Inspired Entertainment, Inc. · NASDAQ:INSE

Inspired Entertainment — Investor Presentation (May 2022)

22 slides from Inspired Entertainment's investor presentation, May 10, 2022

  1. Slide 1: Investor Presentation May 2022

    . a INVESTOR PRESENTATION (NSPIRED May 2022 ESSENTIAL ENTERTAINMENT

  2. Slide 2: Safe Harbor / Non-GAAP Financial Disclosures

    Safe Harbor / Non-GAAP Financial Disclosures Forward-Looking Statements This presentation includes forward-looking statements within the meaning of the Private Securities Litigation Reform Act of 1996, These forward-looking staterentsinclude, but are not limited to, statements regarding our business

  3. Slide 3: Leading B2B provider of gaming content, systems and solutions

    Inspired Entertainment, Inc. Is a leading B2B provider of gaming content systems and solutions across online/mobile and retail channels around the world which predominantly generates recurring revenues pursuant to long-term contracts. Experienced developer of differentiated CONTENT-DRIVEN and entert

  4. Slide 4: Proven and Experienced Management Team

    Proven and Experienced Management Team | Brooks Pierce Name Lorne Weil President and Chief Executive Chairman Operating Officer Position Chairman of the Board & CEO of Scientific Games Aristocrat, Scientific Prior Experience Games, Sportech Daniel Silvers Stewart Baker Carys Damon Executive Vice Pre

  5. Slide 5: Investment Highlights

    Investment Highlights es 4 INSPIRED A leading omni-channel B2B gaming provider with recurring revenue through long-term contracts Growth potential in content-driven Interactive and Virtual Sports segments Strong resurgence of land-based channels following COVID-19 closures Margin expansion and decli

  6. Slide 6: Content Driven Gaming Systems

    <4, Content Driven Gaming Systems {NSP{RED — High-growth, capital efficient Strong recovery following VIRTUAL SPORTS COVID-19 retail reopening INTERACTIVE GAMING 3 = LEISURE bd oar [oar |} VIRTUAL SPORTS INTERACTIVE GAMING LEISURE Regulated Gaming Cross-Selling Globally Shifting Share Opportunities

  7. Slide 7: Long-Term Growth Drivers

    Long-Term Growth Drivers = Continue to grow capital efficient Interactive and Virtual Sports businesses = Launched Connecticut iGaming in Q1 2022 = Launched iGaming and Online Virtuals in Ontario in Q2 2022 = Expand North American VLT distribution = Awarded 720-unit Valor™ terminal award in Saskatch

  8. Slide 8: Content Creation is Core Competency

    Content Creation is Core Competency Proven track record for creating feature-rich games that deliver exciting experiences for regulated gaming, betting, lottery, social and leisure operators across land-based and mobile channels worldwide a PARKS = Cross-channel approach - our SHOPS games work acros

  9. Slide 9: Significant Momentum in Online Channels

    Significant Momentum in Online Channels Our content-driven Interactive and Virtual Sports businesses continue to grow their customer base in new, emerging and core markets GAMING tee ES © FANDUEL itorium (©) © ray and Het Gag |RORTS parcty ..O., sammy evar || I ; Lottoland indre iLOTTERY sky MEEES)

  10. Slide 10: Interactive

    INTE RACTIVE Online gaming operators use our top-performing game titles online and on mobile devices worldwide High-growth, high-margin recurring revenue business Gaining share from the launch of new content across the estate, growth in the customer base in new, emerging and core markets and increas

  11. Slide 11: Virtual Sports

    VIRTUAL SPORTS A pioneer and leader in Ultra-HD games that create an always-on sports wagering experience Largest portfolio with basketball, NFLA football, MLBPAA baseball, as well as men’s and women's soccer Continual stream of fast-paced action, ultra-realistic player simulations and a wide breadt

  12. Slide 12: Gaming

    GAMING = — Gaming growth shifting from large casinos to many distributed venues = — Inspired is a leader in server based gaming and provides content on a distributed basis, allowing access to a wide footprint through internet and proprietary networks = — ~32,000 machines live with top games in key j

  13. Slide 13: Leisure

    LEISURE e A leading supplier of server based gaming terminals and pay to play entertainment products to pubs, arcades, motorway service areas and holiday resorts in the UK e Ability to leverage top performing content across platforms e Potential for digital transition to drive improved economics — A

  14. Slide 14: Investment Highlights

    Investment Highlights nce in the UK, Greece and Italy with significant momentum in North Amer erforming cor strong technolog\ venue business" through long-term E 4 recurring €>)) GROWTH POTENTIAL IN CONTENT-DRIVEN INTERACTIVE & VIRTUAL SPORTS SEGMENTS = Inspit year to $9.4 million in Q1 = Gair throu

  15. Slide 15: Market Capitalization

    Market Capitalization (unaudited) Actual (US$ in millions, except per share data) 3/31/22 Cash $40.8 Senior Secured Notes” 309.3 Accrued Interest, Finance Lease Liabilities and Pension Liability? 10.8 Total Debt $320.1 Net Debt $279.3 Diluted Shares Outstanding® (in millions) 28.479 Share Price (As

  16. Slide 16: Appendix

    yy Ww : as S oe <4, a INSPIRED . Appendix

  17. Slide 17: Summary of Q1 2022 Segment Performance

    Summary of Q1 2022 Segment Performance | 1 Adjusted EBITDA Revenue Adjusted EBITDA an Margin (in $ millions) Q12022_ _ Qi 2021 % Q1 2022 Qi 2021 % Q12022_ _Q12021 Segments Interactive $5.3 $5.2 2% $2.9 3.4 (15%) 54% 65% Virtual Sports 11.6 63 84% 94 49 90% 81% 78% Leisure 19.6 0.5 NM? 25 (3.4) NM? 1

  18. Slide 18: Summary of FY 2021 Segment Performance

    Summary of FY 2021 Segment Performance (In $ millions) Segments Interactive Virtual Sports Leisure Gaming (ex VAT)? Corporate Total Company (ex VAT) Gaming VAT” Total Company (incl VAT) Revenue FY 2021 FY 2020 $22.8 $13.3 36.0 32.4 68.7 43.6 78.3 68.3 $205.8 $157.5 3a 42.2 $208.9 $199.7 % 72% 11% 58

  19. Slide 19: Non-GAAP Reconciliation: Q1 2022 Adjusted EBITDA by Segment

    Non-GAAP Reconciliation: Q1 2022 Adjusted EBITDA by Segment Virtual Gaming Sports Interactive Leisure Corporate Total (in millions) Net gain (loss) $ 67 $ 87 $ 21 $ (4) $ (14.5) $ 5) Items Relating to Discontinued Activities Pension charges _ _ _— od 0.1 0.1 Items outside the normal course of busine

  20. Slide 20: Non-GAAP Reconciliation: Q1 2021 Adjusted EBITDA by Segment

    Non-GAAP Reconciliation: Q1 2021 Adjusted EBITDA by Segment Virtual Gaming Sports Interactive Leisure Corporate Total In millions) Net gain (loss) Ss G6S 378 26 $ G7) $ ai7s (167) Items Relating to Discontinued Activities Pension charges = = = = 02 02 Items outside the normal course of business: Acq

  21. Slide 21: Non-GAAP Reconciliation: FY 2021 Adjusted EBITDA by Segment

    Non-GAAP Reconciliation: FY 2021 Adjusted EBITDA by Segment Twelve Months Ended December 31, 2021 Virtual Gaming Sports Interactive Leisure Corporate Total (In millions) Net gain (loss) $ 18 $ 28 $ 92 $ (1.0) $ (69.5)$ (36.7) Items Relating to Discontinued Activities Pension charges = = = = 08 08 It

  22. Slide 22: Inspired Essential Entertainment

    4. INSPIRED ESSENTIAL ENTERTAINMENT <4, INSPIRED

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