ITEM 2. MANAGEMENT’S DISCUSSION AND ANALYSIS OF FINANCIAL
CONDITION AND RESULTS OF OPERATIONS
Forward Looking Statements
The following discussion
and analysis of our financial condition and results of operations should be read in conjunction with our financial statements and
related notes appearing elsewhere in this Quarterly Report on Form 10-Q, or Report.
The information
in this discussion and elsewhere in this Report contains forward-looking statements within the meaning of Section 27A of the Securities
Act of 1933, as amended (the “Securities Act”), and Section 21E of the Securities Exchange Act of 1934, as amended
(the “Exchange Act”). Such statements are based upon current expectations that involve risks and uncertainties. Any
statements contained herein that are not statements of historical fact may be deemed to be forward-looking statements. For example,
the words “may,” “will,” “believe,” “anticipate,” “plan,” “expect,”
“intend,” “could,” “estimate,” “continue” and similar expressions or variations
identify forward-looking statements.
Although we believe
that we have a reasonable basis for each forward-looking statement contained in this Report, we caution you that these statements
are based on a combination of facts and factors currently known by us and our projections of the future, about which we cannot
be certain. We caution you that forward-looking statements are not guarantees of future performance and that our actual results
of operations, financial condition and liquidity, and the development of the industry in which we operate may differ materially
from the forward-looking statements contained in this Report. Factors that might cause such a discrepancy include, but are not
limited to:
|
·
|
Our failure to develop or acquire and publish new Apps that achieve market acceptance or we do not continue to enhance our
existing Apps.
|
|
·
|
Our inability to maintain a good relationship with the markets where our Apps are distributed.
|
|
·
|
Our inability to keep pace with technological changes and market conditions in the Apps industry.
|
|
·
|
Our inability to compete against a wide range of companies that market Apps, many of which have significantly greater resources
than we do.
|
|
·
|
Our ability to obtain financing as and when needed on acceptable terms.
|
We caution readers
not to place undue reliance on any forward-looking statements made by us, which speak only as of the date they are made. We disclaim
any obligation, except as specifically required by law and the rules of the Securities and Exchange Commission, to publicly update
or revise any such statements to reflect any change in our expectations or in events, conditions or circumstances on which any
such statements may be based, or that may affect the likelihood that actual results will differ from those set forth in the forward-looking
statements.
Overview
AppSoft Technologies,
Inc., a Nevada corporation organized on March 24, 2015 (“we,” “us,” or the “Company”), develops,
publishes and markets mobile software applications for smartphones and tablet devices (“Apps”). Our Apps titles include
games designed to appeal to a broad cross section of consumers and legal-related Apps that provide compilations of federal and
state laws and regulations across a variety of legal disciplines and digests of court decisions rendered by federal courts that
are directed to legal professionals. We offer all of our game titles in both a free advertisement-supported version and a paid
version that does not display ads. We believe that the ad supported versions allow for wider dissemination of our titles to consumers
who might not otherwise spend money for an App without first playing the game.
We
market, sell and distribute our games through direct-to-consumer digital storefronts, which currently comprises Apple’s App
Store and the Google Play Store. We currently or expect to advertise our Apps through the digital storefronts, our own website,
social media, such as Facebook and LinkedIn, through mobile ad networks and search engine optimization, or SEO, tools.
We are developing and
acquiring new Apps to expand our existing product offerings. We rely on third party designers, developers and programs to develop
new Apps. We also solicit ideas for new titles from unrelated parties. We evaluate prospects based on a variety of factors. If
we conclude that a particular prospect is worth pursuing, we may fund the development of the App through launch and beyond. We
expect to release several new Apps during 2017, assuming we are able to obtain adequate funding to complete the development of
these Apps.
We
currently derive our revenue primarily from
sales, or downloads, of our Apps and from advertisements published on our ad
supported game titles. Over the course of 2017, we expect to generate revenue from
the sale
of software titles that we develop for own account, that are developed by third-parties which we acquired, or that have been developed
for our benefit. Operating margins are dependent in part upon our ability to release new, commercially successful products and
to manage effectively their development costs.
Over the last several
years, mobile devices, including smartphone and tablets, have proliferated extensively around the world across a wide range of
demographic groups. The Apps industry has experienced corresponding growth in the number of downloads, the number and types of
Apps published. We believe that there will continue to be an increase in the number of smartphones and tablets sold. In addition,
technological advances to these devices, including more powerful smartphones and tablets with larger screens provide a platform
for more diverse Apps and make games more fun and visually appealing. We believe that technological developments will continue
to drive growth in our industry for the foreseeable future.
History
We were organized in
the State of Nevada in March 2015. In April 2015, we concluded a transaction in which we issued 2,000,000 shares of our Series
A Preferred Stock in exchange for the sum of $50,000 and the portfolio comprising over 400 Apps titles.
We completed updating
our legal Apps during 2016 and many of these Apps are among the most downloaded Apps on Google Play providing access to federal
and state laws and regulations.
On
June 30, 2016, we closed our initial public offering of common stock, which we refer to throughout this Report as our IPO. In our
IPO, we registered 1,000,000 shares of common stock for sale at a price of $0.50 per share and sold 252,500 shares of common stock
to the public for an aggregate offering price of $126,250.
Growth Strategies and Outlook
Our principal growth
strategy entails developing and acquiring new Apps to supplement our existing Apps portfolio. Our primary focus will be to release
new game titles. We are developing a pipeline of independent game designers, developers and programmers who provide us with new
ideas and titles to publish. We also are soliciting new games and concepts that we may acquire from third parties. We will seek
to develop and publish free-to-play games. Free-to-play games are games that a player can download and play for free, but which
allow players to access a variety of additional content and features for a fee, through “in-app purchases” utilizing
virtual currency they may be purchased through digital storefronts, and to engage with various advertisements and offers that generate
revenues for us.
We may seek to acquire franchises around which we develop games, including
movies, television programs, toys and other cultural phenomena that lend themselves to gamification.
During 2016, we purchased
an eSports tournament platform and the related software, trademarks and trade names; and other intellectual property. When we took
control of these assets, they were fully developed and ready for live launch. Since the acquisition date, we have improved them
by tailoring them towards our unique competitive strategy.
eSports (also known
as electronic sports, competitive (video) gaming, professional (video) gaming, or pro gaming) are a form of competition that is
facilitated by electronic systems, particularly video games; the input of players and teams as well as the output of the eSports
system are mediated by human-computer interfaces. Most commonly, eSports take the form of organized, multiplayer video game competitions,
particularly between professional players. The most common video game genres associated with eSports are real-time strategy, fighting,
first-person shooter (FPS), and multiplayer online battle arena. Tournaments such as The International, the League of Legends World
Championship, the Battle.net World Championship Series, the Evolution Championship Series, and the Intel Extreme Masters provide
live broadcasts of the competition, and prize money and salaries to competitors.
eSports have become
popular worldwide, not only with participants but also with fans who watch them online and in public spaces, including arenas.
According to Statista, an online statistics gathering and dissemination portal, during 2015, there were 162 million frequent viewers
and 161 occasional viewers of eSports worldwide. During 2014, “Newzoo Esports” reported that eSports revenue, which
comprises media rights, merchandise, tickets, advertising, sponsorship and game publisher fees, was $194 million, which climbed
to $325 million in 2015 and which Newzoo estimates could grow to and over $1.1 billion in 2019, which would represent a compound
annual growth rate of 42.2% from 2014 through 2019.
Our App will provide
eSports players with an easy-to-use platform that provides fair, transparent, and prompt payouts for prize tournaments. We will
differentiate our product from competing platforms by focusing on casual games and mobile games. We also expect to focus on direct
integrations with existing game publishers enabling them to offer prize tournaments to their existing player base.
During 2016, we acquired
a suite of concepts, artwork, story lines and related computer software in connection with a computer game titled “CryptoGene,”
for mobile application. CryptoGene represents a potential franchise that we can develop and roll out over multiple platforms, including
as an App and video game version, graphic novels and other print and audio-visual media. This is a long-term project that will
require significant capital and personnel resources.
Also during 2016, we
acquired a product, which we call “GoDex”, is a Pokémon Go companion app for iOS and Android. The App uses sophisticated
image recognition that will enable users to take screenshots of their Pokémon and have GoDex calculate its statistic, IV
percentage, combat power calculations, and other statistics that players deem relevant to the Pokémon experience. The App
also will provide users to send and receive in-App messages to and from team mates within a 10-kilometer radius. As GoDex develops,
we expect that it will become a “one-stop-shop” for all Pokémon Go related tools.
Since its release in
July 2016, it is estimated that Pokémon GO has enjoyed 500 million downloads with 20 million daily active users and that
revenues are estimated to be $2 million per day. During 2016, Pokémon Go generated an estimated $950 million in revenues
according to a report by market researcher App Annie. Our App will seek to take advantage of this active market
Our
ability to pursue and achieve our objectives is predicated on our receipt of meaningful revenue from sales of our existing Apps
and those we may release in the future and from our ability to raise capital from outside sources.
Our revenues will depend
significantly on growth in the mobile games market and our ability to develop or acquire and publish Apps that are well received
by consumers. In addition, because our products are purchased with disposable income, our success is dependent on the overall strength
of the economy in the United States. We expect to invest resources in research and development, analytics and marketing to introduce
new Apps and continue to update our existing Apps, and to the extent that Apps into which we have invested significant capital
are not successful, our business and financial condition could be harmed. We operate in an environment that is extremely competitive
for users against a continually increasing number of developers, many of which are significantly larger than us and have other
competitive advantages. We expect to allocate a material portion of our operating revenue and capital that we receive to sales
and marketing initiatives in connection with the launch and promotion of our games in an effort to drive sales.
Our revenues further
depend on maintaining our continued good relationship with the digital storefront operators, primarily Apple and Google, each of
which could unilaterally alter their terms of service in ways that could harm our business.
Our ability to achieve
and sustain profitability will depend not only on our ability to grow our revenues, but also on our ability to manage our operating
expenses. Currently, we have one full-time employee, who receives compensation when and as determined by the board of directors.
For the foreseeable further, we expect to utilize the services of independent contractors and consultants, who we believe are readily
available for our purposes, in order to manage our personnel costs. We also will continue to maintain a virtual office as long
as our operations permit to contain our office space overhead.
During fiscal 2018,
our growth has been constrained by our lack of capital. We require additional capital to fund the development of Apps in process
that we have developed internally or acquired from third parties. We also require capital to fund marketing initiatives for our
existing products and to launch and market Apps in development. We cannot be sure that the additional capital we require will be
available on acceptable terms or at all. If adequate funds are not available on acceptable terms or at all, we may be unable to
develop or enhance our services and products, take advantage of future opportunities, repay debt obligations as they become due,
or respond to competitive pressures, any of which would have a material adverse effect on our business, prospects, financial condition,
and results of operations.
Results of Operations for the Three
Months Ended June 30, 2018 Compared to the Three Months Ended June 30, 2017 (unaudited)
The following table
presents our results of operations for the three months ended June 30, 2018 and 2017:
|
|
Three Months Ended June 30,
|
|
|
|
2018
|
|
|
2017
|
|
Revenue
|
|
$
|
206
|
|
|
$
|
286
|
|
|
|
|
|
|
|
|
|
|
Expenses
|
|
|
|
|
|
|
|
|
Selling, General and Administrative
|
|
|
6,862
|
|
|
|
29,238
|
|
Depreciation/Amortization Expense
|
|
|
5,604
|
|
|
|
5,604
|
|
Interest Expense
|
|
|
602
|
|
|
|
352
|
|
Outside Services
|
|
|
3,400
|
|
|
|
15,300
|
|
Outside Services – Stock for Services
|
|
|
-
|
|
|
|
52,500
|
|
Professional Fees
|
|
|
18,405
|
|
|
|
2,864
|
|
Total Expenses
|
|
|
34,843
|
|
|
|
105,858
|
|
Net Loss
|
|
$
|
(34,637
|
)
|
|
$
|
(105,572
|
)
|
Revenues
We recorded revenue
during the quarter ended June 30, 2018 period of $286 comprising revenues generated from downloads of our Apps and in-App advertising
revenues, compared to revenue of $491 during the 2017 period. The decline in revenue is a result of inability to advertise our
products for lack of cash.
Expenses
Selling, General and Administrative
,
or SGA, expenses consist of expenses relating to, among other things, web hosting and email hosting costs, rent for our virtual
office, and other general and administrative expenses. During the quarter ended June 30, 2018, our SGA expenses were $6,962, as
compared to SGA expenses of $29,2385 during the 2017 period.
Depreciation and Amortization
Expense.
For the three months ended June 30, 2018, we recorded depreciation of $5,604 relating certain computer equipment purchased
in July 2016, as compared with to depreciation expense of $104 recorded during the 2017 period. For the three months ended June
30, 2018 and 2017, we recorded amortization of our Apps, which we amortize over a five-year period, of $5,500.
Interest Expense
is attributable
to interest accrued on promissory notes outstanding during the relevant periods. During the three months ended June 30, 2018, interest
expenses were $602, as compared to $352 for the 2017 period.
Outside Services
represents
the amount we paid to third party developers and software designers in connection with the Company’s Apps. During the quarter
ended June 30, 2018, we paid our third-party developers and software designers an aggregate of $3,400, as compared to payments
of $15,300 made during the 2017 period. We continue to require these services of these third-party service providers but did not
have sufficient cash to engage them at the levels necessary to develop our products. We expect that at such time as the cash is
available, we will expend additional resources on these service providers.
Outside Services - Stock
for Services
represents shares of common stock issued in consideration for services rendered. During the quarter ended June
30, 2018, we did not pay any third-party developers or software designers in stock. During the quarter ended June 30, 2017, we
paid to two consultants for services rendered and to be rendered to the Company in connection with the development and maintenance
of our Apps in common stock valued at $52,500.
Professional Fees
consist
of amounts paid to our third-party professionals for services rendered during the quarter. During the quarter ended June 30, 2018,
we recorded expenses for professional fees of $9.655 as compared to $2,864 during the 2017 period.
Net Loss
During the quarter
ended June 30, 2018, we had a net loss of $25,917, which represents the difference between our total expenses of $26,123 partially
offset by our revenue of $206, as compared to a net loss of $105,572, which represents the difference between our total expenses
of $105,858 partially offset by our revenue of $286.
Results of Operations for the Six Months
Ended June 30, 2018 Compared to the Six Months Ended June 30, 2017
The following table
presents our results of operations for the six months ended June 30, 2018 compared to the six months ended June 30, 2017:
|
|
Six Months Ended
June 30,
|
|
|
|
2018
|
|
|
2017
|
|
Revenue
|
|
$
|
206
|
|
|
$
|
553
|
|
|
|
|
|
|
|
|
|
|
Expenses
|
|
|
|
|
|
|
|
|
Selling, General and Administrative
|
|
|
7,468
|
|
|
|
34,577
|
|
Amortization/Depreciation Expense
|
|
|
11,208
|
|
|
|
11,208
|
|
Interest Expense
|
|
|
1,104
|
|
|
|
459
|
|
Outside Services
|
|
|
3,400
|
|
|
|
15,300
|
|
Outside Services – Stock for Services
|
|
|
-
|
|
|
|
52,500
|
|
Professional Fees
|
|
|
24,945
|
|
|
|
3,608
|
|
Total Expenses
|
|
|
48,125
|
|
|
|
117,652
|
|
Net Loss
|
|
$
|
(47,919
|
)
|
|
$
|
(117,099
|
)
|
Revenues
During the six months
ended June 30, 2018, we recorded revenue of $206 comprising revenues generated from downloads of our Apps and in-App advertising
revenues, compared to revenue of $553 during the 2017 period.
Expenses
Selling, General and Administrative
,
or SGA, expenses consist of expenses relating to, among other things, web hosting and email hosting costs, rent for our virtual
office, and other general and administrative expenses. During the six months ended June 30, 2018, our SGA expenses were $7,468,
as compared to SGA expenses of $34,577 during the 2017 period.
Depreciation and Amortization
Expense.
For the three months ended June 30, 2018 and 2017, we recorded depreciation expense of $208. For the six months ended
June 30, 2018 and 2017, we recorded amortization of our Apps, which we amortize over a five-year period, of $11,000, as compared
to amortization expenses of $11,000 during the 2017 period.
Interest Expense
is attributable
to interest accrued on promissory notes outstanding during the relevant periods. During the six months ended June 30, 2018, interest
expenses were $1,134, as compared to $459 for the 2017 period.
Outside Services
represents
the amount we paid to third party developers and software designers in connection with the Company’s Apps. During the six
months ended June 30, 2018, we paid $3,400 to our third-party developers and software designers, as compared to $15,300 during
the 2017 period. We continue to require these services of these third-party service providers but did not have sufficient cash
to engage them at the levels necessary to develop our products. We expect that at such time as the cash is available, we will expend
additional resources on these service providers.
Outside Services - Stock
for Services
represents shares of common stock issued in consideration for services rendered. During the six months ended June
30, 2018, we did not pay any third-party developers or software designers in stock. During the six months ended June 30, 2017,
we paid to two consultants for services rendered and to be rendered to the Company in connection with the development and maintenance
of our Apps in common stock valued at $52,500.
Professional Fees
consist
of amounts paid to our third-party professionals for services rendered during the quarter. During the six months ended June 30,
2018, we recorded expenses for professional fees of $16,195, as compared to professional fees of $3,608 paid during the 2017 period.
During the 2018 period, we paid certain accrued fees too our professionals, which accounts for the increase in the amount or professional
fees recorded.
Net Loss
During the six months
ended June 30, 2018, we had a net loss of ($39,199), which represents the difference between our total expenses of ($39,405) partially
offset by our revenue of $206, as compared to a net loss of ($117,099), which represents the difference between our total expenses
of ($117,652) partially offset by our revenue of $553, for the comparable 2017 period.
Liquidity and Capital Resources
Liquidity is the ability of a company to
generate adequate amounts of cash to support its current and future operations, satisfy its obligations, and otherwise operate
on an ongoing basis. Significant factors in the management of liquidity are funds generated by operations, the availability of
credit facilities, levels of accounts receivable and accounts payable and capital expenditures.
As of June 30, 2018,
we had working capital deficit of ($47,854), compared to working capital deficit of ($147,024) at December 31, 2017.
Since our inception,
we have financed our operations through the sale of equity securities, from third party loans and from internally generated revenue
from operations. On June 30, 2016, we closed our initial public offering of securities from which we received net proceeds of $126,250.
At various times since the closing of our initial public offering, we have sold securities, including common stock and promissory
notes, to fund our operations.
Our primary requirements for liquidity
and capital are to fund the development and acquisition of new Apps and for sales and marketing initiatives in connection with
the launch and promotion of our games, as well as for working capital to fund our general corporate needs, including filing reports
under the federal securities laws. We work with independent game designers, developers and programmers who provide us with new
ideas and titles to publish. We also are soliciting new games and concepts that we may acquire from third parties. When we
receive an idea for a new App, we research the commercial viability of the concept, undertaking an analysis of the cost to develop
the App against its potential economic return. If we determine that the App is commercially viable, we may fund the cost of development,
publication and marketing. Upon completion of development we will own the App title. Developing and publishing free-to-play games
will require considerable capital to develop, maintain and update, particularly games we may seek to develop
around
popular movie, television, toy other cultural phenomena that lend themselves to gamification.
Since our customers
pay for their purchases by credit or debit card at the time of sale, neither inventories nor receivables are relevant to our business.
Our cash on hand and
cash flow from operations will allow us to operate at current levels but will not be sufficient to fund all of our desired development
and acquisition strategy or the cash required in connection with launching, marketing and promoting our games. We have been using
the proceeds from small loans and from exempt sales of common stock to fund these endeavors; however, we do not believe these funds
will be sufficient for all such purposes. We will seek to fund acquisitions and to engage third party developers partially through
the issuance of securities. Therefore, our future operations may be dependent on our ability to secure additional financing. Financing
transactions may include the issuance of equity or debt securities, obtaining credit facilities or through other financing mechanisms.
However, a downturn in the U.S. equity and debt markets could make it more difficult to obtain financing through the issuance of
equity or debt securities and we might not be able to obtain additional financing on terms favorable to us, if at all. Even if
we are able to raise the funds required, it is possible that we could incur unexpected costs and expenses, fail to collect significant
amounts owed to us, or experience unexpected cash requirements that would force us to seek alternative financing. Furthermore,
if we issue additional equity or debt securities, stockholders may experience additional dilution or the new equity securities
may have rights, preferences or privileges senior to those of existing holders of our common stock. The inability to obtain additional
capital will continue to constrain our operations, including App development and marketing, and restrict our ability to grow. If
we are unable to obtain additional financing, we may possibly have to cease our operations.
Cash Flows:
The following table
presents summary cash flow information.
|
|
For the six months ended
June 30, 2018
|
|
|
For the six months ended
June 30, 2017
|
|
|
|
|
|
|
|
|
Net cash used in operating activities
|
|
$
|
(36,465
|
)
|
|
$
|
(50,386
|
)
|
Net cash used in investing activities
|
|
|
—
|
|
|
|
—
|
|
Net cash provided by financing activities
|
|
|
36,465
|
|
|
|
55,800
|
|
Net increase in cash
|
|
$
|
—
|
|
|
$
|
5,414
|
|
Operating Activities
We used net cash used
in operating activities for the six months ended June 30, 2018 of ($36,465) compared to ($50,386) for the 2017 period, in each
case consisting principally of payments to outside consultants, developers and programmers and payments to web hosting and email
hosting providers. The decrease in cash used in operating activities was the result of our limited cash resources to deploy to
our operations.
Investing Activities
We did not utilize
and cash in investing activities for the six months ended June 30, 2018 or 2017.
Financing Activities
During the six months
ended June 30, 2018, net cash provided by financing activities was $36,465 compared to $55,800 during the 2017 period. Our financing
activities during the 2018 period consisted of borrowings and sales of stock. During the 2017 period, we sold and issued securities
in private placement from which we received proceeds that we utilized for working capital.
Contractual Commitments as of June 30,
2018
As of June 30, 2018,
the Company had no contractual obligations, as such term is defined in Item 303 of Regulation S-K promulgated under the Securities
Act of 1933, as amended.
Going Concern
The
notes to our financial statements for the quarter ended June 30, 2018 and the report of our independent registered public accounting
firm on our financial statements for the year ended December 31, 2017 include an explanatory paragraph with respect to our ability
to continue as a going concern. As reflected in the accompanying financial statements, the Company has a deficit accumulated of
$634,675 at June 30, 2018. The Company’s ability to continue as a going concern is dependent upon its ability to generate
future profitable operations and/or to obtain the necessary financing to meet its obligations and pay its liabilities arising from
normal business operations when they come due. The accompanying financial statements do not include any adjustments that might
arise because of this uncertainty
The
presence of the going concern explanatory paragraph suggests that we may not have sufficient liquidity, or minimum cash levels,
to operate our business. Since our inception, we have incurred losses and anticipate that we will continue to incur losses until
such time as our Apps generate sufficient revenue to offset our research and development, general and administrative and sales
and marketing expenses. We will need to raise additional capital to fund our near term operational plans described elsewhere in
this report. We cannot assure you that we will be successful in our operational plans. We cannot be sure that the additional capital
we require will be available on acceptable terms or at all. If adequate funds are not available on acceptable terms or at all,
we may be unable to develop or enhance our services and products, take advantage of future opportunities, repay debt obligations
as they become due, or respond to competitive pressures, any of which would have a material adverse effect on our business, prospects,
financial condition, and results of operations.
Off-Balance Sheet and Other Arrangements
We do not engage in
any activities involving variable interest entities or off-balance sheet arrangements.
Inflation
We do not believe that
inflation has had a material effect on our business, financial condition or results of operations. If our costs were to become
subject to significant inflationary pressures, we might not be able to fully offset these higher costs through price increases.
Our inability or failure to do so could harm our business, operating results and financial condition.
Critical Accounting Policies and Use
of Estimates
The discussion and
analysis of financial condition and results of operations are based upon the Company’s financial statements, which have been
prepared in accordance with generally accepted accounting principles in the United States. The preparation of these condensed consolidated
financial statements requires estimates and assumptions that affect the reported amounts of assets, liabilities, sales and expenses,
and related disclosure of contingent assets and liabilities. On an ongoing basis, our management evaluates its estimates based
upon historical experience and various other assumptions that it believes to be reasonable in the circumstances, the results of
which form the basis for making judgments about the carrying values of assets and liabilities that are not readily apparent from
other sources. Actual results may differ from these estimates.
The Company believes
that its significant accounting policies affect its more significant estimates and judgments used in the preparation of its consolidated
financial statements. Our significant accounting policies are described in Note C to our audited financial statements included
in our annual report on Form 10-K for the period ended December 31, 2017. We do not believe that there has been any significant
change in the Company’s critical accounting policies since December 31, 2017.
Recent Accounting Pronouncements
Emerging Growth Company
Critical Accounting Policy Disclosure: We qualify as an “emerging growth company” under the 2012 JOBS Act. Section
107 of the JOBS Act provides that an emerging growth company can take advantage of the extended transition period provided in Section
7(a)(2)(B) of the Securities Act for complying with new or revised accounting standards. As an emerging growth company, we can
delay the adoption of certain accounting standards until those standards would otherwise apply to private companies. We have elected
to take advantage of the benefits of this extended transition period.
See Note C to the financial
statements furnished with this report for a discussion of recent accounting pronouncements that had a material effect on the financial
statements presented herein.