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Skillz $SKLZ was founded in 2012 by Andrew Paradise and Casey Chafkin
It went public in December 2020
Skillz provides a platform to turn any mobile game on iOS and Android into one you can play with other players (friends and strangers)

Skillz provides a platform to turn any mobile game on iOS and Android into one you can play with other players (friends and strangers)
It thus turn any mobile game that integrates with its platform into an eSports platform where players can compete for points, prizes, cash… https://venturebeat.com/2020/12/17/skillz-starts-trading-as-a-public-company-as-mobile-esports-heats-up/
But how does it work?
Developers need to download Skillz’ software development kit (SDK)
Using this SDK, the developers set up their tournaments on the Skillz tournament management system
Gamers can log into their Skillz-powered games and compete with other players



Who makes money?
Players pay entry fees to compete in games
Winners take home their prizes
The game developer and Skillz split what’s left (50/50)



What’s more? Well Skillz has developed and offers a wide range of features to attract and retain gamers
Player matching based on their skill level
Anti-cheat / anti-fraud protections and support
Social sharing and content discovery features



Delivering results for game developers and gamers
Average time players spend each day on Skillz is twice the industry average and player retention is 24% higher
Skillz counts over 30m players and 20k game developers
Of these, 2.7m are active monthly users






In 2015, Skillz brought in $ 20m in entry fees
In 2016, Skillz brought in $ 56m in entry fees
In May 2017, Skillz hit $ 100m revenue run rate (RRR)
In February 2018, it hit $ 200m RRR
In September 2018, it hit $ 400m RRR
Supported by steady player growth
9m in June 2016
12m in May 2017
15m in April 2018
18m in September 2018




“Every six months or so, the projections are growing, […] The speed with which esports is growing in mind-blowing.” - $SKLZ CEO by Dean Takahashi
Taken from
https://venturebeat.com/2017/05/02/skillz-hits-100-million-revenue-run-rate-with-mobile-esports-platform/
Taken from

What about the market?
According to Goldman Sachs, eSports revenue is set to reach $ 3B by 2022
With prize pools expected to grew by a CAGR of 30% over the 2019 - 2024 period https://venturebeat.com/2018/09/18/skillz-hits-400-million-revenue-run-rate-with-mobile-esports-platform/









This market is booming! Here is what Skillz’s CEO has to say:
“The Skillz platform capitalizes on the phenomenal growth of esports, […]

...We are the first company to democratize esports for players and game developers, and the first company to do it at scale.” by Dean Takahashi for Venture Beat
https://venturebeat.com/2018/09/18/skillz-hits-400-million-revenue-run-rate-with-mobile-esports-platform/
https://venturebeat.com/2018/09/18/skillz-hits-400-million-revenue-run-rate-with-mobile-esports-platform/

Great numbers! But who is leading this company?
CEO: Andrew Paradise, founded AisleBuyer and sold it to Intuit for 80 to $ 100m. Also founded Double Picture and sold it to MPA in 2010
Advisory board: Trip Hawkins, the co-founder of Electronic Arts



Here is what Trip Hawkins had to say on Skillz back in 2016

“there has to be a set of platform features to let players have accounts set up the way they need, be able to communicate and broadcast or be broadcast,...
...make payments, manage transactions and receive prizes. That’s where Skillz has a head start.” by Lora Kolodny for TechCrunch
https://techcrunch.com/2016/06/15/skillz-is-the-biggest-e-sports-company-gamers-have-never-heard-of/
https://techcrunch.com/2016/06/15/skillz-is-the-biggest-e-sports-company-gamers-have-never-heard-of/
What about alternatives? Well, $SKLZ is a pioneer in its own genre
Initially, many people were sceptical at the idea of “mobile eSports”
It was thought that only dedicated gamers (on PC and consoles) would be attracted to this format



“By 2018, Skillz had hit a $400 million run rate. Rivals like Sony and Amazon took Skillz on, but they faltered.” by Dean Takahashi for Venture Beat
Great! This means 
Skillz has experienced rapid growth since its launch growing its GMV from $ 20m in 2015 to $ 886m in 2019
The market for mobile gaming and eSports is growing fast, driven by increasing user penetration, reduction in internet costs and innovations













Through the $FEAC merger, Skillz got around $ 240m in net proceeds and has not debt











Disclaimer - This is not investment advice in any form and investors are responsible for conducting their own research before investing.
Sources
✑ Investor presentation
✑ Company website
✑ Venture Beat
✑ Reuters
✑ TechCrunch
✑ Forbes
Sources
✑ Investor presentation
✑ Company website
✑ Venture Beat
✑ Reuters
✑ TechCrunch
✑ Forbes
✑ Goldman Sachs
✑ Statista
✑ Research And Markets
✑ Statista
✑ Research And Markets
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