Good morning, and welcome to the quarterly report of Fragbite Group. Myself, Stefan Tengvall, the CEO of Fragbite Group, and Lars Johansson, the CFO, will be presenting the report. We will cover the topics that you have to the left, which is a brief update of the group, an operational update, go through the financial numbers, and we will have a summary and outlook, and then we will open up for questions. We can take the next slide, please. Next slide.
An update on the group, in Q4 in December, we welcome the Lucky Kat into the group. Lucky Kat brought a significant diversified portfolio of games, more than 20 games, hyper-casual games into the group, which generates money from. The vast majority of the money is generated through app ads.
The team, as you see, I mean, apart from having 20 games in the portfolio, we also entered into the Web3 space, blockchain games. We will touch upon that even more later on. As you can see from the picture, the team has a strong relationship with Apple. They even got visited by the Apple CEO, Tim Cook. Of course, we try to leverage this relationship into other sort of parts of the group. We spent a lot of time during the quarter to integrate Lucky Kat into the group, both when it comes to the Web3 project, but also leveraging other part of this sort of highly skilled team into other parts of our group.
We will touch upon the Solana and NFT projects, but they have currently two projects. One partnership with The Sandbox, one of the leading metaverse in the world, but also the Panzerdogs games. We can take the next slide, please. When it comes to Panzerdogs, we sold out NFTs in December, 5,555 NFTs in less than 50 minutes. It's a play-to-earn game. It's always the game first and the community first, but it makes the opportunity for players and the community to actually earn money in the game. The game is built on the Solana blockchain technology, which facilitates the opportunity and possibility for players to actually earn unique virtual assets in the game and trade them.
During the quarter, we spent a significant time also liaising with advisors to sort of set up a legal structure on how to get the permits to actually sell and launch a token, which we have been planned for the coming year. We also, all of you that follow the team on Twitter and Discord will know that they already published a demo of someone playing a mobile version of the game. We will, during this year, launch a mobile version of the Panzerdogs game, which I believe, to my opinion, at least, it's one of the first blockchain games released on a mobile platform.
The token sales we see will take part in different sort of events where we will start with a private round, and then eventually we will have an initial public offering of the token or an IDO, initial decentralized offering. We will continue work closely with The Sandbox on the Lucky Kat land game and where we also, during May, started our first minting of NFTs together with The Sandbox in that game. That's an amusement park-themed game within The Sandbox. Within The Sandbox metaverse, you can, of course, own, I mean, premium virtual assets within that ecosystem.
Both these sort of projects and games are built on the play-to-earn mechanics and will also launch more features when it comes to play-to-earn mechanics. We will go through the ecosystem in a few minutes. When it comes to integrating and working together with the different group companies, we will also, I mean, build esports events around the Web3 projects that we have within the group. That's actually connecting the experience with Fragbite AB, our internal esports operations, and the Lucky Kat team. That's a good example of how we sort of integrate and reap synergies between the different operations in the group. Next slide, please.
When it comes to the Panzerdogs ecosystem, I think it's important to understand that for listeners, it's a play-and-earn methodology or ecosystem where it always starts with the player. So it's always players first or community first. Top priority is to build a fun game that people wants to play, and then we add to that, of course, the blockchain technologies where it makes it possible to own premium assets and buy and trade premium assets and potentially make money out of these trades. You would also be able to craft your assets in the game, so you potentially merge two parts into one new unique part with higher rarity that will also be valued higher.
The game is connected to multiple marketplaces where, as a player or asset owner, you will be able to trade these NFTs and virtual assets. One income source from our side, as owning the game and managing the game, we will earn transaction fees on these trades, which is between 5%-10% depending on the specific assets. Of course, there will be a treasury, and some of the treasury and some of these transaction fees will flow back into the ecosystem and back to the community, which is an important point. Of course, these transaction fees will also sort of fund continuous development of the game.
By sort of having this play-and-earn methodology, people will be able to sort of earn money, but there will be a lot of events in the game where you will have the opportunity to play versus other players, play versus environment. There will be battle passes and other sorts of tournaments. High quality game that we look forward to continue develop. It's only alpha launched yet, so it's only holders of NFTs or dogs that are able to play the game currently. But it will be released and available for everybody, not only avatar holders, but everybody, and it will be a free-to-play game.
Next slide, please. In our business unit publishing in indie games, based out of France, we had, I mean, strong performance throughout the quarter. The team is performing better than expected, as usual. The big updates from the quarter, I think, first of all, they were awarded with the awards from The Pégases Game Awards 2022 as both the best international video game and also the best video game, which is another evidence of the fact that this is a highly stellar team, which is top of mind when it comes to indie game publishing. We see that in the inflow of leads from potential games to work with, which is a strong lead source, many leads coming to the team where they are, I would say, rather picky on what games to actually pick to work with.
If you follow us, you know that we launched Streets of Rage 4 yesterday very successfully, together with Sega and Dotemu. We look forward to follow the development of that game. Of course, Dead Cells, which is, I mean, the highest performance game in Playdigious portfolio, had a successful launch of additional content in Q1. The DLC was called The Queen and the Sea, and it performed very well, and we see more content releases of this game going forward. Still performing very good, and very happy to also announce that, Evoland 2 will be our second game launched in China during this year.
Next slide, please. Quickly go through the gaming market. General global gaming market is a market of roughly $200 billion. I think what we want to illustrate with this picture is, of course, that we are positioned within mobile gaming, which constitute about 50% of the entire gaming market, but 70% of the profits in the market are generated from the segment mobile gaming.
I think we have exposure towards the most attractive part of the industry, and we still see good traction with the growth from last year of about 14%, and about a third of the world's population actually play mobile games. A significant part of these players also prove to pay funds in the games. Good position in the company, and we continue to work within this segment. Next slide, please.
In terms of esports operations, Fragbite AB, our fully owned subsidiary, we spent a lot of time on sort of working out new projects. You know that I mean, we own, we manage, and we broadcast our own IPs within the esports segment. We have one of the biggest communities in the Nordics, esports communities in the Nordics that follow us on a continuous basis, which is a good base to grow this business. This business is very event-driven. We see the revenues are strongly correlated or have seasonal effects with actually when the events take part. Historically, we know that these events have been in Q2 and Q4.
Normally Q1 and Q3 are a little bit sort of slower quarters, which also was the case in Q1 this year. As you know, we launched the Swedish Chess League, which actually has a new format. It's played as a circuit. It has an event every month. In order to mitigate the seasonal revenue effects, we sort of launched Swedish Chess League, but also look into new esports projects to launch so we can have more stable revenues over the quarters. Next step, please. Quick overview of the global esports market. We can see it's still growing and expected to grow over the coming years with about 13%.
This growth is mainly driven by a growth in the audience, but also the fact that this market is still very much immature or virgin market when it comes to monetization. Still the vast majority of the revenues are generated from sponsorships. About 90% is sponsorship-driven revenues. We, of course, see a trend where sort of the market matures and revenues and the industry will be able to monetize from other revenue streams, which is also seen by the revenue forecast here. Next slide, please. Our operational update. We touched upon a few of these topics already, but we're deepening our sort of partnership with Sandbox.
They also, Sébastien, one of the founders of Sandbox, is supporting us when developing the Panzerdogs games, which is highly much appreciated from our side, and he contributes a lot to the project. Dead Cells had a release of additional content. The third topic, as you know, I've decided to step down, so I will hand over the CEO position to Marcus Teilman, who's been the deputy CEO for about a year now. We work closely together, and I, you know, have all my confidence and support in him in sort of taking this further. I'm proud of what we built so far. I think you know, we have a stellar team in place and great opportunities ahead, so I will stay with the business.
I'm nominated for the chairman position this afternoon for the AGM, and will continue work very closely with the team on a day-to-day business. I will stay on with the business. Also happy to announce that Sara Namazi is nominated for the board. She has extensive experience from Web3 games and blockchain technologies. She's part of the management team for ChromaWay, so very much looking forward to work with her and also accelerate our Web3 and blockchain games and projects. We touched upon the fact that Lucky Kat, together with ourselves, is investigating the possibility of launching our own in-game currency.
We're working together with the advisors to set up the legal structure and get the permits approved in order to actually launch these tokens and be able to sell them. I mean, in that we will have a solid foundation for all our Web3, you know, Web3 game projects, and esports projects for sort of supporting continuous growth. When it comes to MMA Manager 2, we are delayed, as you know. We were expecting to launch the game end of last year. We are optimizing the KPIs. We foresee a global launch in the near future. We're happy with the internal KPIs in terms of, I mean, ARPUs and retention. It's improved significantly from MMA Manager 1.
What we're working on is working on optimizing the external KPIs in terms of CPIs as well as CTRs. Next step, please. If we look at the upcoming events, we will have the launch of MMA Manager 2, where we'll continue to work with Tilting Point. We will launch Evoland 2, Playdigious will launch Evoland 2 in China. We will have multiple projects with the Panzerdogs, including launching the mobile version. And then, as you know from last presentation or quarterly report, Playdigious has an unknown, not yet announced title that we will launch during the year here coming forward, and also we have a few esports events in the pipeline to be launched. Next slide and the financial, and I hand over to Lars.
Thank you very much. The financials then for Q1 , net revenue amounted to SEK 54.7 million and EBITDA to SEK 2.4 million. If you compare those figures to the same period last year, you can see there's quite a change, and that change is for the most part related to the fact that we made three acquisitions last year. We acquired Fragbite in February, so they contributed somewhat to Q1 results last year. Then we acquired Playdigious, which was consolidated from June 1st, and then we acquired Lucky Kat, which was consolidated from December 1st. That obviously drives earnings and it drives revenue, but it also to some extent drive costs, financing costs related to the acquisition, and we also paid some taxes in our foreign subsidiaries.
On the cost side, obviously, since these acquisitions were included some goodwill, we've also seen some considerable growth in our goodwill amortizations. During the quarter, we amortized goodwill of the amount to SEK 20.5 million, compared to SEK 2.8 million for the last year, same period last year. That is also the reason why the EBIT is negative SEK 18.9 million and the net result is negative SEK 21.7 million. This is old news. We released these figures, the full-year figures and the pro forma figures already in February, but I thought it would be relevant to show them as well. Again, the net revenue for the full year was SEK 124 million, and then we had a reported EBITDA of SEK 6.2 million.
We made some adjustments due to the fact that we had non-recurring items relating to the IPO, SEK 3.6 million, roughly. We had an adjusted EBITDA of SEK 9.7 million. Due to the goodwill amortizations, we had a negative EBIT of SEK 45.7 million and a negative net result of SEK 50.4 million. Looking at the pro forma figures far to the right, which is the situation should we have acquired all these companies and managed to consolidate them from June or January the first last year. We would have had a net revenue of approximately SEK 212 million and EBITDA of close to SEK 21 million. Making this adjustment for the non-recurring items, we would have had an adjusted EBITDA of SEK 24 million, just above.
Then again, due to the goodwill amortizations, we would be negative on the EBIT side of SEK 67.1 million and net result of roughly minus SEK 75 million. Next slide, please. Looking at the cash flow for the quarter, I said that we had an EBITDA of SEK 2.4 million. If you add to that the financial cost that I mentioned and the tax payments and some foreign exchange effects, we had a cash flow from operating activities of a plus SEK 0.6 million. Then from changes in working capital, we had a minus SEK 1.8 million, so the two of them adds together to minus SEK 1.2 million from operations and the changes in working capital.
Investment activities, SEK 79.9 million, and then we have to remember that the purchase price of Lucky Kat was consolidated from October 1st last year, but the purchase price, for reasons that we explained in our report, our previous report, was not paid until the beginning of this year. Most part of the SEK 79.9 million is the purchase price for Lucky Kat paid in equity as well as in cash. Then we also had some capitalized expenditure or capitalized development work of SEK 2.5 million. Looking at the financing activities that contributed SEK 17.1 million, that's two items really.
We made a new share issue at the beginning of the year, again, to finance the acquisition of Lucky Kat of SEK 20.9 million, and then we amortized somewhat on our bank loans. These two items add together SEK 17.1 million, which also gave us a cash position in the end of the year or the end of last quarter, I would say, SEK 23.4 million. Next slide, please.
The summary and outlook. Next slide. Yes. To sum up this summary, this quarterly presentation, I think we had a stable quarter in line with our expectations. We, together with Lucky Kat, invested time and money to build the foundation and platform for sort of launching our Web3 projects and games, which we believe a lot in for the future. We have a strong pipeline of esports events going forward for the year to be launched, including the already launched Swedish Chess League. When it comes to M&A, we continue to work. I think we might be a little bit different from other companies when it comes to M&A strategy.
First of all, we invested in a team that works, you know, day to day with this business. We follow our target companies for a number of months, at least six months. It's just as good or sometimes even better decision to decline or wait with an acquisition than actually sort of deciding to acquire the company. That's been the case during the quarter that we decided to either postpone or decline a few potential targets due to the fact that we want to sort of, first of all, have a strategic fit, super important. We won't only buy, you know, turnover for turnover. That's not of interest for us.
Secondly, there needs to be a personal fit, and I think we've shown that very strongly with the acquisitions of Playdigious and Lucky Kat, where we're working so closely and there is a strong collaboration within the group's different entities. Secondly, we want to follow the companies that they actually perform according to plans for a few months, that they actually can deliver the forecast that they set. That's the fact, but with that said, we have a super strong M&A, stronger than ever M&A pipeline, and we continue pursue this track, of course. It's part of our strategy. I mean, hopefully we can present some acquisition as we're going, but cannot tell you when and how. Yes. Next and final, then we open up for questions.
Ladies and gentlemen, if you wish to ask a question by phone, please press zero-one on your telephone keypad. Another reminder, ladies and gentlemen, if you wish to ask a question by phone, please press zero-one on your telephone keypad. Well, it seems that there are no questions by phone. Dear speakers, back to you for the question in written way.
Okay, we have a few questions. The first one is the regulatory things clear to start the sales of the crypto token? If not, what are you waiting for to get it in place? I think you covered that during your presentation, but maybe you should.
Yeah, I can elaborate a little bit. I mean, we're working together with legal advisors, so we're waiting for permits. In my view, we sort of comply with the requirements, but we're waiting for the financial authorities to actually approve the permits. That's it. Next question.
Please tell us what game release is coming up in the coming months or quarter you would say you have big expectations on and why. And there's also another question, I'll take that in the same way. Also, can we see some action on M&A in the coming quarters? Thanks.
I think we touched upon both these questions, first in the slides with the operational updates and all the activities that we see, coming forward. As well as when it comes to M&A, we can't comment any specific target, but we continue work, hard and with this to pursue this track as well.
We have no more questions, actually.
Okay. Thank you, and I want to finish up with thanking all the investors for all the support and dedication to the team, for me as the CEO, and I mean, hope to see you going forward as in the role as the Chairman. Thanks a lot. See you soon again.
Thank you very much.