Quarterly report pursuant to Section 13 or 15(d)

Segment Data

v3.20.1
Segment Data
3 Months Ended
Mar. 31, 2020
Segment Reporting [Abstract]
Segment Data

Note 8 – Segment Data

Each of the Company’s business segments offer different, but synergistic products and services, and are managed separately, by different chief operating decision makers.

The Company’s business consists of three reportable segments:

Poker, gaming, and entertainment, provided through WPT, including televised gaming and entertainment, land-based poker tournaments, online and mobile poker applications.
E-sports, provided through Allied Esports, including multiplayer video game competitions.
Corporate.

The following tables present segment information for the three months ended March 31, 2020 and 2019 and as of March 31, 2020 and December 31, 2019:

For the Three Months
Ended March 31, 2020
For the Three Months
Ended March 31, 2019
Gaming &
Entertainment
E-sports Corporate(1) TOTAL Gaming &
Entertainment
E-sports Corporate(1) TOTAL
Revenues $ 4,987,312 $ 1,057,741 $ - $ 6,045,053 $ 4,817,818 $ 1,417,230 $ - $ 6,235,048
Income (Loss) from Operations $ 439,993 $ (6,427,410 ) $ (2,106,653 ) $ (8,094,070 ) $ (373,611 ) $ (3,480,541 ) $ - $ (3,854,152 )

As of March 31, 2020 As of December 31, 2019
Gaming &
Entertainment
E-sports Corporate(2) TOTAL Gaming &
Entertainment
E-sports Corporate(2) TOTAL
Total Assets $ 37,716,634 $ 20,170,770 $ 10,824,744 $ 68,712,148 $ 39,290,001 $ 21,702,158 $ 10,328,915 $ 71,321,074

1) Unallocated corporate operating losses result from general corporate overhead expenses not directly attributable to any one of the business segments. These expenses are reported separate from the Company’s identified segments and are included in General and Administrative expenses on the accompanying condensed consolidated statements of operations and comprehensive loss.

2) Unallocated corporate assets not directly attributable to any one of the business segments.

One customer of the Gaming and Entertainment segment accounted for 15% of that segment’s revenues and accounted for 12% of total Company revenues during the three months ended March 31, 2020. The same customer accounted for 16% of that segment’s revenues and 12% of total Company revenues during the three months ended March 31, 2019.

One customer of the E-sports segment accounted for 37% of that segment’s revenues and 6% of total Company revenues during the three months ended March 31, 2020. The same customer accounted for 25% of that segment’s revenues during the three months ended March 31, 2019.

During the three months ended March 31, 2020 and 2019, 14% and 14%, respectively, of the Gaming and Entertainment revenues, and 11% and 6%, respectively, of the E-sports revenues were from foreign sources.