15.0 $21B from players worldwide
$10.0
$5.0
» The global legal online and offline
gambling market totaled $335B in
2005 2006 2007 2008 2009 2010E 2011E 2012E 2009
Online gambling's share of the total
gaming market to reach 9%
penetration and increase to $34
billion by 2012 (11% CAGR between
2008 and 2012) CLEARSTONE
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ONLINE GAMBLING: ENORMOUS MARKET
POISED FOR LONG TERM GROWTH
>) Online gambling uses the Internet and
mobile devices to enable wagering, casino
games, poker, lotteries, and bingo
Continues to cannibalize offline gambling
and surpassed offline in terms of growth
>) Currently legal in many parts of the world
today and legislation in the US likely to
open some or all of the largest gambling
market in the world
)) Live online casino and inplay sports betting
has increased at a CAGR of over 172%
since 2006
Piker
Stars.
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GAMIFICATION: INCORPORATING GAMING
MECHANICS INTO BUSINESS MODELS
New industries emerging utilizing
gaming as a business model rather
than a product
Gaming is one of the most lucrative
business models and can be applied
to other industries
D BigDeal
>> Game mechanics are being
incorporated into many products to
increase engagement
)) Facebook is interesting because of
games
>) Lottery mechanics being combined
with e-commerce with companies like
Bidfire, Swoopo, and Big Deals
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