Virtual Interactive Technologies Corp. · OTC:VRVR

Virtual Interactive Technologies — Investor Presentation (January 2022)

19 slides from Virtual Interactive Technologies's investor presentation, Jan 21, 2022

  1. Slide 1: Virtual Interactive Technologies Corp Spring 2022 Presentation

    VIRTUAL INTERACTIVE TECHNOLOGIES Ly cess EATEH RELEASE | VIRTUAL INTERACTIVE TECHNOLOGIES CORP Spring 2022 Presentation

  2. Slide 2: Forward Looking Statements

    Forward Looking Statements Safe Harbor Statement under the Private Securities Litigation Reform Act of 1995: Certain statements made in this presentation are forward looking statements. In some cases, you can identify these statements by such words or phrases as “will likely result,’ “is confident t

  3. Slide 3: Virtual Interactive Technologies

    * tual Interactive Technologies Virtual Interactive Technologies finances the development of video game projects to be released on various popular gaming platforms with an emphasis on mobile gaming, virtual reality, and other new and emerging gaming technologies. We team with existing game developer

  4. Slide 4: The Video Gaming Industry Is Very Fragmented and Fast Changing

    THE VIDEO GAMING INDUSTRY IS VERY FRAGMENTED AND FAST CHANGING > There are 2,400 video gaming companies worldwide. > The market includes some very large, well capitalized companies (Sony, Microsoft) and some very small companies (Virtual Interactive Technologies). > Trends and demographics are in a

  5. Slide 5: New Technologies and Changing Demographics Creates Opportunity

    NEW TECHNOLOGIES AND CHANGING DEMOGRAPHICS CREATES OPPORTUNITY > The proliferation of mobile phones has caused a huge boost to the video gaming industry. > An estimated $120 billion will be spent on mobile games in 2021. This is 20% up from the previous year. (Source: App Annie 2021) > Itis also pro

  6. Slide 6: Virtual Interactive Technologies — What Sets Us Apart

    VIRTUAL INTERACTIVE TECHNOLOGIES — WHAT SETS US APART > Our goal is to stay lean. > We don’t maintain large office space or overhead. > Our staff is big enough to fuel our growth but small enough to not diminish margins. > We hire design teams, consultants and advisors where appropriate. > We form s

  7. Slide 7: Our Creations So Far

    OUR CREATIONS SO FAR......... > Virtual Interactive Technologies currently has 5 game titles in its portfolio. > Carmegeddon-Max Damage is a reincarnation of an award-winning game released in 1997. The game is currently owned by THQ Nordic but VIT maintains royalty rights to the game and is continui

  8. Slide 8: Powering The Next Generation Of Gaming

    Powering The Next Generation Of Gaming > WE HAVE BIG PLANS FOR THE FUTURE > Its time to take our experience and strategic partnerships to the next level. > Weare moving forward on the creation of new projects and delivering on our commitment to become more active in the mobile gaming space. > Weare

  9. Slide 9: The Good, The Bad, and The Opportunities

    THE GOOD, THE BAD, AND THE OPPORTUNITIES STRENGTHS, ES High growth markets New technologies providing new revenue opportunities M/A activity accelerating in the space THREATS Not as well capitalized as larger competitors Less well know than many competitors Minimal in-house development capability Ma

  10. Slide 10: Video Gaming Industry Size

    VIDEO GAMING INDUSTRY SIZE > The global gaming market in 2021 was $175.8 billion USD. (Source: New Zoo/Globalgamesreport) > By 2025 the global gaming market is estimated to be $268.8 billion USD. (Source: Statista) > There were approximately 80 billion mobile game downloads in 2020. (Source: App Ann

  11. Slide 11: Market Size Continued

    MARKET SIZE CONTINUED > There were 2.69 billion video game players worldwide in 2020. (Source: FinanceOnline) > There were 1.75 billion monthly mobile gamers in 2020. (GameAnalytics) > Three-quarters of US households own a device they use to play a video game. (Source: Gamesindustry. biz) > Two of e

  12. Slide 12: Competition in a Fragmented Market Lends Itself to Opportunity

    COMPETITION IN A FRAGMENTED MARKET LENDS ITSELF TO OPPORTUNITY > There are clearly some very large players in the space. Many of them are household names: Nintendo Corporation, Electronic Arts, Acti ision Blizzard, Take-Two Interactive, Tencent Holdings. > The fragmented space, large addressable mar

  13. Slide 13: Our Team

    OUR TEAM > Jason Garber, CEO and Director * Mr. Garber is a founder of Virtual Interactive Technologies (VIT). Mr. Garber has spent the last 20 years of his career producing videogames. He has also been investing in a number of video gaming projects over the last five years. Being involved with a lo

  14. Slide 14: Company Advisors

    COMPANY ADVISORS > Noble DraKoln, Advisory Board Member + Mr Drakoln has been involved in multiple tech startups as a consultant, investor and C-suite executive. As an NFT/blockchain game developer over the past two years he has been deeply involved helping assist new blockchain projects come to lif

  15. Slide 15: Summary

    SUMMARY > We finance and develop video games across many genres, platforms, and markets. > Virtual Interactive uses it’s teams many years of experience to evaluate and execute on Opportunities that will bring value to our shareholders. > We form strategic partnerships with experienced developers to

  16. Slide 16: Capitalization

    CAPITALIZATION Total Shares Outstanding Series A Preferred Series B Preferred Management Debt: Note to Related Party Other Notes 6,817,784 50,000 595,612 15% $741,030 $235,000

  17. Slide 17: Financials

    FINANCIALS Virtual Interactive Technologies Corp. Consolidated Balance Sheets As of September 30, 2021 and 2020 LURRENT ASSETS: (Cash and cash equivalents Royalties receivable Interest receivable Note receivable Total curtent assets LUABILITIES AND STOCKHOLDERS’ EQUITY (DEFICIT) JRRENT LIABILITIES:

  18. Slide 18: Our Stock Information

    ove, WIV OUR STOCK INFORMATION OTC Pink Symbol VRVR Total Shares Outstanding 6,817,784 Warrants/Options None Recent Price (01/04/2022) $2.58 Market Capitalization $17,589,882 Trading Range (52 weeks) $1.10---$3.45 Average Daily Volume (3 Months) Wil ERS $.005

  19. Slide 19: Thank You

    — CATCH ( HOr VIRTUAL INTERACTIVE TECHNOLOGIES CATCH @& RELEASE = THANK YOU! Virtual Interactive Technologies Corp 600 17* Street, Suite 2800 South Denver , CO 80202 Contact: Bruce Nurse /nvestor Relations (303)-919-2913 www.vrvrcorp.com

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