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MYPS 10-K & 10-Q changes, risk factors and insider trading

PLAYSTUDIOS, Inc. · Nasdaq · Services-Prepackaged Software · CIK 1823878 · All filings on SEC.gov

Everything below is quoted or computed from PLAYSTUDIOS, Inc.'s public SEC filings. It is not a recommendation to buy or sell. Automated comparisons can contain errors; confirm with the original filing.

At a glance

78 / 42risk-factor paragraphs added / removed in latest 10-K
6new risk-factor headings
0Form 4 filings reporting open-market purchases (last 180 days)
0Form 4 filings reporting open-market sales (last 180 days)

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What changed in the latest 10-K

Comparing 10-K filed 2026-03-16 (period ending 2025-12-31) with 10-K filed 2025-03-14 (period ending 2024-12-31).

Risk Factors (10-K Item 1A)

78new paragraphs
42removed paragraphs
177reworded paragraphs
29,979 → 35,361words in section

New heading “Our traditional social casino business has experienced declining performance, which we believe is attributable in significant part to increased competition from sweepstakes-based casino offerings, and this trend may continue or accelerate.”

New heading “Our business could be negative impacted by future pandemics, health epidemics or contagious disease outbreaks.”

New heading “The legal and regulatory treatment of games that incorporate sweepstakes-based promotional mechanics is evolving, uncertain, and increasingly restrictive in certain jurisdictions, which could materially and adversely affect our business.”

New heading “Our reliance on third-party platforms, payment providers, and other service partners exposes us to additional risks related to sweepstakes-based promotional mechanics that could materially adversely affect our business.”

New heading “We qualify as a smaller reporting company and are subject to accelerated filer requirements, which may affect investor perceptions and increase our compliance costs.”

New heading “Public Warrants may may expire worthless, may be amended with limited holder approval, and may be redeemed by us in a manner that is disadvantageous to holders.”

Removed heading “The COVID-19 pandemic and containment efforts across the globe significantly impacted our business, and the extent to which any future pandemics, health epidemics or contagious disease outbreaks will impact our future results of operations and overall financial performance remains uncertain.”

Removed heading “We are currently an “emerging growth company” and a "smaller reporting company" within the meaning of the Securities Act and have taken advantage of certain exemptions from disclosure requirements, which could make our securities less attractive to investors and may make it more difficult to compare our performance to the performance of other public companies.”

Removed heading “Legal proceedings in connection with the Acies Merger, the outcomes of which are uncertain, could divert management’s attention and adversely affect our daily operations.”

Removed heading “The Public Warrants may never be in the money and they may expire worthless, and the terms of the Public Warrants may be amended in a manner adverse to a holder if holders of at least 65% of the then outstanding Public Warrants approve of such amendment.”

Removed heading “We may redeem the Public Warrants prior to their exercise at a time that is disadvantageous to the holders of Public Warrants.”

Largest changes (selected automatically by length and topic keywords; quoted verbatim, no commentary)

Removed text topics: consent decree, investigation, lawsuit, class action
“We may be involved in claims, suits, government investigations, and proceedings arising in the ordinary course of our business, including actions with respect to intellectual property claims, privacy, data protection, law enforcement matters, tax matters, labor and employment claims, commercial and acquisition-related claims, class action lawsuits, and other matters. Such claims, suits, government investigations, and proceedings are inherently uncertain and their results cannot be predicted with certainty. …”
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Reworded topics: investigation, litigation, lawsuit, class action

Paragraph as it now reads, with added and removed wording marked:

ThereRegulatory arescrutiny of social casino-style games has increased in recent years amid ongoing academic, political, and regulatory discussions in the U.S.,United States, Europe, Australia, and other jurisdictions regarding whether social casinosuch applications should be subject to a higher level or different type of regulation than other social game applicationsapplications, particularly to protectaddress consumers,concerns inrelating particularto minorsconsumer protection, minors, and personsindividuals susceptible to addictionaddiction. toCertain plaintiffs and regulators have asserted that social casino games,games and, if so, what this regulation should include. For example, atinvolving the endpurchase of Augustvirtual 2020,currency aused courtto approvedparticipate ain settlementgames of classchance actionmay litigationconstitute relatingillegal togambling allegedunder violationscertain bystate Biglaws, Fishparticularly Games,in Inc.,Washington theState. operatorCourts ofhave anpreviously onlineheld that virtual currency in certain social casino game,games may constitute a “thing of avalue” specificunder anti-gamblingWashington lawlaw, in the State of Washington, in an aggregate amount equal to $155.0 million. In addition, since 2020and there have been numerous casesprivate lawsuits filed since 2020 against social casino gamedevelopers developers,and, andin thirdsome partycases, third-party platform providers,providers alleging thatviolations socialof casino games violate various states'state gambling laws.loss recovery statutes. For example, in September2020, 2024,Big Fish Games, Inc. settled a Washington class action alleging violations of state anti-gambling laws for $155.0 million, and in 2024 a Washington court ruled that twocertain slot-themeslot-themed games operated by High Five Games constituted illegal gambling under Washington law.law, Asresulting in a result,monetary the company was ordered to pay $24.9 millionaward in February 2025. In addition, in January 2025, the Washington State Gambling Commission issued a public memomemorandum in which it assertedasserting that games of chance involving virtual currency are likely to be classified as illegal gambling under Washington law.law Itand also encouragedencouraging companies offering virtual casino-style games to Washington residents to review their gamesofferings for compliance. More recently, in February 2026, the Washington State Attorney General filed a lawsuit against certain social casino operators alleging violations of Washington’s Gambling Act and ensureConsumer complianceProtection Act based on their operation of virtual casino-style games involving virtual currency and seeking injunctive relief and recovery of amounts allegedly lost by Washington residents. These developments reflect an evolving and increasingly active enforcement environment and may increase the likelihood of regulatory investigations, enforcement actions, or additional civil litigation against companies operating social casino-style games, including us. In certain jurisdictions, gambling loss recovery statutes permit private plaintiffs to seek recovery of amounts lost in connection with statealleged illegal gambling regulations.activities, which can create exposure based on historical operations, even where no prior regulatory action has been taken.
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Removed text topics: litigation, class action, fine, penalt
“We cannot predict the likelihood, timing, scope, or terms of any actions taken by an regulatory body, nor can we predict the timing or outcome of any litigation or arbitration proceedings. …”
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Reworded topics: default, impairment, liquidity, interest rate

Paragraph as it now reads, with added and removed wording marked:

Our investment portfolio consistconsists primarily of short-term investments of our available cash. These funds have been invested with athe goalobjective of preserving ourcapital accessand tomaintaining capital,liquidity, and the investments generally consist of highly liquid, short-term instruments such as money market funds, corporate debt securities, U.S. government and government agency debt securities, mutual funds, certificates of deposit, and time deposits. We follow an investment policy and set of guidelines to monitor and help mitigate our exposure to interest rate and credit risk, which guidelines include credit quality and concentration standards to help manage investment risk. Volatility in the global financial marketsmarkets, including changes in interest rates, credit spreads, and market liquidity, can negatively impact the value of our investments. Declines in the fair value of our investments could result in unrealized losses recorded in accumulated other comprehensive income or, if determined to be other-than-temporary, charges to earnings. Although we intend to manage our investment portfolio forto alimit lowexposure risk ofto material impairment,impairment and losses, we cannot predict future market conditions, market liquidity or credit availability, including risk of issuer default or counterparty failure, and can provide no assurance that our investment portfolio will remainnot materiallyexperience unimpaired.material impairment or realized losses.
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Reworded topics: investigation, litigation, cybersecurity incident, breach

Paragraph as it now reads, with added and removed wording marked:

In addition, we store sensitive information, including personal information about our employees, and our games involve the storage and transmission of players’ personal information on equipment, networks, and corporate systems run by us or managed by third-partiesthird parties, including Amazon, Apple, Facebook, Google, and Microsoft. We are subject to a number of laws, rules, and regulations requiring us to provide notification to players, investors, regulators, and other affected parties in the event of a security breach of certain personal data, or requiring the adoption of minimum information security standards that are often vaguely defined and difficult to practically implement. The costs of compliance with these laws and regulations, including the GDPR,theGDPR, the CCPA, and the CPRA, have increased and may increase in the future. Our corporate systems, third-party systems, and security measures have been subject to a breach and may be breached in the future due to the actions of outside parties, employee error, malfeasance, a combination of these, or otherwise, and, as a result, an unauthorized party may obtain access to, or compromise the integrity of, our data, our employees’ data, our players’ data, or any third-party data we may possess. Any such data security breach could require us to comply with various breach notification laws,laws createand other regulatory obligations, expose us to significant exposure for us, includingliability under applicable data privacy laws and regulations such as(including the GDPR, the CCPA, and the CPRA,CPRA), in particularparticularly if we are found to have failed to takeimplement appropriate security measures, mayand affectresult in litigation, investigation and remediation costs, increased security expenditures, loss of revenue, operational disruption, and reputational harm. Significant cybersecurity incidents could also impair our ability to operate,operate andour maygames, exposedisrupt live operations, delay game launches or updates, or require us to litigation,temporarily remediationsuspend andcertain investigationfeatures costs,or increasedservices. costs for security measures, lossAny of revenue,the damage to our reputation and potential liability, each of whichforegoing could be material.material and adversely affect our business, financial condition, or results of operations.
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Removed text topics: russia, ukraine, israel, inflation
“•general economic and political conditions, such as the effects of inflation, recessions, interest rates, local and national elections, fuel prices, international currency fluctuations, corruption, political instability, armed conflict between Israel and Hamas in Gaza and between Israel and Hezbollah in Jordan and the West Bank, armed conflict between Ukraine and Russia, or other acts of war or terrorism.”
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Full comparison: every changed paragraph (297)

Green = added, red = removed. Unchanged paragraphs and tables are not shown. Read the complete text in the original filing.

Reworded

Our business faces significant risks and uncertainties. In evaluating our business, in addition to the risks and uncertaintiesmatters discussed above under “Cautionary Note Regarding Forward-Looking Statements,” you should carefully consider the specific risks set forth herein. If any of these risks actually occur, it may materially harm our business, financial condition, liquidity and results of operations. These risks may occur individually or in combination, and the occurrence of one risk could exacerbate the impact of others. As a result, the market price of our securities could decline. Additionally, the risks and uncertainties described in this Annual Report on Form 10-K are not the only risks and uncertainties that we face. Additional risks and uncertainties not presently known to us or that we currently believe to be immaterial may become material and adversely affect our business. The risks described herein are not presented in order of importance, and we cannot assure you that our mitigation efforts will be effective in preventing or reducing the impact of any of these risks,

Reworded

Our business depends on developing, publishing, and continuing to service casual, “free-to-play” games that players will download and spend time and money playing. We are currently focused on social casino, casual, and puzzle games, offering our games on mobile devices, including smartphones and tablets on Apple’s iOS and Google’s Android operating systems, on social networking platforms such as Facebook, and on our websites. We have devoted and we expect to continue to devote substantial resources to the research, development, analytics, and marketing of our games. Our development and marketing efforts are focused on both improving the experience within our existing games (frequently through new content and feature releases for our live services) and developing new games. We generate revenue primarily through the sale of in-game virtual currency. Our monetization model depends on players’ willingness to make discretionary purchases of virtual currency and other in-game items, and is subject to evolving regulatory scrutiny, platform policies, and consumer protection standards applicable to in-game purchases and virtual currency mechanics. For games distributed through third-party platforms, we are required to share a portion of our revenue from in-game sales with the platform providers. DueAs toa result of our focus on mobile gaming,gaming theseand coststhird-party distribution platforms, platform fees and revenue share arrangements are expected to remain a significant operating expense.expense and may increase over time. See “Risk Factors—We rely on third-party platforms such as the Apple App Store, Google Play Store, Amazon Appstore, and Facebook to make our games available to players and collect revenues generated on such platforms, and we rely on third-party payment service providers to collect revenues generated on our own platforms.” In order to achieve and maintain profitability, we need to generate sufficient revenue from our existing and new game offerings to offset our ongoing development, marketing, and operating costs.

Reworded

Successfully monetizing “free-to-play” games is difficultdifficult, highly competitive, and requiresincreasingly thatsubject weto deliverregulatory, engagingplatform, and entertainingconsumer player experiences that a sufficient number of players will pay for or we are able to otherwise sufficiently monetize our games.scrutiny. The success of our games depends, in part, on unpredictable and volatile factors beyond our control including player preferences and spending habits, competing games, and the availability of other entertainment experiences. If our games do not meet player expectations, or if new games are not brought to market in a timely and effective manner, our ability to grow revenue and our financial performance will be negatively affected. In addition, a relatively small percentage of our players account for a disproportionate amount of our revenue, and any reduction in engagement or spending by these players could materially affect our operating results.

Added

•manage player acquisition costs in an environment of increasing competition and advertising platform changes;

Added

•adapt to regulatory developments, platform requirements, and consumer protection expectations affecting in-game monetization and virtual currency;

Added

•manage portfolio dynamics, including potential cannibalization among our own titles;

Added

•manage the lifecycle of our portfolio, including sustaining mature titles while introducing new content and features;

Added

•respond effectively to emerging business models, including sweepstakes-based casino-style games and other alternative monetization formats;

Added

•maintain effective data analytics capabilities in light of evolving privacy laws and platform data limitations;

Reworded

These and other uncertainties make it difficult to know whether we will succeed in continuing to develop successful games and live operations services and launch new games and features in accordance with our operating plan. If we doare notunable succeedto insuccessfully doingdevelop, so,launch, and operate engaging and compliant games on a sustained basis, our business, financial condition, results of operations, cash flows, and reputation willcould suffer.be materially adversely affected.

Reworded

If we are able tosuccessfully develop new games and featuresfeatures, thatthey achievemay success,cannibalize itengagement isor possiblerevenue that these new games and features could divert players offrom our other existing games without growingexpanding our overall player base,base whichor couldincreasing harmtotal operating results.revenue.

Added

Although the development and launch of new games and features is important to our long-term growth strategy, new releases may draw player engagement, time, and spending away from our existing games. In addition, the introduction of new games or major feature updates may accelerate the lifecycle decline of certain mature titles, particularly if player migration is not offset by incremental monetization or acquisition of new users. We intend to leverage our existing player base and portfolio to cross-promote new games and features, which may shift player activity and spending within our portfolio rather than expanding overall engagement. If new games and game features do not grow our player base, increase the overall amount of time our players spend with our games, or generate sufficient new revenue to offset any declines from our other games, or if new games have different monetization characteristics, lower margins, or higher marketing requirements than our existing portfolio, our revenue, profitability, and operating results could be adversely affected. In addition, internal competition for development resources, marketing spend, and management focus among our titles could limit our ability to optimize performance across our portfolio.

Removed

Although it is important to our future success that we develop new games and features that are popular with players, it is possible that new games and features may reduce the amount of time players spend with our other games without increasing their overall playing time or purchases. In particular, we plan to continue leveraging our existing games to cross-promote new games and features, which may encourage players of existing games to divert some of their playing time and discretionary spending away from our existing games. If new games and game features do not grow our player base, increase the overall amount of time our players spend with our games, or generate sufficient new revenue to offset any declines from our other games, our revenue could be adversely affected.

Reworded

We believe that our players’ level of engagement with our games is partly based on playAWARDS, our real-world rewards loyalty program. If we failare unable to maintain, expand andor diversify our playAWARDS program, or if external eventsfactors makereduce itthe difficultperceived forvalue ouror playersusability to consumeof real-world rewards, our business may suffer.

Reworded

Players accumulate loyalty points by engaging with our games, and players can exchange their loyalty points for real-world rewards through our playAWARDS program. We believe that our players’ level of engagement with our games is partly based on the perceived value of earning loyalty points and exchanging those loyalty points for real-world rewards that they can redeem at our rewards partners’ establishments. We currently offer real-world rewards relating to, among other things, dining, live entertainment shows, and hotel rooms. For example, through an agreement with MGM Resorts International, or MGM, our players are able to exchange loyalty points for, among other things, free hotel rooms, meals and show tickets for various Las Vegas properties, including ARIA, Bellagio, and MGM Grand. WhileA wemeaningful offer some digital rewards, manyportion of our real-world rewards are destination based. During the COVID-19 pandemic, we observed a lower level of rewards redemption due to restrictions on the operations of rewards partners and on the ability for players to travel or attend public events, and while such restrictions have been lifted, we could experience a reduced level of rewards redemption as a result of unanticipated future circumstances that have the effect of restricting travel or the in-person attendance of public events. If we are unable to expand and diversify our playAWARDS program, the perceived value of exchanging loyalty points for the real-world rewards we offer will diminish and our players may be less likely to play our games or may reduce their level of engagement with our games. Such loss of, or reduction in, players or their level of engagement with our games would cause our business, financial condition, and results of operations to suffer. The loss of MGM or other major rewards partners, a decrease in the quantity or quality of available rewards, or a significant change in the terms of our reward partner agreements, could materially diminish the appeal of our playAWARDS program todepends players,on whicha limited number of significant rewards partners, including MGM. As a result, changes in the availability, pricing, terms, or perceived attractiveness of rewards offered by one or more key partners could indisproportionately turn reduceaffect player engagement and monetization across our portfolio. If we are unable to maintain or enhance our rewards inventory, our competitive advantage would be diminished, potentially resulting in reduced revenue and profitability.monetization.

Added

While we offer some digital rewards, many of our real-world rewards are destination based. During the COVID-19 pandemic, we observed a lower level of rewards redemption due to restrictions on the operations of rewards partners and on the ability for players to travel or attend public events, and while such restrictions have been lifted, we could experience a reduced level of rewards redemption as a result of unanticipated future circumstances that have the effect of restricting travel or the in-person attendance of public events. Similar effects could result from economic downturns, changes in consumer discretionary spending, labor disruptions at partner venues, supply constraints, geopolitical events, natural disasters, or other circumstances that reduce travel, entertainment attendance, or hospitality activity. If we are unable to expand and diversify our playAWARDS program, the perceived value of exchanging loyalty points for the real-world rewards we offer will diminish and our players may be less likely to play our games or may reduce their level of engagement with our games. Such loss of, or reduction in, players or their level of engagement with our games would cause our business, financial condition, and results of operations to suffer. The loss of MGM or other major rewards partners, a decrease in the quantity or quality of available rewards, or a significant change in the terms of our reward partner agreements, could materially diminish the appeal of our playAWARDS program to players, which could in turn reduce player engagement and monetization across our portfolio. While we offer some digital or non-destination-based rewards, expanding or shifting our rewards mix toward alternative reward types may not fully offset reduced demand for destination-based rewards or may not be perceived by players as having comparable value. If we are unable to maintain or enhance our rewards inventory, the differentiation provided by our playAWARDS program could be diminished, potentially resulting in reduced revenue and profitability.

Removed

The COVID-19 pandemic and containment efforts across the globe significantly impacted our business, and the extent to which any future pandemics, health epidemics or contagious disease outbreaks will impact our future results of operations and overall financial performance remains uncertain.

Removed

The COVID-19 pandemic and related containment and mitigation efforts, including social distancing, shelter-in-place, quarantine and similar policies, practices and governmental orders, resulted in widespread disruption in global economies, productivity, and financial markets and materially altered our day-to-day business operations. Any future pandemics, public health epidemics, disease outbreaks, medical emergencies, or other public health crises outside of our control could have a negative impact on our business.

Removed

During the COVID-19 pandemic, we took various precautionary measures intended to minimize the risk of COVID-19 to our employees. Those measures included temporarily closing our offices around the world (including our corporate headquarters in Las Vegas, Nevada) and implementing travel restrictions for our employees. Although our facilities have all since reopened, our business may be negatively impacted if we are faced with a similar future event, such as a pandemic, public health epidemic, disease outbreak, or other public health crisis, that requires us to implement precautionary measures, which may include temporary closures of some or all of our facilities, travel restrictions, and other measures that could be disruptive to our normal business operations.

Removed

During a pandemic, health epidemic or contagious disease outbreak, we may not be able to provide the same level of product features and customer support that our players expect from us, which could negatively impact our business and operations. While substantially all of our business operations can be performed remotely, many of our employees who work remotely might have to balance additional work-related and personal challenges, including adjusting communication, technical and work expectations, and challenges to collaborate in a hybrid environment with work colleagues and business partners.

Removed

In addition to the potential direct impacts to our business, the global economy could be significantly weakened as a result of the actions taken in response to any future pandemic, health epidemic or contagious disease outbreak, and future government intervention remains uncertain. A weakened global economy may impact our players’ purchasing decisions within our games, in particular given the limitations of redeeming real-world rewards due to government mandated or other restrictions on travel and other activities and limitations on our players’ discretionary spending, consumer activity during the pandemic and its impact on advertising investments, and the ability of our business partners, including our rewards partners that provide the real-world rewards available in our games, to navigate a complex social, health, and economic environment, any of which could result in disruption to our business and results of our operations.

Removed

The duration and extent of the impact on our business from any future pandemics, health epidemics or contagious disease outbreaks will depend on future developments that cannot accurately be predicted at this time, such as the existence of any additional waves of any pandemic, epidemic, or outbreak, disease severity and transmission rates, the impact of new disease variants, the extent and effectiveness of mitigation and containment actions, progress towards widespread rapid testing, effective treatment alternatives and the adoption and efficacy of available vaccines, and the impact of these and other factors on our employees, players, and business partners. If we are not able to respond to and manage the impact of such events effectively, our business may be harmed. To the extent any future pandemic, health epidemic or contagious disease outbreak adversely affects our business and financial results, it may also have the effect of heightening many of the other risks to our business described herein.

Reworded

Competition in the gaming industry, especially the mobile gaming segment, is intense and subject to rapid changes, including changes from evolving player preferences and emerging technologies. Many new games are introduced in each major industry segment (mobile, web, PC, and console) each year, but only a relatively small number of titles account for a significant portion of total revenue in each segment. While we have diversified our product offering, we historically competed primarily in the social casino gaming category. Our competitors that develop mobile and web games in the social casino gaming category vary in size and offerings and include companies such as Aristocrat, DoubleU, Huuuge Games, Playtika, SciPlay, Scopely, Zynga (owned by Take-Two Interactive), and others. In addition, there are competitors that develop mobile and web games that are not currently focused on the social casino gaming category but may move into that space and that may also impede our diversification efforts, including companies such as Activision Blizzard (owned by Microsoft Corporation and the parent company of King Digital), Electronic Arts (EA Mobile), Epic Games, Netmarble (the parent company of Jam City and Kabam), NetEase (NetEase Games), Niantic, Take-Two Interactive Software, Vivendi (the parent company of Gameloft), and others. In addition, online game developers and distributors that are primarily focused on specific international markets, such as Giant Interactive and Tencent in Asia, and high-profile companies with significant online presences that to date have not actively focused on social games, such as Facebook, Apple, Google, Amazon, and Netflix, may decide to develop social games including social casino games which may compete with our games. Some of these current and potential competitors have significant resources for developing, enhancing or acquiring additional games or gaming companies, may be able to incorporate their own strong brands and assets into their games, may have a more diversified set of revenue sources than we do and may be less severely affected by changes in player preferences, regulations or other developments that may impact our industry. In addition, platform operators and app stores, including Apple and Google, control distribution, promotion, ranking algorithms, and payment processing for mobile games. Changes to platform policies, discovery algorithms, fee structures, privacy rules, or monetization restrictions may disproportionately benefit larger competitors or negatively impact our ability to attract and retain players on cost-effective terms. Furthermore, certain competitors of our social casino games may provide real-money gambling offerings, which could negatively impact demand for our social casino games.

Reworded

There are relatively low barriers to entry to develop a mobile or online game and we expect new game competitors to enter the market and existing competitors to allocate more resources to develop and market competing games and applications. We also compete or will likely compete with a vast number of small companies and individuals who are able to create and launch games and other content for devices and platforms using relatively limited resources and with relatively limited start-up time or expertise. The proliferation of titles in these open developer channels makes it difficult for us to compete for players without substantially increasing our marketing expenses. In addition, increased competition for user acquisition channels, changes in digital advertising policies (including privacy-related restrictions), and the concentration of performance marketing inventory among a limited number of large technology platforms may increase our player acquisition costs and reduce the effectiveness of our marketing spend. We also face competition for the leisure time, attention, and discretionary spending of our players from other non-gaming activities, such as social media and messaging applications, personal computer and console games, virtual reality and augmented reality games, video streaming services, television, movies, sports, and the Internet. Increasing competition could result in loss of players, increasing player acquisition and retention costs, and loss of talent, all of which could harm our business, financial condition, or results of operations.

Reworded

The market for our games is characterized by rapid technological developments, frequent launches of new games and enhancements to current games, changes in player needs and behavior, disruption by innovative entrants and evolving business models and industry standards. As a result, our industry is constantly changing games and business models in order to adopt and optimize new technologies, increase cost efficiency and adapt to player preferences. Our competitors may adapt to an emerging technology or business model more quickly or effectively, developing products and games or business models that are more technologically advanced, more appealing to consumers, or both. Competitors also may experiment with alternative monetization models, including hybrid real-money gaming, skill-based wagering, or reward-based structures, which could alter player expectations and reduce engagement with traditional social casino formats. The emergencecontinued growth of “sweepstakes casino” games, which aretypically similarincorporate topromotional sweepstakes mechanics and may offer cash-equivalent prizes, has intensified competition within the broader social casino category. To the extent such offerings attract players seeking alternative monetization structures or prize opportunities, demand for our traditional social casino games butcould incorporatebe sweepstakesadversely asaffected. For a primarydiscussion userof acquisitionregulatory andrisks monetizationassociated toolwith insweepstakes-style theofferings, game,see could“Risk poseFactors a— competitiveOur threat to ourtraditional social casino gamesbusiness has experienced declining performance, which we believe is attributable in significant part to increased competition from sweepstakes-based casino offerings, and harmthis ourtrend resultsmay ofcontinue operations.or accelerate."

Reworded

Current and future competitors may also make strategic acquisitions or establish cooperative relationships among themselves or with others, including our current or future business partners or third-party software providers. By doing so, including through vertical integration of development, marketing, analytics, and platform capabilities, these competitors may increase their scale, their ability to meet the needs of existing or prospective players and compete for similar human resources. If we are unable to compete effectively, successfullyeffectively and at a reasonable costefficiently against our existing and future competitors, our results of operations, cash flows and financial condition would be adversely impacted.

Added

Our traditional social casino business has experienced declining performance, which we believe is attributable in significant part to increased competition from sweepstakes-based casino offerings, and this trend may continue or accelerate.

Added

The U.S. social casino market has experienced increasing competitive pressure in recent years, including a material shift in player engagement and spending toward games that incorporate sweepstakes-based promotional mechanics. Our traditional social casino games, which do not include sweepstakes-based features, have experienced declining performance over the past several years, consistent with broader market trends. We believe this decline is attributable in significant part to increased competition from sweepstakes casino alternatives that offer similar gameplay experiences combined with the opportunity to win real-world prizes through promotional sweepstakes structures.

Added

Sweepstakes-based casino offerings have gained traction with players by providing gameplay mechanics that resemble traditional social casino games while offering differentiated value propositions, including perceived real-world value, alternative monetization dynamics, and different player acquisition and retention economics. As these offerings have proliferated, players may increasingly migrate away from traditional social casino games toward sweepstakes-based alternatives. This migration may reduce player engagement, monetization, and lifetime value within our traditional social casino portfolio, even if overall interest in casino-style gameplay remains strong.

Added

The competitive impact of sweepstakes-based offerings may be particularly pronounced because these products can attract players who previously engaged with traditional social casino games, including high-value and repeat players. In addition, marketing and advertising spend across the broader social casino ecosystem has increasingly been directed toward sweepstakes-based products, which may further disadvantage traditional social casino games by increasing player acquisition costs, reducing organic discovery, and compressing returns on advertising spend. As a result, even if we maintain or increase marketing investment in our traditional social casino games, we may be unable to offset declining demand or achieve historical levels of growth or profitability.

Added

If the shift in player preferences toward sweepstakes-based casino offerings continues or accelerates, our traditional social casino business could experience further revenue declines, reduced margins, and impairment of long-lived assets or game-related intangible assets. In addition, declining performance in our traditional social casino portfolio could limit our ability to reinvest in live operations, content updates, and marketing for those games, potentially creating a negative feedback loop that further accelerates player attrition and revenue erosion. While we are taking steps to respond to these market dynamics, including by evaluating and deploying sweepstakes-based promotional mechanics within certain games in our portfolio, there can be no assurance that these efforts will fully offset declines in our traditional social casino business or that such offerings will be successful, sustainable, or economically comparable to historical monetization models. Moreover, regulatory, platform, or third-party constraints applicable to sweepstakes-based mechanics could limit our ability to deploy or scale such features in ways that meaningfully mitigate the decline in traditional social casino performance.

Added

If we are unable to adapt effectively to the evolving competitive landscape or if player demand continues to shift away from traditional social casino games, our business, financial condition, results of operations, and long-term growth prospects could be materially adversely affected.

Reworded

We rely on a small portion of our total players for a substantial amountportion of our revenue and iffluctuations we fail to grow our player base, or ifin player engagement declines,or spending could materially harm our revenue and operating results will be harmed.results.

Reworded

Compared to all players who play our games in any period, only a small portion are paying players. As a result, a meaningful portion of our revenue is derived from a relatively small number of highly engaged players. In order to sustain and grow our revenue levels, we must attract, retain, and increase the number of paying players or more effectively monetize our players through advertising and other strategies. Spending patterns of paying players, particularly our most highly engaged players, can fluctuate significantly from period to period and are difficult to predict, To retain players, we must devote significant resources so that the games they play retain their interest and attract them to our other games. Players can easily reduce their spending or cease playing our games altogether in favor of competing entertainment options, including other social games, mobile games, or alternative forms of digital entertainment. We also organize periodic in-person events for our players and, in addition,and provide personal hosting services to our most engaged players,players. Nevertheless,However, wethese mightinitiatives notinvolve succeedsignificant costs, and there can be no assurance that they will result in ourincreased effortsengagement toor increase the monetization rates of our players,monetization, particularly if we are unable to retain our paying players. If we fail to grow or sustain the number of our paying players, if player engagement levels decline, if the rates at which we attract and retain paying players declines, if the average amount our players pay declines, including due to changes in game mechanics, competitive dynamics, or regulatory or platform constraints, or if we fail to retain and effectively monetize the relatively small number of players that comprise our most highly engaged player tiers, our business may be negatively impacted and our financial results may suffer. Because a substantial portion of our revenue is derived from a relatively small number of highly engaged players, the loss or reduced spending of any of these players could have a disproportionate adverse effect on our business and results of operations.

Reworded

A substantial portion of our loyalty rewards and significantcertain key intellectual property are obtained from MGM, and any changechanges in that relationship could materially and adversely affect our business and financial results.

Reworded

Although we have a portfolio of entertainment, retail, technology, travel, leisure, and gaming brands across the globe providing rewards through our playAWARDS program, MGM historically has provided a substantial amount of such rewards, and the majority of the rewards redeemed through our playAWARDS program forin recent periods (including the year ended December 31, 20242025) werehave been offered by MGM. Under the terms of our marketing agreement and rewards agreement with MGM, MGM has discretion over the typestypes, quantities, timing and quantitiesavailability of rewards and whether to make any rewards available for a particular game, and MGM may discontinue any rewards previously made available. The terms of our marketing agreement with MGM requiresis ussubject to automatic renewal only if we meet certainspecified performance criteria for it to be automatically renewed,criteria, and if we fail to meet those performance criteria, MGM could terminate both the marketing agreement and the rewards agreement. If we fail to meet our required performance criteria under the marketing agreement, we could also lose certain licensed intellectual property rights that we license from MGM under the marketing agreement andthat whichare we useused as creative assets in certain of our games. Even absent termination or non-renewal, reductions in the scope, attractiveness, or economics of the rewards or licensed intellectual property made available by MGM could diminish the appeal of our games and loyalty offerings. We may not be able to replace MGM-provided rewards or licensed intellectual property with alternatives on comparable terms, or at all, within a reasonable timeframe. In the event that MGM offers fewer or less attractive rewards for our games or if we fail to achieve the required performance milestones and MGM decides not to renew our agreements, our businessbusiness, player engagement, and financial results could be materially and adversely affected.

Reworded

We derive a significant portion of our revenue from the distribution of our games on the Apple App Store, Google Play Store, Amazon Appstore, and Facebook, and the virtual items we sell in our games are purchased using the payment processing systems of these third-party platform providers. Additionally, we have historically acquired a significant number of our players through Facebook. If we are unable to maintain a good relationship with such platform providers, if their terms and conditions or pricing change to our detriment, if we violate, or if a platform provider believes that we have violated, the terms and conditions of its platform, or if any of these platforms loses market share or falls out of favor, or is unavailable for a prolonged period of time, our business will suffer. Because a substantial portion of our revenue and player acquisition is dependent on a limited number of platform providers, any adverse action, policy change, technical disruption, or enforcement decision affecting one or more of these platforms could have a disproportionate adverse impact on our business, financial condition, and results of operations.

Reworded

We are subject to the standard and non-negotiated policies and terms of service/publisher agreements of third-party platforms, which govern the promotion, distribution, content, and operation generally of games on the platform. Each platform provider has broad discretion to unilaterally change and interpret its terms of service and other policies with respect to us and other developers, and those changes may be unfavorable to us. Platform providers may suspend, remove, or restrict our games or features, temporarily or permanently, with little or no advance notice, including based on their unilateral interpretation of their policies. A platform provider may also change its fee structure, add fees associated with access to and use of its platform, alter how we are able to advertise on the platform, change how the personal information of its users is made available to application developers on the platform, limit the use of personal information for advertising purposes, or restrict how players can share information with their friends on the platform or across platforms. Platform providers may enforce their policies selectively, inconsistently, or retroactively, and we may have limited or no meaningful ability to challenge or appeal such enforcement decisions, Any ofplatform theselevel changes could be implemented with little or no advance notice, and we may be unable to take action avert or reduce the negative impacts such changes could impose on our business. In many cases, the terms, policies, and enforcement practices of these platform providers are non-negotiable, and we have limited ability to influence their interpretation, application, or modification. As a result, we may be required to comply with changes to platform rules, technical requirements, or business practices even if such changes adversely affect our games, monetization strategies, or operating results.

Added

•the platform providers suspend, delist, or remove our games or developer accounts, whether temporarily or permanently;

Reworded

•the platforms adopt changes or updates to their technologyoperating systems, APIs, SDKs, privacy frameworks, or technical requirements that impede integration with other software systems or otherwise require us to modify our technology or update our games in order to ensure players can continue to access our games and content with ease;

Reworded

•the platforms change how the personal information of players is made available to developers or develop or expand their own competitive offerings; or

Added

•the platforms apply their policies, guidelines, or enforcement practices in a non-transparent, inconsistent, or discretionary manner, including without meaningful advance notice or effective appeal rights;

Added

•the platforms impose penalties, warnings, blocks, or other sanctions that impair distribution or monetization without providing clear standards or appeal rights;

Added

•the platforms modify how applications are discovered, ranked, featured, or recommended to users, which could reduce the visibility of our games, increase player acquisition costs, or negatively impact player engagement;

Added

•the platforms adopt or enforce policies more restrictively than required by applicable law, including in response to perceived or anticipated regulatory risk;

Added

•the platforms restrict, discourage, or disadvantage applications that promote or facilitate purchases outside of the platform’s proprietary payment systems, including through direct-to-consumer channels;or

Added

Platform providers increasingly act as de facto regulators of digital content and monetization practices and may adopt policies or enforcement positions that go beyond or precede applicable legal requirements. In response to actual or perceived regulatory risk, platform providers may impose restrictions, remove content, or require changes to our games or business practices even where such actions are not legally mandated. Such measures could materially limit our ability to operate or monetize our games in certain jurisdictions.

Reworded

In addition, third-party platforms also impose certain file size limitations, which limits our ability to create software with additional features that would result in a larger size than the platform providers would support. Aside from these file size limitations, a larger game file size could cause players to delete our games once the file size grows beyond the capacity of their devices’ storage limitations or could reduce the number of downloads of these games. Larger file sizes may also negatively affect player discovery, conversion rates, and organic installs.

Reworded

Changes in the respective terms of service or policy changes of third-party platforms may decrease the visibility or availability of our games, limit our distribution capabilities, prevent access to our existing games, reduce the amount of revenue we may recognize from in-game purchases, increase our costs to operate on these platforms, or result in the exclusion or limitation of our games or certain in-game features on such platforms. Any such changes could adversely affect our business, financial condition, or results of operations. Platform providers may take action with respect to specific titles, genres, features, or jurisdictions, including blocking or restricting access in certain regions while allowing continued operation elsewhere. Even if such actions affect only a subset of our games or markets, they could materially harm player engagement, revenue, and growth prospects.

Reworded

Obtaining and maintaining high ratings of our games on the platforms on which we operate are important as they help drive users to find our games. If the ratings of any of our games decline or if we receive significant negative reviews that result in a decrease in our ratings, our games could be more difficult for players to find or recommend. In addition, we may be subject to negative review campaigns or defamation campaigns intended to harm our ratings. Any such decline may lead to loss of users and revenues, additional advertising and marketing costs, and reputation harm. Platform providers may also remove, modify, or deprioritize ratings or reviews, or change how ratings are calculated or displayed, in ways that could adversely affect visibility and player acquisition.

Reworded

We are also dependent on these platforms for user discovery, distribution, and ongoing access to our player base, and adverse changes to platform algorithms, promotional practices, or technical standards may materially reduce organic installs or engagement even if our games remain available on the platforms. If our platform providers do not perform their obligations in accordance with our platform agreements, we could be adversely impacted. For example, in the past, some of these platform providers have been unavailable for short periods of time, unexpectedly changed their terms or conditions or experienced issues with their features that permit our players to purchase virtual items. If any of our third-party service providers is unable to process payments, even for a short period of time, our business could be harmed. Any actions by platform providers that limit our ability to communicate with players about alternative purchasing options, impose technical or policy restrictions on direct-to-consumer offerings, or otherwise disadvantage off-platform transactions, including through technical, contractual, disclosure, or user-interface restrictions, differential fees, or enforcement actions, could reduce the effectiveness of our direct-to-consumer initiatives and adversely affect our revenue mix and margins. These platforms and our third-party online payment service providers may also experience security breaches or other issues with their functionalities. In addition, if we violate, or a platform provider believes we have violated, its terms of service, policies, or standard publisher agreements (or if there is any change or deterioration in our relationship with any of these platform providers), that platform provider could limit or discontinue our access to the platform or we may be exposed to liability or litigation. As jurisdictions in which we operate and their regulatory bodies adopt or modify laws and regulations, our platform providers may adopt restrictive policies or take other adverse action against the Company and its games in connection with their interpretation and implementation of such laws and regulations. IfSimilar theactions could be taken by platform providers took such actions in other jurisdictions or with respect to other titles, including jurisdictions or platforms that are more significant to our operations,business, itwhich could negativelyhave impacta material adverse effect on our business.business, financial condition, and results of operations.

Reworded

Additionally, if our platform providers were to develop competitive offerings, either on their own or in cooperation with one or more competitors, our growth prospects could be negatively impacted. For example, Apple developed its own video game subscription service, Apple Arcade, which may compete further with our games. Netflix, a relatively new entrant in the gaming market, has expanded its offerings by including a growing library of mobile games as part of its subscription service. With its expansive customer base and vast resources, Netflix could pose a material competitive threat to the Company’s business. Platform providers may also use non-public data, platform insights, or preferential placement to advantage their own offerings or those of select partners. Increased competition and success of other brands, genres, business models and games could result in, among other things, a loss of players, or negatively impact our ability to acquire new players cost-effectively, which could have a material adverse effect on our business, financial condition and results of operations.

Reworded

Because a substantial portion of our revenue is generated through a limited number of platform providers, any adverse change affecting one or more of these platforms could have a disproportionate impact on our business. If any such events described above occur on a short-term or long-term basis, or if these third-party platforms and online payment service providers otherwise experience issues that impact the ability of players to download or access our games, access social features, or make in-game purchases, it could materially and adversely affect our brands and reputation, as well as our business, financial condition, and results of operations.

Reworded

We rely on third-party hosting and cloud computing providersproviders, to operate certain aspects of our business. In particular, a significant portion of our game traffic is hosted byincluding Amazon Web Services, or AWS, and any failure, disruptiondisruption, or significant interruption in our network or hosting and cloudthese services could adversely impact our operations and harm our business.

Reworded

Our technology infrastructure is critical to the performance of our games, the satisfaction of our players, and our corporate functions. Our games and company systems run on a complex distributed system, or what is commonly known as cloud computing. We own, operate, and maintain elements of this system, but significant elements of this system are operated by third parties that we do not control and which would require significant time and expense to replace. In addition to hosting and compute services, we rely on third-party providers for data storage, content delivery, monitoring, and other infrastructure services, further increasing our dependence on external systems that we do not control. We expect this dependence on third parties to continue. WeA havesignificant experienced,portion of our game traffic and maycomputing ininfrastructure theis futurehosted experience,by a single cloud services provider, Amazon Web Services, or AWS. AWS provides us with computing and storage capacity pursuant to an agreement that continues until terminated by either party. The agreement provides access to AWS’s standard computing and storage services, subject to AWS’s then-current terms, service levels, and availability. Any disruptions, outages,delays, outages and other performance problems caused by AWS could significantly impact our business due to aour varietymany of factors, including infrastructure changes, human or software errors,services and capacitysystems constraints.relying If any such interruption is significant or prolonged, if a particular game is unavailable when players attempt to access it or navigation through a game is slower than they expect, players may stop playingon the gameAWS and may be less likely to return to the game as often, if at all.services.

Reworded

We have experienced, and may in the future experience, disruptions, outages, and other performance problems due to a variety of factors, including infrastructure changes, human or software errors, and capacity constraints. If any such interruption is significant or prolonged, if a particular game is unavailable when players attempt to access it or navigation through a game is slower than they expect, players may reduce engagement, stop playing the game, or be less likely to return, which could adversely affect monetization and retention. A failure or significant interruption in our game service would harm our reputation and operations. We expect to continue to make significant investments in our technology infrastructure to maintain and improve all aspects of player experience and game performance. To the extent that our disaster recovery systems are not adequate,adequate or do not perform as expected in the event of a major outage, or we do not effectively address capacity constraints, upgrade our systems as needed and continually develop our technology and network architecture to accommodate increasing traffic, our business and results of operations may suffer. We do not maintain insurance policiescoverage coveringfor all losses relating to our network or information technology systems, other than losses caused bylimited cybersecurity attacks for which we have limited insurance coverage,insurance, which may increase any potential harms that the business may suffer from systems failure or resulting business interruptions.

Reworded

In addition, any changes in these third parties’ service levels may adversely affect our ability to meet the requirements of our players. As our platform’s continuing and uninterrupted performance is critical to our success, sustained or repeated system failures would reduce the attractiveness of our offerings. It may become increasingly difficult to maintain and improve our performance, especiallyparticularly during peak usage times,times asor weperiods expandof andrapid thechange in player activity, demand, or game usage patterns. Cloud service providers may also be affected by regulatory actions, geopolitical events, widespread cyber incidents, or systemic outages that are outside of our offeringscontrol increases.and could impair their ability to provide services reliably. Any negative publicity arising from these interruptions, delays, outages, or other performance problems could adversely affect our business, financial condition, results of operations, or reputation. Furthermore, in the event that any of our agreements with these third-party providers are terminated, we may experience significant costs or downtime in connection with the transfer to, or the addition of, new hosting or cloud computing providers. Although alternative providers couldmay be able to host our platform on a substantially similar basis, suchwe may not be able to transition couldservices potentially be disruptive and we could incurwithout significant costsdisruption, indelay, connectionor withincreased such transition.cost.

Removed

In particular, a significant portion of our game traffic, data storage, data processing and other computing services and systems is hosted by AWS. AWS provides us with computing and storage capacity pursuant to an agreement that continues until terminated by either party. The agreement requires AWS to provide us their standard computing and storage capacity and related support in exchange for timely payment by us. Any disruptions, delays, outages and other performance problems caused by AWS could significantly impact our business due to our many services and systems relying on the AWS services.

Reworded

We have engaged, and expect to engage, third-party game development companies to develop and operate certain of our mobile games, including myVEGAS Bingo, POP! Slots, MGM Slots Live, and my Konami Slots, and if they fail to perform as expected, our business may suffer.

Reworded

We currently, have in the past, and expect in the future to, engage third-party game development companies to develop and operate certain mobile games on our behalf. Currently, we rely on third-party game development companies to provide operation and development services for our myVEGAS Bingo, POP! Slots, MGM Slots Live, and my KONAMI Slots games. In each instance, we have been, and in the future intend to be, the publisher of our existing games as well as third-party developed or co-developed games when they are available to players through platforms such as the Apple App Store, Google Play Store, Amazon Appstore, and Facebook. However, inIn some casescases, mucha substantial portion of the responsibility to developdevelop, operate, and operatemaintain oura gamesgame will beis undertaken by the third-party development company.company, Typically when we engage a third-party game development company, we will enter into a contract with them that defines their and our duties and responsibilities. With a third-party game development company, we have limited control over the work performed by the development company and are therefore subject to risks that differ from, and might be greater than, those we are subject to when our own employees are developing and operating our games. For example, limited control over work being performed could materially and adversely impact the timely development and completion of our games, and their publication could be delayed due to the development company’s failure to adhere to our milestones and roadmaps. We have experienced instances in the past experiencedin this risk when one of ourwhich third-party game development companies failed to complete development milestones in accordance with ouragreed game development roadmap.timelines. If our third-party game development companies do not perform in accordance with our agreements with them, it could adversely affect the development of our games that are the subject of that agreement, including delaying their availability for launch and their performance once launched, which could materially and adversely impactaffect our operating results and our ability to meetachieve ouranticipated forecasts.performance.

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Management's Discussion & Analysis (MD&A) (10-K Item 7)

12new paragraphs
2removed paragraphs
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7,894 → 8,418words in section

New heading “Retail Value of Daily Rewards Inventory”

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Removed text topics: impairment, restructuring, write-down, israel
“(1)Amounts reported include mergers and acquisition related expenses, management restructuring and severance, asset impairments and write-downs, extraordinary expenses related to the war in Israel, and other various nonrecurring expenses.”
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New text topics: impairment, goodwill
“As of December 31, 2025, our goodwill totaled $52.2 million. We assess the impairment of goodwill of our reporting unit annually, or more often if events or changes in circumstances indicate that the carrying value may not be recoverable. Goodwill is tested for impairment at the reporting unit level by first performing a qualitative assessment to determine whether it is more likely than not that the fair value of the reporting unit is less than its carrying value. …”
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New text topics: impairment, goodwill
“We conducted our annual impairment test of goodwill as of October 1, 2025 and 2024. As of December 31, 2025, we determined that no impairment of the carrying value of goodwill was required. See Note 11—Goodwill to the consolidated financial statements included in this report.”
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New text
“Retail Value of Daily Rewards Inventory”
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New text topics: fine
“Retail Value of Daily Rewards Inventory is defined as the cumulative retail value of all rewards listed as available for the period divided by the number days in the period. For rewards with unlimited inventory, the maximum of number of rewards used in the calculation is 50. The retail value of each reward listed as available is the retail value as specified by the rewards partner upon creation of the reward. Retail Value of Daily Rewards Inventory only includes the retail value of real-world partner rewards and excludes the cost of any PLAYSTUDIOS branded merchandise. …”
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Paragraph as it now reads, with added and removed wording marked:

This discussion contains forward-looking statements andwithin involvesthe numerousmeaning of the federal securities laws that involve risks and uncertainties. Our actual results and the timing of certain events may differ significantlymaterially from thethose resultsexpressed discussedor inimplied theby these forward-looking statements.statements Factorsdue that might cause suchto a discrepancynumber include,of butfactors, are not limited to,including those discussed elsewhere in this Annual Report on Form 10-K, particularly in the section titled “Risk Factors” set forthdescribed in Part I, Item 1A1A, of“Risk Factors,” and elsewhere in this Annual Report on Form 10-K. All forward-looking statements in this Annual Report on Form 10-K are based on information available to us as of the date hereof,of this report, and except as required by law, we assumeundertake no obligation to update any such forward-looking statements to reflect future events or circumstances,circumstances exceptafter asthe requireddate byof law.this report.
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Reworded

The following discussion and analysis provides information which our management believes is relevant to an assessment and understanding of our consolidatedfinancial condition and results of operations and financial condition. The discussion and analysis should be read in conjunction with theour audited consolidated financial statements and the related notes theretoincluded containedelsewhere in this Annual Report on Form 10-K. This section is intended to provide information that management believes is relevant to understanding our consolidated financial condition, results of operations, and cash flows. Unless the context otherwise requires, references to “wewe,”, “usus,”, “ourour,”, and “the “Company” are intendedrefer to mean the business and operations of PLAYSTUDIOS, Inc. and its consolidated subsidiaries.

Reworded

This discussion contains forward-looking statements andwithin involvesthe numerousmeaning of the federal securities laws that involve risks and uncertainties. Our actual results and the timing of certain events may differ significantlymaterially from thethose resultsexpressed discussedor inimplied theby these forward-looking statements.statements Factorsdue that might cause suchto a discrepancynumber include,of butfactors, are not limited to,including those discussed elsewhere in this Annual Report on Form 10-K, particularly in the section titled “Risk Factors” set forthdescribed in Part I, Item 1A1A, of“Risk Factors,” and elsewhere in this Annual Report on Form 10-K. All forward-looking statements in this Annual Report on Form 10-K are based on information available to us as of the date hereof,of this report, and except as required by law, we assumeundertake no obligation to update any such forward-looking statements to reflect future events or circumstances,circumstances exceptafter asthe requireddate byof law.this report.

Reworded

We are a developer and publisher of free-to-play casual games for mobile and social platforms. Over our 13-year14-year history, we developed a portfolio of free-to-play social casino games that are considered to be among the most innovative and unique in the genre. In 2021, we added our Tetris®-branded mobile game and in late 2022 we acquired Brainium, a developer and publisher of free-to-play casual games. Our games include the award-winning POP! Slots, myVEGAS Slots, my KONAMI Slots, MGM Slots Live, myVEGAS Blackjack, myVEGAS Bingo, Tetris®, Tetris Block Party, Solitaire, Spider Solitaire, Jumbline 2, Sudoku, and Mahjong. Our games are based on original content as well as third-party licensed brands and are downloadable and playable for free on multiple social and mobile-based platforms, including the Apple App Store, Google Play Store, Amazon Appstore, and Facebook.

Reworded

Each of our legacy social casino games and our Tetris®-branded mobile gamesgame are powered by our proprietary playAWARDS program and incorporates loyalty points that are earned by players as they engage with our games. The rewards are provided by our collection of rewards partners, with the majority of rewards partners providing their rewards at no cost to us, in exchange for product integration, marketing support, and participation in our loyalty program. The program is enabled by our playAWARDS platform which consists of a robust suite of tools that enable our rewards partners to manage their rewards in real time, measure the value of our players’ engagement, and gain insight into the effectiveness and value they derive from the program. Through our self-service platform, rewards partners can launch new rewards, make changes to existing rewards, and in real time see how players are engaging with their brands. The platform tools also provide rewards partners the ability to measure the off-line value our players generate as consumers and patrons of their real-world establishments.

Reworded

We also generate revenue from in-game advertising. Advertisements can be in the form of an impression, click-throughs, banner ads, or offers, where players are rewarded with virtual currency or loyalty points for watching a short video. While we historically have derived mosta majority of our revenue from the sale of in-game virtual currency, we introducedimplemented in-game advertising as aan limitedadded pilotrevenue programproducer. and expanded it throughout 2021 and 2022. In addition, ourOur Tetris®-branded mobile game and our Brainium games generate most of their revenue through in-game advertising.

Reworded

As ana SRC,smaller reporting company, we haveare electedpermitted to useprovide scaled disclosure accommodations permittedunder bySEC therules, SEC,and which means thataccordingly this section does not include all disclosures required forof larger reporting companies. Specifically:

Reworded

•We are not required to includeprovide thecertain detailed disclosures regarding contractual obligations tablethat thatmay be required of larger companiesreporting must disclose.companies.

Reworded

We manage our business by regularly reviewing several key operating metrics to track historical performance, identify trends in player activity, and set strategic goals for the future. These metrics are operational measures that are not prepared in accordance with U.S. GAAP and should be considered as supplemental to, and not a substitute for, our GAAP results. Our key performance metrics are impacted by several factors that could cause them to fluctuate on a quarterly basis, such as platform providers’ policies, seasonality, player connectivity, and the addition of new content to games. We believe these measures are useful to investors foras thethey sameprovide reasons.additional insight into player engagement and monetization trends. In addition, we also present certain non-GAAP performance measures. These performance measures are presented as supplemental disclosure and should not be considered superior to or as a substitute for the consolidated financial statements prepared under U.S. GAAP. The non-GAAP measures presented in this Annual Report on Form 10-K should be read together with the consolidated financial statements and the respective related notes thereto included elsewhere in this Annual Report on Form 10-K. The key performance indicators and non-GAAP measures presented in this Annual Report on Form 10-K may differ from similarly titled measures presented by other companies and are not a substitute for financial statements prepared in accordance with U.S. GAAP. The calculation of these metrics requires certain judgments and assumptions, and our methodology may differ from that used by other companies, which may limit comparability.

Reworded

Average Daily Active Users (“Average DAU”)

Reworded

Daily Active Users ("DAU") is defined as the number of individuals who played a game on a particular day. For Tetris and our free-to-play social casino games, we track DAU by the player ID, which is assigned for each game installed by an individual. As such, an individual who plays two of these games on the same day is counted as two DAU while an individual who plays the same game on two different devices is counted as one DAU. For our Brainium suite of casual games, we track DAU by app instance ID, which is assigned to each installation of a game on a particular device. As such, an individual who plays two different Brainium games on the same day is counted as two DAU and an individual who plays the same Brainium game on two different devices is also counted as two DAU. The term "Average DAU" is defined as the average of the DAU, determined as described above, for each day during the period presented. We use DAU and Average DAU as measures of audience engagement to help us understand the size of the active player base engaged with our games on a daily basis.

Reworded

Average Monthly Active Users (“Average MAU”)

Reworded

Monthly Active Users ("MAU") is defined as the number of individuals who played a game in a particular month. As with DAU, an individual who plays two different non-Brainium games in the same month is counted as two MAU while an individual who plays the same non-Brainium game on two different devices is counted as one MAU, and an individual who plays two different Brainium games on the same daymonth is counted as two MAU while an individual who plays the same Brainium game on two different devices is also counted as two MAU. The term "Average MAU" is defined as the average of the MAU, determined as described above, for each calendar month during the period presented. We use MAU and Average MAU as measures of audience engagement to help us understand the size of the active player base engaged with our games on a monthly basis.

Added

Because DAU and MAU are calculated at the game or app-instance level, they reflect engagement at the title level rather than unique individuals across our entire portfolio, and a single individual may be counted multiple times if they engage with multiple games. In addition, these metrics are derived from a combination of internal tracking systems and third-party platform data, which may be subject to technical limitations, data discrepancies, or changes in platform reporting methodologies.

Reworded

Average Daily Paying Users (“Average DPU”)

Reworded

Daily Paying Users ("DPU") is defined as the number of individuals who made a purchase inof virtual currency or digital items within a game during a particular day. As with DAU and MAU, we track DPU based on account activity. As such, an individual who makes a purchase in two different games in a particular day is counted as two DPU while an individual who makes purchases in the same game on two different devices is counted as one DPU. The term "Average DPU" is defined as the average of the DPU, determined as described above, for each day during the period presented. We use DPU and Average DPU to help us understand the size of our active player base that makes in-game purchases.purchases Thisand focusto directsassess monetization trends within our strategic goals in settingactive player acquisitionbase. Consistent with DAU and pricingMAU, strategy.DPU is calculated at the game level and may reflect multiple purchases by a single individual across different titles.

Reworded

Average Daily Payer Conversion

Reworded

ARPDAU is defined for a given period as the average daily revenue per Average DAU, and is calculated as gamegame-related revenue and advertising revenue forattributable to the applicable period, divided by the number of days in the period, divided by the Average DAU during the period. We use ARPDAU as a measure of overall monetization of our active players. ARPDAU may fluctuate based on changes in pricing, player mix, advertising demand, and promotional activity.

Added

The following metrics relate specifically to our playAWARDS loyalty platform and are intended to provide insight into engagement with that program.

Reworded

Available Rewards is defined as the monthly average number of unique rewards available in our applications’ rewards stores. A reward appearing in more than one application’s reward store is counted only once. A reward is counted only once irrespective of the inventory available through that reward. For example, one reward for a free night in a hotel room with ten rooms available for such free night is counted as one reward. Available Rewards only include real-world partner rewards and exclude PLAYSTUDIOS digital rewards. We use Available Rewards as a measure of the value and potential impact of the program for an interested player. ItWe isuse assumedAvailable thatRewards as one indicator of the greater the variety and breadth of rewardsour offered,loyalty the more likely players will be to ascribe value to the program.offering.

Reworded

Purchases is defined as the total number of rewards purchased for the period identified in which a player exchanges loyalty points for a reward. Purchases are net of refunds. Purchases only include purchases of real-world partner rewards and exclude any PLAYSTUDIOS digital rewards. Purchases are redeemed by the player directly with the rewards partner within the specified terms and conditions of the reward. The Company does not receive any compensation orrecognize revenue from Purchases.Purchases, as players redeem loyalty points rather than making cash payments. We use Purchases as a measure of audience interest and engagement with our playAWARDS platform.

Reworded

Retail Value of Purchases is defined as the cumulative retail value of all rewards listed as Purchases for the period identified. The retail value of each reward listed as Purchases is the retail value as determined by the partner upon creation of the reward. In the case where the retail value of a reward adjusts depending on time of redemption, the average retail value is used. Retail Value of Purchases only include the retail value of real-world partner rewards and exclude the cost of any PLAYSTUDIOS branded merchandise. Retail values are based on partner-provided estimates and may not reflect actual transaction prices or redemption experience. Retail value also does not represent revenue recognized by the Company. We use Retail Value of Purchases to help us understand the real-world value of the rewards that are purchased by our players.players in a particular period.

Added

Retail Value of Daily Rewards Inventory

Added

Retail Value of Daily Rewards Inventory is defined as the cumulative retail value of all rewards listed as available for the period divided by the number days in the period. For rewards with unlimited inventory, the maximum of number of rewards used in the calculation is 50. The retail value of each reward listed as available is the retail value as specified by the rewards partner upon creation of the reward. Retail Value of Daily Rewards Inventory only includes the retail value of real-world partner rewards and excludes the cost of any PLAYSTUDIOS branded merchandise. We use Retail Value of Daily Rewards Inventory to help us understand the real-world value of the rewards within our playAWARDS platform.

Added

Retail value metrics are presented to illustrate the scale and scope of rewards available through our loyalty program and should not be interpreted as revenue, gross merchandise value, or economic benefit realized by the Company.

Reworded

Net revenue decreased $17.3$55.3 million, or 5.7%,19.1%, to $234.1 million during the year ended December 31, 2025 compared to $289.4 million during the year ended December 31, 2024 compared to $306.7 million during the year ended December 31, 2023.2024. The decrease was primarily due to a $19.1$40.5 million decrease in virtual currency revenue primarily driven by decreases in Average DPU. TheAdvertising revenue decreased $14.5 million driven by a decrease was partially offset by growth in advertisingAverage revenue.DAU.

Reworded

Net revenue decreasedincreased by $4.1$0.9 million, or 98.5%,million due to the non-renewalallocation of athe licensingtransaction arrangementprice withto a customer, offset by increases inplayAWARDS virtual currency revenue.included in playGAMES virtual currency sales. The key performance indicators presented above are used by management to assess the playAWARDS segment's operating performance, however there is no relationship between the key performance indicators and revenue metrics.

Reworded

Cost of revenue decreased by $5.1$15.2 million, or 6.5%,21.0%, during the year ended December 31, 20242025 compared to the year ended December 31, 2023.2024. The decrease was due to a decline in virtual currency revenue partiallyas offsetwell as an increase in direct to consumer sales,revenue, which incur lower processing fees.

Reworded

Selling and marketing expenses decreased by $9.7$9.1 million, or 13.1%,14.2%, during the year ended December 31, 20242025 compared to the year ended December 31, 2023.2024. The decrease was primarily due to decreasedecreases in user acquisition expenses of $13.7$9.8 million and stock compensation of $0.9 million. This decrease was offset by increasesan increase to brand and other marketing expenses of $1.3 million, IT software of $0.7 million, outside service costs of $0.6 million, stock compensation of $0.6 million, and other selling and marketing expenses of $0.8$1.6 million.

Reworded

Research and development expenses decreased by $2.6$9.3 million, or 3.7%,13.8%, during the year ended December 31, 20242025 compared to the year ended December 31, 2023.2024. The decrease was primarily due to decreases toin employee costs of $7.6 million, stock compensation of $2.2 million, payroll and related costs of $0.9$2.8 million, and otheroutside researchservice and development costsexpense of $1.3$0.8 million. This decrease was offset by increasesa towithholding ITtax softwareassessment settlement of $0.9$1.8 million and outsideand servicean costsincrease in other research and development expense of $0.9$0.1 million.

Added

General and administrative expenses decreased by $0.3 million, or 0.6%, during the year ended December 31, 2025 compared to the year ended December 31, 2024.

Removed

General and administrative expenses increased by $1.0 million, or 2.3%, during the year ended December 31, 2024 compared to the year ended December 31, 2023. The increase was primarily due to increases to employee costs of $1.5 million, IT software of $1.4 million, and stock compensation of $1.0 million. This increase was offset by decreases to insurance of $1.0 million, legal expenses of $0.6 million, outside service costs of $0.5 million, and other general and administrative expenses of $0.8 million.

Reworded

Depreciation and amortization expenses increaseddecreased by $0.2$7.1 million, or 0.4%,15.6%, during the year ended December 31, 20242025 compared to the year ended December 31, 2023.2024. The increasedecrease was primarily due to the acquisition of intangible assets in connection with the business combination of Pixode, as well as increased amortization as a result of license renewals. This was offset by a decrease of internal-use software amortization in connection with write-downs of certain assets duringin the yearfourth endedquarter of December 31, 2024.2024 as a result of the 2024 Reorganization Plan. See Note 10—Intangible Assets and Internal-Use Software, Net.

Reworded

Restructuring expenses increaseddecreased by $17.1$22.2 million during the year ended December 31, 20242025 compared to the year ended December 31, 2023.2024. The increasedecrease was primarily due to increasesdecreases of non-cash impairment of $7.2$9.2 million, management restructurings of $4.0 million, and non-recurring legal expenses of $7.4$7.7 million, and management restructurings of $6.0 million. This increasedecrease was offset by decreasesan increase of $0.4$0.7 million offor various merger and acquisition opportunities and $1.1 million of other restructuring expenses.opportunities.

Reworded

The change in fair value of warrant liabilities is related to the warrants discussed in Note 12—Accrued and Other Current Liabilities to our consolidated financial statements herein. The change in fair value of contingent consideration is related to the Pixode Acquisition discussed in Note 4—Business Combinations. Interest income, net is related to interest earned on cash and cash equivalents offset by fees and expenses associated with the Credit Agreement as discussed in Note 14—Long-Term Debt to our consolidated financial statements herein. Other income,expense, net primarily relates to gains or (losses) from equity investments and gains or (losses) from foreign currency transactions with our foreign subsidiaries.

Reworded

Income tax expense was approximately $1.9 million for the year ended December 31, 2025, as compared to an income tax expense of $1.4 million for the year ended December 31, 2024, as compared to an income tax expense of $16.9 million for the year ended December 31, 2023.2024. The income tax expense for the year ended December 31, 20242025 reflected an effective income tax rate of negative 5.1%,7.3%, which was less than the statutory tax rate of 21% primarily due to the recording of a valuation allowance on deferred tax assets, impacts from short falls associated with stock-based compensation, impacts from foreign branch income, and other nondeductible expenses. The income tax benefitexpense for the year ended December 31, 2024 reflected an effective income tax rate of negative 669.7% for the year ended December 31, 2023,5.1%, which was lessgreater than the statutory federal rate of 21.0% primarily due to the recording of a valuation allowance on deferred tax assets, theimpacts effectfrom ofshort additionalfalls foreign taxes paid related to a settlementassociated with thestock-based Israel Tax Authority,compensation, impacts from foreign branch income, and other nondeductible expenses. The decrease in our effective tax rate was partially offset by benefits from the exercise of non-qualified stock options, changes to the fair value adjustment of the warrant liability, and the deduction of foreign taxes paid.

Reworded

playGAMES AEBITDA was $85.1$58.6 million for the year ended December 31, 20242025 compared to $88.7$85.1 million for year ended December 31, 2023,2024, a decrease of 4.1%.31.1%. playGAMES AEBITDA margin was 29.4%25.1% for the year ended December 31, 20242025 compared to 28.9%29.4% for year ended December 31, 2023.2024. The decrease to playGAMES AEBITDA was a result of decreased virtual currency revenue primarily driven by decreasesa decrease in DPU.DPU playGAMESand AEBITDAadvertising margin was 29.4% for the year ended December 31, 2024 compared to 28.9% for year ended December 31, 2023,revenue primarily asdriven by a resultdecrease ofin lower user acquisition costs.DAU.

Reworded

playAWARDS AEBITDA was $(13.78.7) million for the year ended December 31, 20242025 compared to $(10.413.7) million for year ended December 31, 2023.2024. The decreaseincrease in AEBITDA can be attributed to the non-renewal of a licensingreduction arrangementin employee costs in connection with athe customer.2024 Reorganization Plan and an increase in revenue.

Added

(1)Amounts reported include internal reorganization costs, including severance-related costs, fees related to evaluating various merger and acquisition opportunities, and non-recurring legal costs.

Added

(2)Amount reported consists of a charitable contribution and a withholding tax assessment settlement.

Removed

(1)Amounts reported include mergers and acquisition related expenses, management restructuring and severance, asset impairments and write-downs, extraordinary expenses related to the war in Israel, and other various nonrecurring expenses.

Reworded

On June 24, 2021, in connection with the closing of the Acies Merger, the Company terminated and replaced the Revolver (as defined below). The Company, a subsidiary of the Company, JPMorgan Chase Bank, N.A., as administrative agent and JPMorgan Chase Bank, N.A., Silicon Valley Bank and Wells Fargo Securities, LLC, as joint bookrunners and joint lead arrangers entered into a credit agreement (the “Credit Agreement”) which provides for a five-year revolving credit facility in an aggregate principal amount of $75.0 million. Borrowings under the Credit Agreement may be borrowed, repaid and re-borrowed by the Company, and are available for working capital, general corporate purposes, and permitted acquisitions.

Reworded

During the year ended December 31, 2024,2025, investing activities used $26.3$16.9 million of net cash as compared to $32.3$26.3 million during the year ended December 31, 2023.2024. The change in cash used in investing activities was primarily due to $7.5$3.4 million less cash used for assets acquired from business combinations, $3.0 million less cash used to purchase intangible assets and internal-use softwaresoftware, and $2.3$3.0 million less purchasescash ofused to purchase property and equipment. The decrease was offset by $3.4 million of cash paid for the Pixode acquisition and $0.4 million of other cash payments for investing activities.

Reworded

During the year ended December 31, 2024,2025, financing activities used $41.9$14.9 million of net cash, while financing activities used $20.2$41.9 million of net cash during the year ended December 31, 2023.2024. The change in cash used in financing activities was due to an additional $15.7$27.7 million ofless cash used for share repurchases,repurchases $3.5and $0.5 million less in increasedpayments made for tax withholding on stock-based compensation. This was offset by an increase in minimum guaranteeguarantees payments made, and $2.8 millionpaid of less$1.2 proceeds received from stock option exercises.million.

Added

Goodwill

Added

The purchase price of an acquired company is allocated between intangible assets and the net tangible assets of the acquired business with the residual of the purchase price recognized as goodwill.

Added

As of December 31, 2025, our goodwill totaled $52.2 million. We assess the impairment of goodwill of our reporting unit annually, or more often if events or changes in circumstances indicate that the carrying value may not be recoverable. Goodwill is tested for impairment at the reporting unit level by first performing a qualitative assessment to determine whether it is more likely than not that the fair value of the reporting unit is less than its carrying value. If the reporting unit does not pass the qualitative assessment, then the reporting unit’s carrying value is compared to its fair value. The fair value of the reporting unit is estimated using market and discounted cash flow approaches. Goodwill is considered impaired if the carrying value of the reporting unit exceeds its fair value. The discounted cash flow approach requires the use of significant estimates of expected revenues as well as discount rates to determine the estimated fair value. The market approach uses comparable company information to determine revenue and earnings multiples to value our reporting unit. Failure to achieve these expected results or market multiples may cause a future impairment of goodwill at the reporting unit.

Added

We conducted our annual impairment test of goodwill as of October 1, 2025 and 2024. As of December 31, 2025, we determined that no impairment of the carrying value of goodwill was required. See Note 11—Goodwill to the consolidated financial statements included in this report.

Reworded

Players can earn loyalty points through a variety of activities, including but not limited to playing the Company’s games, engaging with in-game advertising, engaging with marketing emails, and logging into the game. The loyalty points can be redeemed for rewards offered by the Company’s rewards partners. There is no obligation for the Company to pay or otherwise compensate the Company’s rewards partners for any player redemptions under the Company’s rewards partner agreements. In addition, both paying and non-paying players can earn loyalty points. Therefore, the loyalty points earned by players are marketing offers and do not provide players with material rights. Accordingly, the earned loyalty points do not require any allocation to the transaction price of virtual currency. Loyalty points or other virtual currencies may be included in certain bundled purchases through certain platforms. Loyalty points or other virtual currencies are not available to be purchased separately and there is no stand alonestandalone selling price. If loyalty points or other forms of virtual currencies are included in bundled purchases, the Company will allocate a portion of the transaction price to each of the virtual currencies using the residual approach.

Reworded

We have elected to account for the impact of the global intangible low-taxed income (GILTI) inclusion and base erosion anti-avoidance tax (BEAT) based on the period cost method.method See Note 16 Income Taxes to the consolidated financial statements for further information regarding income taxes.

What changed in the latest 10-Q

Comparing 10-Q filed 2026-08-11 (period ending 2026-06-30) with 10-Q filed 2026-05-11 (period ending 2026-03-31).

Risk Factors (10-Q Part II, Item 1A)

358new paragraphs
1removed paragraphs
0reworded paragraphs
61 → 34,109words in section

New heading “Risks Related to Our Business and Industry”

New heading “Our business will suffer if we are unable to entertain our players, develop new games, and improve the experience within our existing games.”

New heading “If we successfully develop new games and features, they may cannibalize engagement or revenue from our existing games without expanding our overall player base or increasing total revenue.”

New heading “We believe that our players’ level of engagement with our games is partly based on playAWARDS, our real-world rewards loyalty program. If we are unable to maintain, expand or diversify our playAWARDS program, or if external factors reduce the perceived value or usability of real-world rewards, our business may suffer.”

New heading “Our industry is highly competitive, and if we are unable to compete effectively, our business, financial condition and results of operations could be adversely affected.”

New heading “Our traditional social casino business has experienced declining performance, which we believe has been driven in significant part by increased competition from sweepstakes-based casino offerings, and this trend may continue or accelerate.”

New heading “We rely on a small portion of our total players for a substantial portion of our revenue and fluctuations in player engagement or spending could materially harm our revenue and operating results.”

New heading “A substantial portion of our loyalty rewards and certain key intellectual property are obtained from MGM, and changes in that relationship could materially and adversely affect our business and financial results.”

New heading “We rely on third-party platforms such as the Apple App Store, Google Play Store, Amazon Appstore, and Facebook to make our games available to players and collect revenues generated on such platforms, and we rely on third-party payment service providers to collect revenues generated on our own platforms.”

New heading “We rely on third-party hosting and cloud computing providers, including Amazon Web Services, and any failure, disruption, or significant interruption in these services could adversely impact our operations and harm our business.”

New heading “We have engaged, and expect to engage, third-party game development companies to develop and operate certain of our mobile games, and if they fail to perform as expected, our business may suffer.”

New heading “If we are unable to effectively invest in, maintain, and enhance awareness of our brands and games, or if our brand-related marketing expenditures are inefficient or excessive, our business, financial condition, results of operations, or reputation could be harmed.”

New heading “Our ability to acquire and maintain licenses to third-party intellectual property may affect our revenue, profitability, and competitive position.”

New heading “The perceived value of our virtual currency and the effectiveness of our pricing and monetization models are highly dependent on how we manage the economies in our games. If we fail to manage our game economies properly, our business may suffer.”

New heading “Our ability to successfully attract in-game advertisers depends on the effectiveness of our advertising models and our ability to maintain player engagement.”

New heading “Our games and other software applications, and our and our vendors' and other partners' information technology and other systems and platforms, have, on occasion, experienced failures, errors, defects, or disruptions. Such events could disrupt our business, impact our games and related software applications, affect our ability to scale our technical infrastructure, diminish our brand and reputation, subject us to liability, and adversely affect our operating results and growth prospects.”

New heading “Our success depends on the security and integrity of the games we offer, and security breaches or other disruptions could compromise our information or the information of our players and expose us to liability, which would cause our business and reputation to suffer.”

New heading “If the use of mobile devices as game platforms does not continue to grow or if player engagement on mobile devices declines or shifts to other platforms, our business could be adversely affected.”

New heading “While we have achieved profitability in the past, our revenue and operating margins may decline, and we may not be able to sustain profitability.”

New heading “We may pursue strategic transactions, including acquisitions, investments, joint ventures, divestitures, or other portfolio optimization initiatives, which involve numerous risks and uncertainties.”

New heading “Our international operations are subject to increased challenges and risks.”

New heading “Our business is subject to a variety of U.S. and foreign laws, many of which are unsettled and still developing, and which could subject us to claims or otherwise harm our business.”

New heading “We are subject to claims, investigations, and litigation that could adversely affect our business.”

New heading “The legal and regulatory treatment of games that incorporate sweepstakes-based promotional mechanics is evolving, uncertain, and increasingly restrictive in certain jurisdictions, which could materially and adversely affect our business.”

New heading “Our reliance on third-party platforms, payment providers, and other service partners exposes us to additional risks related to sweepstakes-based promotional mechanics that could materially adversely affect our business.”

New heading “Failure to obtain, maintain, protect, or enforce our intellectual property rights could harm our business, results of operations, and financial condition.”

New heading “We have been in the past, and may be in the future, subject to intellectual property disputes, which are costly to defend and could require us to pay significant damages and could limit our ability to use certain technologies in the future.”

New heading “Our games utilize third-party open source software components, which may pose particular risks to our proprietary software, technologies, and games and could negatively affect our business, financial condition, or results of operations.”

New heading “We are subject to laws and regulations concerning data privacy, information security, data protection, and consumer protection, and these laws and regulations are continually evolving. Our actual or perceived failure to comply with these laws and regulations could harm our business.”

New heading “Our business depends on our ability to collect, use, and share data to deliver relevant content, marketing, and analytics, and limitations on data collection or use could reduce our revenue and impair our business.”

New heading “We rely on assumptions and estimates to calculate certain of our key operating and engagement metrics, and real or perceived inaccuracies in such metrics may harm our reputation and negatively affect our business.”

New heading “Companies and governmental agencies may restrict access to platforms, our website, mobile applications, or the Internet generally, which could lead to the loss or slower growth of our player base.”

New heading “Our business depends on the growth and maintenance of wireless communications infrastructure.”

New heading “Changes in tax laws or tax rulings could materially affect our effective tax rates, financial position, and results of operations.”

New heading “We could be required to collect additional sales, value-added, or similar taxes or be subject to other tax liabilities that may increase the costs of our players to engage with our games and adversely affect our results of operations.”

New heading “We may have exposure to greater than anticipated tax liabilities.”

New heading “Our ability to utilize our research credit carryforwards and certain other tax attributes may have been limited by “ownership changes” and may be further limited.”

New heading “Risks Related to Managing Our Business Operations in Israel”

New heading “Potential political, economic, and military instability in Israel and the surrounding region may adversely affect our results of operations.”

New heading “Our operations could be disrupted if our employees or service providers in Israel are called to military service.”

New heading “We incur operating expenses that are denominated in currencies other than the US Dollar, including expenses denominated in New Israeli Shekels, and as a result our financial condition and results of operations may be harmed by currency exchange rate fluctuations.”

New heading “General Risk Factors”

New heading “Economic downturns and political and market conditions beyond our control could adversely affect our business, financial condition, results of operations, or prospects.”

New heading “Our results of operations may fluctuate due to various factors and, accordingly, our periodic operating results should not be relied upon as indicative of future performance.”

New heading “Our reported financial results may be affected by changes in accounting principles generally accepted in the U.S.”

New heading “Securities analysts may not publish favorable research or reports about our business or may publish no information at all, or may provide limited or inconsistent coverage, which could cause our stock price or trading volume to decline.”

New heading “We may require additional capital to support our business and growth strategy, and we may be unable to obtain such capital on acceptable terms, or at all.”

New heading “The expiration of our revolving credit facility may reduce our financial flexibility if we require additional capital in the future.”

New heading “Our investments may become impaired by deterioration of the financial markets.”

New heading “The requirements of being a public company may strain our resources and divert management’s attention, and the increases in legal, accounting and compliance expenses may be greater than we anticipate.”

New heading “We qualify as a smaller reporting company and are subject to accelerated filer requirements, which may affect investor perceptions and increase our compliance costs.”

New heading “If we are unable to effectively manage our workforce and organizational structure, including changes to our operations, our financial performance and future prospects could be adversely affected.”

New heading “Our success depends on the performance and retention of our employees, including certain key employees. The loss of key executives or other key employees could harm our business.”

New heading “Any restructuring actions and cost reduction initiatives that we have undertaken or may undertake in the future may not deliver the expected results and these actions may adversely affect our business.”

New heading “Our systems and operations are vulnerable to damage or interruption from natural disasters, power losses, telecommunications failures, cybersecurity attacks, terrorist attacks, acts of war, civil unrest, geopolitical instability, pandemics or other public health crises, supply chain disruptions, human errors, break-ins and similar events.”

New heading “Our insurance may not provide adequate levels of coverage against claims.”

New heading “Because we are a “controlled company” within the meaning of the Nasdaq rules, our stockholders may not have certain corporate governance protections that are available to stockholders of companies that are not controlled companies.”

New heading “If we fail to regain and maintain compliance with Nasdaq's continued listing requirements, our Class A common stock could be delisted, which could materially adversely affect the market price and liquidity of our Class A common stock.”

New heading “The dual class structure of our common stock has the effect of concentrating voting power with Andrew Pascal, our Chairman and Chief Executive Officer, which limits investors' ability to influence the outcome of important matters, including a change in control.”

New heading “We cannot predict the impact our dual class structure may have on the stock price of our Class A common stock.”

New heading “We may issue preferred stock or additional common stock, including under the 2021 Plan and 2021 Employee Stock Purchase Plan. Any such issuances would dilute the interest of our stockholders and likely present other risks.”

New heading “Regulatory and licensing requirements may limit the ability of third parties seeking to make investments in us or acquire us.”

New heading “Additional Risks Related to Ownership of Our Class A Common Stock and Our Operation as a Public Company”

New heading “The price of our Class A common stock may be volatile.”

New heading “We do not currently pay dividends on our common stock, and as a result capital appreciation, if any, may be the sole source of gain for our stockholders.”

New heading “We have been, and in the future may be, subject to securities litigation, which could be costly and divert management's attention.”

New heading “Delaware law and our organizational documents contain certain provisions, including anti-takeover provisions, that limit the ability of stockholders to take certain actions and could delay or discourage takeover attempts that stockholders may consider favorable.”

New heading “The provisions of our Certificate of Incorporation requiring exclusive forum in the Court of Chancery of the State of Delaware for certain types of lawsuits may have the effect of discouraging lawsuits against our directors and officers.”

Largest changes (selected automatically by length and topic keywords; quoted verbatim, no commentary)

New text topics: investigation, litigation, fine, cybersecurity incident
“In the area of information security and data protection, many jurisdictions have passed laws requiring notification when there is a security breach involving personal data or requiring the adoption of minimum information security standards that are often vaguely defined and difficult to implement. Our security measures and standards may not be sufficient to protect personal information and we cannot guarantee that our security measures will prevent security breaches. …”
see in full comparison
New text topics: investigation, litigation, class action, fine
“We believe that our success depends in large part on providing secure, reliable and continuously available games to our players. Our business sometimes involves the collection, storage, processing and transmission of players’ proprietary, confidential and personal information. We also maintain certain other proprietary and confidential information relating to our business and personal information of our personnel. …”
see in full comparison
New text topics: litigation, class action, fine, penalt
“In the U.S., there are numerous federal and state privacy and data protection laws and regulations governing the collection, use, disclosure, protection, and other processing of personal information, including federal and state data privacy laws, data breach notification laws, and consumer protection laws. For example, the California Consumer Privacy Act of 2018, or CCPA, became effective on January 1, 2020 and created new privacy rights for consumers residing in the state of California. …”
see in full comparison
New text topics: investigation, litigation, fine, cybersecurity incident
“In addition, we store sensitive information, including personal information about our employees, and our games involve the storage and transmission of players’ personal information on equipment, networks, and corporate systems run by us or managed by third parties, including Apple, Alphabet (Google), Amazon, Meta Platforms and Microsoft. …”
see in full comparison
New text topics: investigation, litigation, lawsuit, class action
“Regulatory scrutiny of social casino-style games has increased in recent years amid ongoing academic, political, and regulatory discussions in the United States, Europe, Australia, and other jurisdictions regarding whether such applications should be subject to a higher level or different type of regulation than other social game applications, particularly to address concerns relating to consumer protection, minors, and individuals susceptible to addiction. …”
see in full comparison
New text topics: default, impairment, liquidity, interest rate
“Our investment portfolio consists primarily of short-term investments of our available cash. These funds have been invested with the objective of preserving capital and maintaining liquidity, and the investments generally consist of highly liquid, short-term instruments such as money market funds, corporate debt securities, U.S. government and government agency debt securities, mutual funds, certificates of deposit, and time deposits. …”
see in full comparison
Full comparison: every changed paragraph (359)

Green = added, red = removed. Unchanged paragraphs and tables are not shown. Read the complete text in the original filing.

Added

Our business faces significant risks and uncertainties. In evaluating our business, in addition to the matters discussed above under “Cautionary Note Regarding Forward-Looking Statements,” you should carefully consider the specific risks described below. If any of these risks actually occur, it could materially harm our business, financial condition, liquidity and results of operations. These risks may arise individually or in combination, and the occurrence of one risk could exacerbate the effects of others. As a result, the market price of our securities could decline. The risks and uncertainties described in this Quarterly Report on Form 10-Q are not the only risks we face. Additional risks and uncertainties that are not presently known to us, or that we currently believe to be immaterial, could also materially and adversely affect our business. The risks described below are not presented in order of importance.

Added

Risks Related to Our Business and Industry

Added

Our business will suffer if we are unable to entertain our players, develop new games, and improve the experience within our existing games.

Added

Our business depends on developing, publishing, and continuing to service casual, “free-to-play” games that players will download and spend time and money playing. We are currently focused on social casino, casual, and puzzle games, offering our games on mobile devices, including smartphones and tablets on Apple’s iOS and Google’s Android operating systems, on social networking platforms such as Facebook, and on our websites. We have devoted and we expect to continue to devote substantial resources to the research, development, analytics, and marketing of our games. Our development and marketing efforts are focused on both improving the experience within our existing games (frequently through new content and feature releases for our live services) and developing new games. We generate revenue primarily through the sale of in-game virtual currency. Our monetization model depends on players’ willingness to make discretionary purchases of virtual currency and other in-game items, and is subject to evolving regulatory scrutiny, platform policies, and consumer protection standards applicable to in-game purchases and virtual currency mechanics. For games distributed through third-party platforms, we are required to share a portion of our revenue from in-game sales with the platform providers. As a result of our focus on mobile gaming and third-party distribution platforms, platform fees and revenue share arrangements are expected to remain a significant operating expense and may increase over time. See “Risk Factors—We rely on third-party platforms such as the Apple App Store, Google Play Store, Amazon Appstore, and Facebook to make our games available to players and collect revenues generated on such platforms, and we rely on third-party payment service providers to collect revenues generated on our own platforms.” In order to achieve and maintain profitability, we need to generate sufficient revenue from our existing and new game offerings to offset our ongoing development, marketing, and operating costs.

Added

Successfully monetizing “free-to-play” games is difficult, highly competitive, and increasingly subject to regulatory, platform, and consumer scrutiny. The success of our games depends, in part, on unpredictable and volatile factors beyond our control including player preferences and spending habits, competing games, and the availability of other entertainment experiences. If our games do not meet player expectations, or if new games are not brought to market in a timely and effective manner, our ability to grow revenue and our financial performance will be negatively affected. In addition, a relatively small percentage of our players account for a disproportionate amount of our revenue, and any reduction in engagement or spending by these players could materially affect our operating results.

Added

Our ability to successfully develop games for mobile and web platforms and their ability to achieve commercial success will depend on our ability to:

Added

•effectively monetize our games;

Added

•effectively market our games to existing and new players;

Added

•achieve benefits from our player acquisition costs;

Added

•manage player acquisition costs in an environment of increasing competition and advertising platform changes;

Added

•achieve organic growth and gain player interest in our games through free or more efficient channels;

Added

•adapt to changing player preferences and spending habits;

Added

•adapt to regulatory developments, platform requirements, and consumer protection expectations affecting in-game monetization and virtual currency;

Added

•negotiate with third parties to provide our players with a diverse inventory of real-world loyalty rewards;

Added

•achieve and maintain player engagement within our games;

Added

•manage portfolio dynamics, including potential cannibalization among our own titles;

Added

•expand and enhance games after their initial release;

Added

•manage the lifecycle of our portfolio, including sustaining mature titles while introducing new content and features;

Added

•attract, retain, and motivate talented and experienced game designers, product managers, engineers, digital marketing managers, and user acquisition experts;

Added

•negotiate and manage relationships with third-party platforms;

Added

•continue to adapt to new technologies and game feature sets for an increasingly diverse set of mobile devices, including various operating systems and specifications, limited bandwidth, and varying processing power and screen sizes;

Added

•efficiently manage the development of new games and features to increase the cadence of introductions without incurring excessive costs;

Added

•maintain a quality gaming experience and retain our players;

Added

•compete successfully against a large and growing number of existing market participants;

Added

•respond effectively to emerging business models, including sweepstakes-based casino-style games and other alternative monetization formats;

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•accurately forecast the timing and expense of our operations, including game and feature development, marketing and player acquisition, player adoption, and revenue growth;

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•maintain effective data analytics capabilities in light of evolving privacy laws and platform data limitations;

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•minimize and quickly resolve bugs or outages; and

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•acquire and successfully integrate high quality mobile game assets, personnel, or companies.

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These and other uncertainties make it difficult to know whether we will succeed in continuing to develop successful games and live operations services and launch new games and features in accordance with our operating plan. If we are unable to successfully develop, launch, and operate engaging and compliant games on a sustained basis, our business, financial condition, results of operations, cash flows, and reputation could be materially adversely affected.

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If we successfully develop new games and features, they may cannibalize engagement or revenue from our existing games without expanding our overall player base or increasing total revenue.

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Although the development and launch of new games and features is important to our long-term growth strategy, new releases may draw player engagement, time, and spending away from our existing games. In addition, the introduction of new games or major feature updates may accelerate the lifecycle decline of certain mature titles, particularly if player migration is not offset by incremental monetization or acquisition of new users. We intend to leverage our existing player base and portfolio to cross-promote new games and features, which may shift player activity and spending within our portfolio rather than expanding overall engagement. If new games and game features do not grow our player base, increase the overall amount of time our players spend with our games, or generate sufficient new revenue to offset any declines from our other games, or if new games have different monetization characteristics, lower margins, or higher marketing requirements than our existing portfolio, our revenue, profitability, and operating results could be adversely affected. In addition, internal competition for development resources, marketing spend, and management focus among our titles could limit our ability to optimize performance across our portfolio.

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We believe that our players’ level of engagement with our games is partly based on playAWARDS, our real-world rewards loyalty program. If we are unable to maintain, expand or diversify our playAWARDS program, or if external factors reduce the perceived value or usability of real-world rewards, our business may suffer.

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Players accumulate loyalty points by engaging with our games, and players can exchange their loyalty points for real-world rewards through our playAWARDS program. We believe that our players’ level of engagement with our games is partly based on the perceived value of earning loyalty points and exchanging those loyalty points for real-world rewards that they can redeem at our rewards partners’ establishments. We currently offer real-world rewards relating to, among other things, dining, live entertainment shows, and hotel rooms. For example, through an agreement with MGM Resorts International, or MGM, our players are able to exchange loyalty points for, among other things, free hotel rooms, meals and show tickets for various Las Vegas properties, including ARIA, Bellagio, and MGM Grand. A meaningful portion of the perceived value of our playAWARDS program depends on a limited number of significant rewards partners, including MGM. As a result, changes in the availability, pricing, terms, or perceived attractiveness of rewards offered by one or more key partners could disproportionately affect player engagement and monetization.

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While we offer some digital rewards, many of our real-world rewards are destination based. During the COVID-19 pandemic, we observed a lower level of rewards redemption due to restrictions on the operations of rewards partners and on the ability for players to travel or attend public events, and while such restrictions have been lifted, we could experience a reduced level of rewards redemption as a result of unanticipated future circumstances that have the effect of restricting travel or the in-person attendance of public events. Similar effects could result from economic downturns, changes in consumer discretionary spending, labor disruptions at partner venues, supply constraints, geopolitical events, natural disasters, or other circumstances that reduce travel, entertainment attendance, or hospitality activity. If we are unable to expand and diversify our playAWARDS program, the perceived value of exchanging loyalty points for the real-world rewards we offer will diminish and our players may be less likely to play our games or may reduce their level of engagement with our games. Such loss of, or reduction in, players or their level of engagement with our games would cause our business, financial condition, and results of operations to suffer. The loss of MGM or other major rewards partners, a decrease in the quantity or quality of available rewards, or a significant change in the terms of our reward partner agreements, could materially diminish the appeal of our playAWARDS program to players, which could in turn reduce player engagement and monetization across our portfolio. While we offer some digital or non-destination-based rewards, expanding or shifting our rewards mix toward alternative reward types may not fully offset reduced demand for destination-based rewards or may not be perceived by players as having comparable value. If we are unable to maintain or enhance our rewards inventory, the differentiation provided by our playAWARDS program could be diminished, potentially resulting in reduced revenue and profitability.

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Our industry is highly competitive, and if we are unable to compete effectively, our business, financial condition and results of operations could be adversely affected.

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Competition in the gaming industry, especially the mobile gaming segment, is intense and subject to rapid changes, including changes from evolving player preferences and emerging technologies, including advances in artificial intelligence and machine learning. Many new games are introduced in each major industry segment (mobile, web, PC, and console) each year, but only a relatively small number of titles account for a significant portion of total revenue in each segment. While we historically competed primarily in the social casino gaming category, we now compete across multiple categories of mobile and online gaming, including social casino, promotional sweepstakes casino and casual games. Our competitors that develop mobile and web games in the social casino gaming category vary in size and offerings and include companies such as Aristocrat (including Product Madness), DoubleU, Huuuge Games, Moon Active, Playtika, SciPlay, a subsidiary of Light & Wonder, Scopely, Zynga (a subsidiary of Take-Two Interactive), and others. We also compete with operators of promotional sweepstakes casino offerings, including VGW (Chumba Casino, LuckyLand Slots and Global Poker), McLuck, WOW Vegas, High 5 Casino, CrownCoins Casino, Fortune Coins, Pulsz, Stake.us and other similar offerings, as well as new entrants to the category. In addition, there are competitors that develop mobile and web games that are not currently focused on the social casino gaming category but may move into that space and that may also impede our diversification efforts, including companies such as Activision Blizzard (owned by Microsoft Corporation and the parent company of King Digital), Electronic Arts (EA Mobile), Epic Games, Netmarble (the parent company of Jam City and Kabam), NetEase (NetEase Games), Roblox, Supercell, Take-Two Interactive Software, Vivendi (the parent company of Gameloft), and others. In addition, online game developers and distributors that are primarily focused on specific international markets, such Tencent in Asia, and high-profile companies with significant online presences that to date have not actively focused on social games, such as Apple, Alphabet (Google), Amazon, Meta Platforms and Netflix, may decide to develop social games including social casino games which may compete with our games. Some of these current and potential competitors have significant resources for developing, enhancing or acquiring additional games or gaming companies, may be able to incorporate their own strong brands and assets into their games, may have a more diversified set of revenue sources than we do and may be less severely affected by changes in player preferences, regulations or other developments that may impact our industry. In addition, platform operators and app stores, including Apple and Google, control distribution, promotion, ranking algorithms, and payment processing for mobile games. Changes to platform policies, discovery algorithms, fee structures, privacy rules, or monetization restrictions may disproportionately benefit larger competitors or negatively impact our ability to attract and retain players on cost-effective terms. Furthermore, certain competitors of our social casino games may provide real-money gambling offerings, which could negatively impact demand for our social casino games.

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There are relatively low barriers to entry to develop a mobile or online game and we expect new game competitors to enter the market and existing competitors to allocate more resources to develop and market competing games and applications. We also compete or will likely compete with a vast number of small companies and individuals who are able to create and launch games and other content for devices and platforms using relatively limited resources and with relatively limited start-up time or expertise. The proliferation of titles in these open developer channels makes it difficult for us to compete for players without substantially increasing our marketing expenses. In addition, increased competition for user acquisition channels, changes in digital advertising policies (including privacy-related restrictions), increased competition for advertising inventory, privacy-related restrictions, and the concentration of performance marketing inventory among a limited number of large technology platforms may increase our player acquisition costs and reduce the effectiveness of our marketing spend. We also face competition for the leisure time, attention, and discretionary spending of our players from other non-gaming activities, such as social media and messaging applications, personal computer and console games, virtual reality and augmented reality games, video streaming services, television, movies, sports, and the Internet. Increasing competition could result in loss of players, increasing player acquisition and retention costs, and loss of talent, all of which could harm our business, financial condition, or results of operations.

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The market for our games is characterized by rapid technological developments, frequent launches of new games and enhancements to current games, changes in player needs and behavior, disruption by innovative entrants and evolving business models and industry standards. As a result, our industry is constantly changing games and business models in order to adopt and optimize new technologies, increase cost efficiency and adapt to player preferences. Our competitors may adapt to an emerging technology or business model more quickly or effectively, developing products and games or business models that are more technologically advanced, more appealing to consumers, or both, including the use of artificial intelligence to accelerate game development, live operations, personalization, marketing or customer support. Competitors also may experiment with alternative monetization models, including hybrid real-money gaming, skill-based wagering, or reward-based structures, which could alter player expectations and reduce engagement with traditional social casino formats. The rapid growth of promotional sweepstakes casino offerings has intensified competition within the broader social casino ecosystem. These offerings may attract players through alternative promotional structures, prize redemption opportunities or other features that differ from traditional social casino games, which could reduce player engagement, monetization or user acquisition efficiency for our games. To the extent such offerings attract players seeking alternative monetization structures or prize opportunities, demand for our traditional social casino games could be adversely affected.

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Current and future competitors may also make strategic acquisitions or establish cooperative relationships among themselves or with others, including our current or future business partners or third-party software providers. By doing so, including through vertical integration of development, marketing, analytics, and platform capabilities, these competitors may increase their scale, their access to proprietary content, intellectual property, data assets or distribution channels, their ability to meet the needs of existing or prospective players, and their ability to compete for similar human resources. If we are unable to compete effectively and efficiently against our existing and future competitors, our results of operations, cash flows and financial condition would be adversely impacted.

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Our traditional social casino business has experienced declining performance, which we believe has been driven in significant part by increased competition from sweepstakes-based casino offerings, and this trend may continue or accelerate.

Added

The U.S. social casino market has experienced increasing competitive pressure in recent years, including a material shift in player engagement and spending toward games that incorporate sweepstakes-based promotional mechanics. Our traditional social casino games, which do not include sweepstakes-based features, have experienced declining performance over the past several years, consistent with broader market trends. We believe this decline has been driven in significant part by increased competition from sweepstakes-based casino offerings, together with other factors affecting the social casino market, including changing player preferences and broader competitive dynamics.

Added

Sweepstakes-based casino offerings have gained traction with players by providing gameplay mechanics that resemble traditional social casino games while offering differentiated value propositions, including the opportunity to obtain real-world prizes through promotional sweepstakes structures, alternative monetization dynamics, and different player acquisition and retention economics. As these offerings have proliferated, players may increasingly migrate away from traditional social casino games toward sweepstakes-based alternatives. This migration may reduce player engagement, monetization, and lifetime value within our traditional social casino portfolio, even if overall interest in casino-style gameplay remains strong.

Added

The competitive impact of sweepstakes-based offerings may be particularly pronounced because these products can attract players who previously engaged with traditional social casino games, including high-value and repeat players. In addition, marketing expenditures, affiliate marketing programs and digital advertising inventory across the broader social casino ecosystem has increasingly been directed toward sweepstakes-based products, which may further disadvantage traditional social casino games by increasing player acquisition costs, reducing organic discovery, and compressing returns on advertising spend. As more marketing resources are directed toward sweepstakes-based offerings, competition for digital advertising inventory and player acquisition channels may increase, making it more difficult or costly for us to attract new players to our traditional social casino games. As a result, even if we maintain or increase marketing investment in our traditional social casino games, we may be unable to offset declining demand or achieve historical levels of growth or profitability.

Added

If the shift in player preferences toward sweepstakes-based casino offerings continues or accelerates, our traditional social casino business could experience further revenue declines, reduced margins, and impairment of long-lived assets or game-related intangible assets. In addition, declining performance in our traditional social casino portfolio could limit our ability to reinvest in live operations, content updates, and marketing for those games, which could further reduce player engagement and monetization over time. While we are taking steps to respond to these market dynamics, including by developing and evaluating new products, promotional offerings and monetization strategies designed to respond to changing market conditions, there can be no assurance that these efforts will fully offset declines in our traditional social casino business or that such offerings will be successful, sustainable, or economically comparable to historical monetization models. Moreover, regulatory developments, litigation, platform policies, payment processing requirements, or other third-party restrictions applicable to sweepstakes-based mechanics could limit our ability to deploy or scale such features in ways that meaningfully mitigate the decline in traditional social casino performance.

Added

If we are unable to adapt effectively to the evolving competitive landscape or if player demand continues to shift away from traditional social casino games, our business, financial condition, results of operations, and long-term growth prospects could be materially adversely affected.

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We rely on a small portion of our total players for a substantial portion of our revenue and fluctuations in player engagement or spending could materially harm our revenue and operating results.

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Compared to all players who play our games in any period, only a small portion are paying players. As a result, a meaningful portion of our revenue is derived from a relatively small number of highly engaged players. In order to sustain and grow our revenue levels, we must attract, retain, and increase the number of paying players or more effectively monetize our players through advertising and other strategies. Spending patterns of paying players, particularly our most highly engaged players, can fluctuate significantly from period to period and are difficult to predict, To retain players, we must devote significant resources so that the games they play retain their interest and attract them to our other games. Players can easily reduce their spending or cease playing our games altogether in favor of competing entertainment options, including other social games, mobile games, or alternative forms of digital entertainment. We also organize periodic in-person events for our players and provide personal hosting services to our most engaged players. However, these initiatives involve significant costs, and there can be no assurance that they will result in increased engagement or monetization, particularly if we are unable to retain our paying players. If we fail to grow or sustain the number of our paying players, if player engagement levels decline, if the rates at which we attract and retain paying players declines, if the average amount our players pay declines, including due to changes in game mechanics, competitive dynamics, or regulatory or platform constraints, or if we fail to retain and effectively monetize the relatively small number of players that comprise our most highly engaged player tiers, our business may be negatively impacted and our financial results may suffer. Because a substantial portion of our revenue is derived from a relatively small number of highly engaged players, the loss or reduced spending of any of these players could have a disproportionate adverse effect on our business and results of operations.

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A substantial portion of our loyalty rewards and certain key intellectual property are obtained from MGM, and changes in that relationship could materially and adversely affect our business and financial results.

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Although we have a portfolio of entertainment, retail, technology, travel, leisure, and gaming brands across the globe providing rewards through our playAWARDS program, MGM historically has provided a substantial amount of such rewards, and the majority of the rewards redeemed through our playAWARDS program in recent periods (including the year ended December 31, 2025) have been offered by MGM. Under the terms of our marketing agreement and rewards agreement with MGM, MGM has discretion over the types, quantities, timing and availability of rewards and whether to make any rewards available for a particular game, and MGM may discontinue any rewards previously made available. The marketing agreement with MGM is subject to automatic renewal only if we meet specified performance criteria, and if we fail to meet those performance criteria, MGM could terminate both the marketing agreement and the rewards agreement. If we fail to meet our required performance criteria under the marketing agreement, we could also lose certain licensed intellectual property rights under the marketing agreement that are used as creative assets in certain of our games. Even absent termination or non-renewal, reductions in the scope, attractiveness, or economics of the rewards or licensed intellectual property made available by MGM could diminish the appeal of our games and loyalty offerings. We may not be able to replace MGM-provided rewards or licensed intellectual property with alternatives on comparable terms, or at all, within a reasonable timeframe. In the event that MGM offers fewer or less attractive rewards for our games or if we fail to achieve the required performance milestones and MGM decides not to renew our agreements, our business, player engagement, and financial results could be materially and adversely affected.

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We rely on third-party platforms such as the Apple App Store, Google Play Store, Amazon Appstore, and Facebook to make our games available to players and collect revenues generated on such platforms, and we rely on third-party payment service providers to collect revenues generated on our own platforms.

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We derive a significant portion of our revenue from the distribution of our games on the Apple App Store, Google Play Store, Amazon Appstore, and Facebook, and the virtual items we sell in our games are purchased using the payment processing systems of these third-party platform providers. Additionally, we have historically acquired a significant number of our players through Facebook. If we are unable to maintain a good relationship with such platform providers, if their terms and conditions or pricing change to our detriment, if we violate, or if a platform provider believes that we have violated, the terms and conditions of its platform, or if any of these platforms loses market share or falls out of favor, or is unavailable for a prolonged period of time, our business will suffer. Because a substantial portion of our revenue and player acquisition is dependent on a limited number of platform providers, any adverse action, policy change, technical disruption, or enforcement decision affecting one or more of these platforms could have a disproportionate adverse impact on our business, financial condition, and results of operations.

Added

We are subject to the standard and non-negotiated policies and terms of service/publisher agreements of third-party platforms, which govern the promotion, distribution, content, and operation generally of games on the platform. Each platform provider has broad discretion to unilaterally change and interpret its terms of service and other policies with respect to us and other developers, and those changes may be unfavorable to us. Platform providers may suspend, remove, or restrict our games or features, temporarily or permanently, with little or no advance notice, including based on their unilateral interpretation of their policies. A platform provider may also change its fee structure, add fees associated with access to and use of its platform, alter how we are able to advertise on the platform, change how the personal information of its users is made available to application developers on the platform, limit the use of personal information for advertising purposes, or restrict how players can share information with their friends on the platform or across platforms. Platform providers may enforce their policies selectively, inconsistently, or retroactively, and we may have limited or no meaningful ability to challenge or appeal such enforcement decisions, Any platform level changes could be implemented with little or no advance notice, and we may be unable to take action avert or reduce the negative impacts such changes could impose on our business. In many cases, the terms, policies, and enforcement practices of these platform providers are non-negotiable, and we have limited ability to influence their interpretation, application, or modification. As a result, we may be required to comply with changes to platform rules, technical requirements, or business practices even if such changes adversely affect our games, monetization strategies, or operating results.

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Our business could be harmed if:

Added

•the platform providers discontinue or limit our access to their platforms;

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•the platform providers suspend, delist, or remove our games or developer accounts, whether temporarily or permanently;

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•governments or private parties, such as Internet providers, impose bandwidth restrictions, increase charges, or restrict or prohibit access to those platforms;

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•the platforms increase the fees they charge us or change the ways in which their fees are determined;

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•the platforms modify their algorithms, discovery mechanisms, communication channels available to developers, respective terms of service, or other policies;

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•the platforms decline in popularity;

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Management's Discussion & Analysis (MD&A) (10-Q Part I, Item 2)

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Removed heading “Our actual results and the timing of certain events may differ significantly from the results discussed in the forward-looking statements. Factors that might cause such a discrepancy include, but are not limited to, those discussed elsewhere in this Quarterly Report on Form 10-Q, particularly in the section titled “Risk Factors” set forth in Part II, Item 1A of this Quarterly Report on Form 10-Q. All forward-looking statements in this report are based on information available to us as of the date hereof, and we assume no obligation to update any such forward-looking statements to reflect future events or circumstances, except as required by law.”

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“Our actual results and the timing of certain events may differ significantly from the results discussed in the forward-looking statements. Factors that might cause such a discrepancy include, but are not limited to, those discussed elsewhere in this Quarterly Report on Form 10-Q, particularly in the section titled “Risk Factors” set forth in Part II, Item 1A of this Quarterly Report on Form 10-Q. …”
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“Retail Value of Purchases is defined as the cumulative retail value of all rewards listed as Purchases for the period identified. The retail value of each reward listed as Purchases is the retail value as determined by the partner upon creation of the reward. In the case where the retail value of a reward adjusts depending on time of redemption, the average retail value is used. Retail Value of Purchases only include the retail value of real-world partner rewards and exclude the cost of any PLAYSTUDIOS branded merchandise. …”
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Reworded topics: liquidity

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The following discussion and analysis provide information which our management believes is relevantintended to anassist assessmentreaders andin understanding of our condensed consolidated results of operationsoperations, financial condition and financial condition. The discussionliquidity and analysis should be read in conjunction with the accompanying unaudited condensed consolidated financial statements and related notes theretoincluded containedelsewhere in this Quarterly Report on Form 10-Q. This discussion contains forward-looking statements andthat involves numerousinvolve risks and uncertainties,uncertainties. including,See but"Cautionary notNote limitedRegarding to,Forward-Looking thoseStatements" describedand inPart theII, “Item 1A, "Risk Factors”Factors," sectionfor a discussion of thisimportant Quarterlyfactors Reportthat oncould Formcause 10-Q. Actualactual results mayto differ materially from those containedanticipated in anythese forward-looking statements. Unless the context otherwise requires, references to “we”,"we," “us”,"us," “our”,"our," and “"the Company”" are intendedrefer to mean the business and operations of PLAYSTUDIOS, Inc. and its consolidated subsidiaries.
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“Retail Value of Purchases”
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New text topics: restructuring
“Restructuring expenses increased by $8.0 million to $9.4 million during the six months ended June 30, 2026 compared to $1.4 million during the six months ended June 30, 2025. The increase was primarily due to increases in internal reorganization costs of $5.3 million, costs related to various merger and acquisition opportunities of $1.4 million, non-recurring legal expense of $1.2 million, and other restructuring activities of $0.1 million.”
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Reworded topics: restructuring

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Restructuring expenses increased by $3.3$4.7 million to $4.7$4.8 million during the three months ended MarchJune 31,30, 2026 compared to $1.3$0.1 million during the three months ended MarchJune 31,30, 2025. The increase was primarily due to increases in internal reorganization costs of $2.3$3.0 million, non-recurring legal expense of $1.6 million, and costs related to various merger and acquisition opportunities of $1.2 million, and other restructuring costs of $0.2$0.1 million. This was offset by a decrease in non-recurring legal expense of $0.4 million.
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The following discussion and analysis provide information which our management believes is relevantintended to anassist assessmentreaders andin understanding of our condensed consolidated results of operationsoperations, financial condition and financial condition. The discussionliquidity and analysis should be read in conjunction with the accompanying unaudited condensed consolidated financial statements and related notes theretoincluded containedelsewhere in this Quarterly Report on Form 10-Q. This discussion contains forward-looking statements andthat involves numerousinvolve risks and uncertainties,uncertainties. including,See but"Cautionary notNote limitedRegarding to,Forward-Looking thoseStatements" describedand inPart theII, “Item 1A, "Risk Factors”Factors," sectionfor a discussion of thisimportant Quarterlyfactors Reportthat oncould Formcause 10-Q. Actualactual results mayto differ materially from those containedanticipated in anythese forward-looking statements. Unless the context otherwise requires, references to “we”,"we," “us”,"us," “our”,"our," and “"the Company”" are intendedrefer to mean the business and operations of PLAYSTUDIOS, Inc. and its consolidated subsidiaries.

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Our actual results and the timing of certain events may differ significantly from the results discussed in the forward-looking statements. Factors that might cause such a discrepancy include, but are not limited to, those discussed elsewhere in this Quarterly Report on Form 10-Q, particularly in the section titled “Risk Factors” set forth in Part II, Item 1A of this Quarterly Report on Form 10-Q. All forward-looking statements in this report are based on information available to us as of the date hereof, and we assume no obligation to update any such forward-looking statements to reflect future events or circumstances, except as required by law.

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Retail Value of Purchases

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Retail Value of Purchases is defined as the cumulative retail value of all rewards listed as Purchases for the period identified. The retail value of each reward listed as Purchases is the retail value as determined by the partner upon creation of the reward. In the case where the retail value of a reward adjusts depending on time of redemption, the average retail value is used. Retail Value of Purchases only include the retail value of real-world partner rewards and exclude the cost of any PLAYSTUDIOS branded merchandise. Retail values are based on partner-provided estimates and may not reflect actual market prices, realized redemption value, or player experience. Retail value also does not represent revenue recognized by the Company. We use Retail Value of Purchases to help us understand the real-world value of the rewards that are purchased by our players during a particular period.

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Comparison of the three and six months ended MarchJune 31,30, 2026 versus the three and six months ended MarchJune 31,30, 2025

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The following table summarizes our consolidated results of operations for the three and six months ended MarchJune 31,30, 2026 and 2025 (in thousands, except percentages):

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playGAMES

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Net revenue decreased $4.7$4.9 million, or (7.58.3)%, to $57.9$54.2 million during the three months ended MarchJune 31,30, 2026 compared to $62.6$59.1 million during the three months ended MarchJune 31,30, 2025. The decrease was due to a $6.0$6.1 million decrease in virtual currency revenue primarily driven by decreases in DPU within certain games, which was partially offset by increased revenue due to our new growth initiatives and a $1.3$1.2 million increase in advertising revenue.

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Net revenue decreased $9.6 million, or (7.9)%, to $112.1 million during the six months ended June 30, 2026 compared to $121.7 million during the six months ended June 30, 2025. The decrease was due to a $12.1 million decrease in virtual currency revenue primarily driven by decreases in DPU within certain games, which was partially offset by increased revenue due to our new growth initiatives and a $2.5 million increase in advertising revenue.

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playAWARDS

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Net revenue increased $0.4$0.6 million during the three months ended MarchJune 31,30, 2026 compared to the same period in prior year. The key performance indicators presented above are used by management to assess the playAWARDS segment's operating performance, however, are not indicative revenue metrics.

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Net revenue increased $1.0 million during the six months ended June 30, 2026 compared to the same period in prior year. The key performance indicators presented above are used by management to assess the playAWARDS segment's operating performance, however, are not indicative revenue metrics.

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Cost of revenue decreased by $3.7 million to $12.0$10.8 million during the three months ended MarchJune 31,30, 2026 compared to $15.8$14.6 million during the three months ended MarchJune 31,30, 2025. The decrease was primarily related to a decrease in virtual currency revenue. As a percentage of revenue, cost of revenue decreased from 25.2%24.5% for the three months ended MarchJune 31,30, 2025 to 20.6%19.7% for the three months ended MarchJune 31,30, 2026 due to an increase in direct to consumer revenue, which incur lower processing fees.

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Cost of revenue decreased by $7.5 million to $22.9 million during the six months ended June 30, 2026 compared to $30.3 million during the six months ended June 30, 2025. The decrease was primarily related to a decrease in virtual currency revenue. As a percentage of revenue, cost of revenue decreased from 24.9% for the six months ended June 30, 2025 to 20.2% for the six months ended June 30, 2026 due to an increase in direct to consumer revenue, which incur lower processing fees.

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Selling and marketing expenses increased by $7.9$2.2 million to $21.0$15.3 million during the three months ended MarchJune 31,30, 2026 compared to $13.2$13.1 million during the three months ended MarchJune 31,30, 2025. The increase was primarily due to increases in user acquisition expense of $6.5$2.7 millionmillion, which is attributable to the Company's investment in our growth initiatives, employeeand costsstock compensation of $0.5$0.2 million,million. andThis was offset by a decrease of brand and other marketing expense of $0.9$0.7 million.

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Selling and marketing expenses increased by $10.1 million to $36.3 million during the six months ended June 30, 2026 compared to $26.3 million during the six months ended June 30, 2025. The increase was primarily due to increases in user acquisition expense of $9.3 million, which is attributable to the Company's investment in our growth initiatives, stock compensation of $0.3 million, outside services of $0.3 million, and brand and other marketing expense of $0.2 million.

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Research and development expenses increased by $1.1$0.9 million to $14.7$15.1 million during the three months ended MarchJune 31,30, 2026 compared to $13.7$14.2 million during the three months ended MarchJune 31,30, 2025. The increase was primarily due to increases in employee costs of $1.1$0.9 million and other research and development expense of $0.7$0.6 million. This was offset by a decrease of stock compensation of $0.7$0.6 million.

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Research and development expenses increased by $2.0 million to $29.9 million during the six months ended June 30, 2026 compared to $27.9 million during the six months ended June 30, 2025. The increase was primarily due to increases in employee costs of $2.0 million, information technology expense of $0.6 million, facilities expense of $0.5 million, and other research and development expense of $0.2 million. This was offset by a decrease of stock compensation of $1.3 million.

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General and administrative expenses decreased by $2.4$2.6 million to $9.4$8.8 million during the three months ended MarchJune 31,30, 2026 compared to $11.9$11.3 million during the three months ended MarchJune 31,30, 2025. The decrease is primarily due to decreases in stock compensation of $1.3$1.9 million, a charitable donation of $0.3 million,million and other general and administrative cost of $0.8$0.7 million.

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General and administrative expenses decreased by $5.0 million to $18.2 million during the six months ended June 30, 2026 compared to $23.2 million during the six months ended June 30, 2025. The decrease is primarily due to decreases in stock compensation of $3.2 million, a charitable donation of $0.3 million, information technology expense of $0.3 million, facilities expense of $0.3 million, and other general and administrative costs of $0.9 million.

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Depreciation and amortization expenses increased by $0.2 million to $9.8$9.7 million during the three months ended MarchJune 31,30, 2026 compared to $9.6$9.5 million during the three months ended MarchJune 31,30, 2025.

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Depreciation and amortization expenses increased by $0.4 million to $19.5 million during the six months ended June 30, 2026 compared to $19.2 million during the six months ended June 30, 2025.

Reworded

Restructuring expenses increased by $3.3$4.7 million to $4.7$4.8 million during the three months ended MarchJune 31,30, 2026 compared to $1.3$0.1 million during the three months ended MarchJune 31,30, 2025. The increase was primarily due to increases in internal reorganization costs of $2.3$3.0 million, non-recurring legal expense of $1.6 million, and costs related to various merger and acquisition opportunities of $1.2 million, and other restructuring costs of $0.2$0.1 million. This was offset by a decrease in non-recurring legal expense of $0.4 million.

Added

Restructuring expenses increased by $8.0 million to $9.4 million during the six months ended June 30, 2026 compared to $1.4 million during the six months ended June 30, 2025. The increase was primarily due to increases in internal reorganization costs of $5.3 million, costs related to various merger and acquisition opportunities of $1.4 million, non-recurring legal expense of $1.2 million, and other restructuring activities of $0.1 million.

Reworded

Other (Loss) Income, Net

Reworded

The change in fair value of warrant liabilities is related to the warrants discussed in Note 10—Accrued and Other Current Liabilities to our condensed consolidated financial statements herein. The change in fair value of contingent consideration is related to the Pixode Acquisition discussed in Note 7—Fair Value Measurement. Interest income, net is related to interest earned on cash and cash equivalents offset by fees and expenses associated with the Credit Agreement as discussed in Note 12—Long-Term Debt to our condensed consolidated financial statements herein. Other (loss) income primarily relates to gains or (losses) from equity investments andinvestments, gains or (losses) from foreign currency transactions with our foreign subsidiaries.subsidiaries, and the change in fair value of warrant liabilities is related to the warrants discussed in Note 10—Accrued and Other Current Liabilities to our condensed consolidated financial statements herein.

Reworded

Provision for income taxes resulted in a tax expense of $0.6$1.5 million for the three months ended MarchJune 31,30, 2026, compared to a tax expense of $0.3$0.2 million for the three months ended MarchJune 31,30, 2025.

Added

Provision for income taxes resulted in a tax expense of $2.1 million for the six months ended June 30, 2026, compared to a tax expense of $0.6 million for the six months ended June 30, 2025.

Reworded

Comparison of the three and six months ended MarchJune 31,30, 2026 versus the three and six months ended MarchJune 31,30, 2025

Reworded

playGAMES playGAMES AEBITDA was $8.7$11.5 million for the three months ended MarchJune 31,30, 2026 compared to $18.3$16.5 million for the three months ended MarchJune 31,30, 2025, a decrease of $9.6$5.0 million. playGAMES AEBITDA margin was 15.0%21.2% for the three months ended MarchJune 31,30, 2026 compared to 29.3%27.9% for the three months ended MarchJune 31,30, 2025. The decrease to playGAMES AEBITDA was a result of decreased virtual currency revenuerevenue, primarily driven by decreases in DPUDPU, and an increase of user acquisition expense. This was partially offset by an increase in direct-to-consumer sales which incurs lower processing fees, driving a reduction in cost of sales, as well as an increase of revenue related to the launch of Tetris Block Party.sales.

Added

playGAMES AEBITDA was $20.1 million for the six months ended June 30, 2026 compared to $34.8 million for the six months ended June 30, 2025, a decrease of $14.6 million. playGAMES AEBITDA margin was 18.0% for the six months ended June 30, 2026 compared to 28.6% for the six months ended June 30, 2025. The decrease to playGAMES AEBITDA was a result of decreased virtual currency revenue, primarily driven by decreases in DPU, and an increase of user acquisition expense. This was partially offset by an increase in direct-to-consumer sales which incurs lower processing fees, driving a reduction in cost of sales.

Reworded

playAWARDS playAWARDS AEBITDA was $(1.50.9) million for the three months ended MarchJune 31,30, 2026 compared to $(2.32.4) million for the three months ended MarchJune 31,30, 2025. The increase in AEBITDA can be attributed to an increase in revenue and a decrease in employee and other costs.

Added

playAWARDS AEBITDA was $(2.4) million for the six months ended June 30, 2026 compared to $(4.7) million for the six months ended June 30, 2025. The increase in AEBITDA can be attributed to an increase in revenue and a decrease in employee and other costs.

Reworded

(1)Amounts reported during the three and six months ended MarchJune 31,30, 2026 and MarchJune 31,30, 2025 relate to internal reorganization costs, including severance-related costs, fees related to evaluating various merger and acquisition opportunities, and non-recurring legal costs.

Reworded

(2)Amounts reported in “Other, net” include the change in fair value of the Warrants, interest expense, interest income, gains/losses from equity investments, foreign currency gains/losses, and non-cash gains/losses on the disposal of assets.

Reworded

As of MarchJune 31,30, 2026, we had cash and cash equivalents of $103.7$102.7 million, which consisted of cash on hand and money market mutual funds. As of MarchJune 31,30, 2026 we had restricted cash of $0.6 million. Historically, we have funded our operations, including capital expenditures, primarily through cash flow from operating activities. We believe that our existing cash and cash equivalents, and cash generated from operations, will be sufficient to fund our operations and capital expenditures for at least the next twelve (12) months. However, we intend to continue to make significant investments to support our business growth and may require additional funds to respond to business challenges, including the need to develop new games and features or enhance our existing games, improve our operating infrastructure, or acquire complementary businesses, personnel and technologies. Accordingly, we may need to engage in equity or debt financing to secure additional funds or we may decide to do so opportunistically.

Added

As of June 30, 2026, we were not a party to any revolving credit facility or other committed long-term borrowing arrangement.

Removed

As of March 31, 2026, we do not have any outstanding amounts under the Credit Agreement.

Reworded

During the threesix months ended MarchJune 31,30, 2026, operating activities provided $3.7$9.4 million of net cash as compared to $3.3$16.9 million during the threesix months ended MarchJune 31,30, 2025. The increasedecrease in cash provided from operating activities was primarily due to a favorable changedecrease in operatingrevenue, assetsprimarily anddriven liabilitiesby due to timing fluctuationsdecreases in payables being paid.DPU.

Reworded

During the threesix months ended MarchJune 31,30, 2026, investing activities used $4.1$8.0 million of net cash as compared to $3.6$8.0 million during the threesix months ended MarchJune 31,30, 2025. The change in cash used in investing activities was due to increased additions to internal-use software during the three months ended March 31, 2026.

Reworded

During the threesix months ended MarchJune 31,30, 2026, financing activities used $0.7$3.5 million of net cash as compared to $2.5$7.0 million during the threesix months ended MarchJune 31,30, 2025. The change in cash used in financing activities was due to $1.6$1.9 million less in share repurchasesrepurchases, and $0.4$1.0 million less in payments made for tax withholding on stock-based compensation.compensation, and $0.7 million less in payments for minimum guarantee liabilities.

Reworded

As of MarchJune 31,30, 2026, there had been no material changes to our aggregated indebtedness and other contractual obligations previously reported in our 2025 Annual Report on Form 10-K filed on March 16, 2026 and amended on Form 10-K/A filed on April 3, 2026.

MYPS insider buying and selling (Form 4)

Since 2026-04-11, insiders reported open-market purchases in 0 Form 4 filings and open-market sales in 0 filings. Totals add up every open-market (code P and S) line in those filings, using the prices reported in the filings. Awards, option exercises, tax withholding and gifts are listed below but not counted.

Trade dateInsiderTransactionSharesPriceValueOwned afterFiling
2026-07-16Zanella Steven J
Director
Grant/award 120,000— —364,992 SEC
2026-07-16Horowitz Hyman Joseph
Director
Grant/award 120,000— —364,992 SEC
2026-07-16Krikorian Jason
Director
Grant/award 120,000— —364,992 SEC
2026-07-16Mencher Judy K
Director
Grant/award 120,000— —364,992 SEC
2026-05-18Peterson Scott Edward
Chief Financial Officer
Other 25,271— —121,219 SEC
2026-05-18Peterson Scott Edward
Chief Financial Officer
Other 25,271— —75,812 SEC
2026-05-18Peterson Scott Edward
Chief Financial Officer
Other 75,812— —0 SEC
2026-05-18Peterson Scott Edward
Chief Financial Officer
Other 75,812— —427,954 SEC
2026-05-15Peterson Scott Edward
Chief Financial Officer
Shares withheld for tax 65,584$0.49 $32.1K101,083 SEC
2026-05-15Peterson Scott Edward
Chief Financial Officer
Option exercise 166,667— —166,667 SEC
2026-05-15Agena Joel
General Counsel
Option exercise 83,334— —128,750 SEC
2026-05-15Agena Joel
General Counsel
Shares withheld for tax 35,709$0.49 $17.5K93,041 SEC

Well-known investors holding MYPS (13F)

InvestorQuarterSharesReported value% of their 13FChange vs prior quarter
Renaissance Technologies CLASS A COM2026-06-30927,931$463.0K0.0%Added 52%
AQR Capital Management (Cliff Asness) CLASS A COM2026-06-30904,332$451.3K0.0%Added 191%
Millennium Management (Israel Englander) CLASS A COM2026-06-30793,473$395.9K0.0%New position
Citadel Advisors (Ken Griffin) CLASS A COM2026-06-30412,684$205.9K0.0%New position
Two Sigma Investments CLASS A COM2026-06-30172,500$86.1K0.0%Reduced 5%
D. E. Shaw & Co. CLASS A COM2026-06-3089,007$44.4K0.0%Reduced 46%
Point72 Asset Management (Steve Cohen) CLASS A COM2026-06-3048,067$24.0K0.0%New position

13F reports are filed up to 45 days after quarter end and show long U.S. equity positions only; options positions are omitted here.

Coming soon: email alerts when MYPS files, watchlists and downloadable comparisons.