grepcent / static financial knowledge base

Inspired Entertainment, Inc. (INSE)

CIK: 0001615063. SIC: 7372 Services-Prepackaged Software. Latest 10-K as of: 2026-03-10.

SIC breadcrumb: Services > Business Services > SIC 7372 Services-Prepackaged Software

SEC company page: https://www.sec.gov/edgar/browse/?CIK=1615063. Latest filing source: 0001493152-26-009479.

Informational only - descriptive public-record data, not investment advice.

Selected Fundamentals

MetricValueUnitFYFiled
Revenue304,100,000USD20252026-05-22
Net income-17,000,000USD20252026-05-22
Assets439,900,000USD20252026-05-22

Financials

Annual standardized facts from SEC companyfacts as of latest extracted filing date 2026-05-22. Source: https://data.sec.gov/api/xbrl/companyfacts/CIK0001615063.json. Derived margins, ratios, and free cash flow are computed from the extracted annual SEC facts.

Download these verified figures (annual + quarterly, with per-value filing provenance): JSON · CSV

Flow metrics use full-year FY periods from 10-K/10-K/A filings; balance-sheet metrics use FY-end instants. Free cash flow = operating cash flow - capital expenditures. Missing metrics are omitted rather than fabricated.

Metric2016201720182019202020212022202320242025
Revenue141,400,000153,400,000198,300,000205,800,000284,500,000322,900,000297,100,000304,100,000
Net income-59,877,000-49,114,00013,300,000-41,100,000-56,800,000-40,600,00021,200,0006,900,00064,800,000-17,000,000
Operating income-1,283,000-11,897,000-7,300,000-13,000,000-18,000,000-4,500,00046,500,00038,900,00030,700,00030,500,000
Diluted EPS0.59-1.88-2.39-1.660.730.242.22-0.58
Operating cash flow18,647,00018,251,00034,200,00030,700,00047,800,0002,400,00029,600,00054,700,00031,700,00052,000,000
Capital expenditures9,479,00015,117,00024,800,00010,500,00015,300,00011,300,00020,600,00032,000,00017,000,00035,700,000
Share buybacks10,400,0001,600,000400,000
Assets189,870,000219,023,000186,700,000327,400,000324,100,000308,700,000290,000,000343,000,000438,400,000439,900,000
Liabilities485,941,000221,352,000232,400,000386,700,000425,800,000417,400,000372,800,000418,900,000441,700,000456,100,000
Stockholders' equity-296,071,000-48,200,000-24,100,000-61,700,000-128,800,000-106,500,000-82,800,000-75,900,000-3,300,000-16,200,000
Free cash flow9,168,0003,134,0009,400,00020,200,00032,500,000-8,900,0009,000,00022,700,00014,700,00016,300,000

Ratios

ROE and ROA use period-end equity/assets. Liabilities / equity uses total liabilities divided by stockholders' equity. Current ratio uses current assets divided by current liabilities when both are reported.

Metric2016201720182019202020212022202320242025
Net margin9.41%-26.79%-28.64%-19.73%7.45%2.14%21.81%-5.59%
Operating margin-5.16%-8.47%-9.08%-2.19%16.34%12.05%10.33%10.03%
Return on assets-31.54%-22.42%7.12%-12.55%-17.53%-13.15%7.31%2.01%14.78%-3.86%
Current ratio0.761.030.911.081.151.521.721.551.542.23

Industry Peer Context

Each number-line places INSE against the min, median, and max of latest reported values among companies in the same SIC industry when at least three peers report that ratio.

Net margin peer context

INSE Net margin versus SIC peer range. Source: grepcent computed from latest SEC companyfacts ratios for SIC industry 7372; peer count 121.INSE Net margin versus SIC peer range. Source: grepcent computed from latest SEC companyfacts ratios for SIC industry 7372; peer count 121.121 SIC peersMin -134.9%Median 1.5%Max 40.3%INSE -5.6%

Operating margin peer context

INSE Operating margin versus SIC peer range. Source: grepcent computed from latest SEC companyfacts ratios for SIC industry 7372; peer count 120.INSE Operating margin versus SIC peer range. Source: grepcent computed from latest SEC companyfacts ratios for SIC industry 7372; peer count 120.120 SIC peersMin -108.2%Median 1.5%Max 48.8%INSE 10.0%

ROA peer context

INSE ROA versus SIC peer range. Source: grepcent computed from latest SEC companyfacts ratios for SIC industry 7372; peer count 124.INSE ROA versus SIC peer range. Source: grepcent computed from latest SEC companyfacts ratios for SIC industry 7372; peer count 124.124 SIC peersMin -77.9%Median 0.9%Max 150.6%INSE -3.9%

Financial Bridges

Waterfall figures reconcile reported SEC companyfacts components. Missing bridges are omitted when required components are not present for the same fiscal year.

Free cash flow = operating cash flow - capital expenditures

INSE FY2025 free cash flow bridge from reported figures.INSE FY2025 free cash flow bridge from reported figures.INSE free cash flow bridgeFY2025: operating cash flow less capital expendituresSource: SEC companyfacts FY2025.Free cash flow bridgeReported amount$0.0B$125.0M$250.0M$52.0MOperating cash flow-$35.7MCapex$16.3MFree cash flow

Figure provenance: SEC companyfacts FY 2025. Operating cash flow: accession 0001493152-26-025028; concept NetCashProvidedByUsedInOperatingActivities; source concepts us-gaap:NetCashProvidedByUsedInOperatingActivities | Capital expenditures: accession 0001493152-26-025028; concept PaymentsToAcquirePropertyPlantAndEquipment; source concepts us-gaap:PaymentsToAcquirePropertyPlantAndEquipment | Free cash flow: accession 0001493152-26-025028; concept NetCashProvidedByUsedInOperatingActivities - PaymentsToAcquirePropertyPlantAndEquipment; source concepts us-gaap:NetCashProvidedByUsedInOperatingActivities; us-gaap:PaymentsToAcquirePropertyPlantAndEquipment

Financial Charts

INSE revenue, last 5 periods. Source: SEC companyfacts FY2025.INSE revenue, last 5 periods. Source: SEC companyfacts FY2025.INSE RevenueLatest point: FY2025 = $304.1MSource: SEC companyfacts FY2025.Fiscal yearReported revenue$0.0B$250.0M$500.0MFY2021FY2022FY2023FY2024FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: RevenueFromContractWithCustomerExcludingAssessedTax. Source concepts: us-gaap:RevenueFromContractWithCustomerExcludingAssessedTax.

INSE net income, last 5 periods. Source: SEC companyfacts FY2025.INSE net income, last 5 periods. Source: SEC companyfacts FY2025.INSE Net incomeLatest point: FY2025 = -$17.0MSource: SEC companyfacts FY2025.Fiscal yearNet income-$250.0M$0.0B$250.0MFY2021FY2022FY2023FY2024FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: NetIncomeLoss. Source concepts: us-gaap:NetIncomeLoss.

INSE operating income, last 5 periods. Source: SEC companyfacts FY2025.INSE operating income, last 5 periods. Source: SEC companyfacts FY2025.INSE Operating incomeLatest point: FY2025 = $30.5MSource: SEC companyfacts FY2025.Fiscal yearOperating income-$250.0M$0.0B$250.0MFY2021FY2022FY2023FY2024FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: OperatingIncomeLoss. Source concepts: us-gaap:OperatingIncomeLoss.

INSE diluted eps, last 5 periods. Source: SEC companyfacts FY2025.INSE diluted eps, last 5 periods. Source: SEC companyfacts FY2025.INSE Diluted EPSLatest point: FY2025 = -$0.58/shareSource: SEC companyfacts FY2025.Fiscal yearDiluted EPS (USD/share)-$2.00/share$0.00/share$4.00/shareFY2021FY2022FY2023FY2024FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: EarningsPerShareDiluted. Source concepts: us-gaap:EarningsPerShareDiluted.

INSE operating cash flow, last 5 periods. Source: SEC companyfacts FY2025.INSE operating cash flow, last 5 periods. Source: SEC companyfacts FY2025.INSE Operating cash flowLatest point: FY2025 = $52.0MSource: SEC companyfacts FY2025.Fiscal yearOperating cash flow$0.0B$125.0M$250.0MFY2021FY2022FY2023FY2024FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: NetCashProvidedByUsedInOperatingActivities. Source concepts: us-gaap:NetCashProvidedByUsedInOperatingActivities.

INSE capital expenditures, last 5 periods. Source: SEC companyfacts FY2025.INSE capital expenditures, last 5 periods. Source: SEC companyfacts FY2025.INSE Capital expendituresLatest point: FY2025 = $35.7MSource: SEC companyfacts FY2025.Fiscal yearCapital expenditures$0.0B$125.0M$250.0MFY2021FY2022FY2023FY2024FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: PaymentsToAcquirePropertyPlantAndEquipment. Source concepts: us-gaap:PaymentsToAcquirePropertyPlantAndEquipment.

INSE share buybacks, last 3 periods. Source: SEC companyfacts FY2025.INSE share buybacks, last 3 periods. Source: SEC companyfacts FY2025.INSE Share buybacksLatest point: FY2025 = $400.0KSource: SEC companyfacts FY2025.Fiscal yearShare buybacks$0.0B$125.0M$250.0MFY2022FY2023FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: PaymentsForRepurchaseOfCommonStock. Source concepts: us-gaap:PaymentsForRepurchaseOfCommonStock.

INSE assets, last 5 periods. Source: SEC companyfacts FY2025.INSE assets, last 5 periods. Source: SEC companyfacts FY2025.INSE AssetsLatest point: FY2025 = $439.9MSource: SEC companyfacts FY2025.Fiscal yearAssets$0.0B$250.0M$500.0MFY2021FY2022FY2023FY2024FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: Assets. Source concepts: us-gaap:Assets.

INSE liabilities, last 5 periods. Source: SEC companyfacts FY2025.INSE liabilities, last 5 periods. Source: SEC companyfacts FY2025.INSE LiabilitiesLatest point: FY2025 = $456.1MSource: SEC companyfacts FY2025.Fiscal yearLiabilities$0.0B$250.0M$500.0MFY2021FY2022FY2023FY2024FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: Liabilities. Source concepts: us-gaap:Liabilities.

INSE stockholders' equity, last 5 periods. Source: SEC companyfacts FY2025.INSE stockholders' equity, last 5 periods. Source: SEC companyfacts FY2025.INSE Stockholders' equityLatest point: FY2025 = -$16.2MSource: SEC companyfacts FY2025.Fiscal yearStockholders' equity-$250.0M-$125.0M$0.0BFY2021FY2022FY2023FY2024FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: StockholdersEquity. Source concepts: us-gaap:StockholdersEquity.

INSE free cash flow, last 5 periods. Source: SEC companyfacts FY2025.INSE free cash flow, last 5 periods. Source: SEC companyfacts FY2025.INSE Free cash flowLatest point: FY2025 = $16.3MSource: SEC companyfacts FY2025.Fiscal yearFree cash flow-$250.0M$0.0B$250.0MFY2021FY2022FY2023FY2024FY2025

Figure provenance: SEC companyfacts. Latest point: FY 2025 ended 2025-12-31; accession 0001493152-26-025028; filed 2026-05-22. Concept: NetCashProvidedByUsedInOperatingActivities - PaymentsToAcquirePropertyPlantAndEquipment. Source concepts: us-gaap:NetCashProvidedByUsedInOperatingActivities; us-gaap:PaymentsToAcquirePropertyPlantAndEquipment.

Quarterly

Quarterly standardized facts from SEC companyfacts as of latest extracted filing date 2026-05-22. Source: https://data.sec.gov/api/xbrl/companyfacts/CIK0001615063.json.

Flow metrics use discrete quarter-length periods from 10-Q/10-Q/A filings. Q4 revenue and net income are derived only when annual FY and nine-month YTD facts exist for the same fiscal year; derived Q4 values are labeled. EPS Q4 is not derived.

QuarterEnd DateRevenueNet IncomeDiluted EPSMethod
2022-Q22022-06-300.26reported discrete quarter
2022-Q32022-09-300.35reported discrete quarter
2023-Q12023-03-31-0.01reported discrete quarter
2023-Q22023-03-31-200,000reported discrete quarter
2023-Q22023-06-3080,400,0000.14reported discrete quarter
2023-Q32023-09-3097,500,0003,400,0000.12reported discrete quarter
2023-Q42023-12-3181,200,0000.00derived Q4 = FY annual - nine-month YTD
2024-Q12024-03-3163,100,000-5,700,000-0.20reported discrete quarter
2024-Q22024-03-31-5,700,000reported discrete quarter
2024-Q22024-06-3075,600,0000.07reported discrete quarter
2024-Q32024-06-302,000,000reported discrete quarter
2024-Q32024-09-3078,000,0000.12reported discrete quarter
2024-Q42024-12-3180,400,00065,100,000derived Q4 = FY annual - nine-month YTD
2025-Q12025-03-3160,400,000-100,0000.00reported discrete quarter
2025-Q22025-03-31-100,000reported discrete quarter
2025-Q22025-06-3080,300,000-0.27reported discrete quarter
2025-Q32025-06-30-7,800,000reported discrete quarter
2025-Q32025-09-3086,200,000-0.07reported discrete quarter
2025-Q42025-12-3177,200,000-7,200,000derived Q4 = FY annual - nine-month YTD
2026-Q12026-03-3157,200,000-500,000-0.02reported discrete quarter

Quarterly Charts

INSE quarterly revenue, last 12 periods. Source: SEC companyfacts 2026-Q1.INSE quarterly revenue, last 12 periods. Source: SEC companyfacts 2026-Q1.INSE Quarterly RevenueLatest point: 2026-Q1 = $57.2MSource: SEC companyfacts 2026-Q1.Fiscal quarterQuarterly Revenue$0.0B$125.0M$250.0M2023-Q22023-Q32023-Q42024-Q12024-Q22024-Q32024-Q42025-Q12025-Q22025-Q32025-Q42026-Q1

Figure provenance: SEC companyfacts. Latest point: FY 2026 ended 2026-03-31; accession 0001493152-26-021634; filed 2026-05-07. Concept: RevenueFromContractWithCustomerExcludingAssessedTax. Source concepts: us-gaap:RevenueFromContractWithCustomerExcludingAssessedTax.

INSE quarterly net income, last 12 periods. Source: SEC companyfacts 2026-Q1.INSE quarterly net income, last 12 periods. Source: SEC companyfacts 2026-Q1.INSE Quarterly Net incomeLatest point: 2026-Q1 = -$500.0KSource: SEC companyfacts 2026-Q1.Fiscal quarterQuarterly Net income-$250.0M$0.0B$250.0M2023-Q22023-Q32023-Q42024-Q12024-Q22024-Q32024-Q42025-Q12025-Q22025-Q32025-Q42026-Q1

Figure provenance: SEC companyfacts. Latest point: FY 2026 ended 2026-03-31; accession 0001493152-26-021634; filed 2026-05-07. Concept: NetIncomeLoss. Source concepts: us-gaap:NetIncomeLoss.

INSE quarterly diluted eps, last 12 periods. Source: SEC companyfacts 2026-Q1.INSE quarterly diluted eps, last 12 periods. Source: SEC companyfacts 2026-Q1.INSE Quarterly Diluted EPSLatest point: 2026-Q1 = -$0.02/shareSource: SEC companyfacts 2026-Q1.Fiscal quarterQuarterly Diluted EPS (USD/share)-$0.50/share$0.00/share$0.50/share2022-Q22022-Q32023-Q12023-Q22023-Q32024-Q12024-Q22024-Q32025-Q12025-Q22025-Q32026-Q1

Figure provenance: SEC companyfacts. Latest point: FY 2026 ended 2026-03-31; accession 0001493152-26-021634; filed 2026-05-07. Concept: EarningsPerShareDiluted. Source concepts: us-gaap:EarningsPerShareDiluted.

Macro Cross-References

Latest quarter (10-Q)

Latest 10-Q source: 0001493152-26-021634.

Extracted from Part I Item 2 to the first post-MD&A boundary after HTML sanitization. Confidence: high. Filing date: 2026-05-07. Report date: 2026-03-31.

ITEM
2. MANAGEMENT’S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS

The
following discussion and analysis of our financial condition and results of operations should be read in conjunction with the financial
statements and related notes thereto included elsewhere in this report. This discussion contains forward-looking statements that involve
risks and uncertainties. Our actual future results could differ materially from the historical results discussed below. Factors that
could cause or contribute to such differences include, but are not limited to, those identified below and those discussed in the section
titled “Risk Factors” included elsewhere in this report.

Forward-Looking
Statements

We
make forward-looking statements in this Management’s Discussion and Analysis of Financial Condition and Results of Operations.
For definitions of the term “forward-looking statements”, see the definitions provided in the “Cautionary Note Regarding
Forward-Looking Statements” at the forepart of this report.

Revenue

We
generate revenue in four principal ways: i) on a participation basis, ii) on a fixed rental fee basis, iii) through product sales and
iv) through software license fees. Participation revenue generally includes a right to receive a share of our customers’ gaming
revenue, typically as a share of net win but sometimes as a share of the handle or “coin in” which represents the total amount
wagered.

Geographic
Range

Geographically,
the majority of our revenue is derived from, and the majority of our non-current assets are attributable to, our UK operations. The remainder
of our revenue is derived from, and non-current assets attributable to, Greece and the rest of the world (including North America).

For
the three-months ended March 31, 2026, we derived approximately 60% of our revenue from the UK (including customers headquartered in
the UK but whose revenue is generated globally), 11% from Greece, and the remaining 29% across the rest of the world. For the three-months
ended March 31, 2025, we derived approximately 65% of our revenue from the UK (including customers headquartered in the UK but whose
revenue is generated globally), 10% from Greece, and the remaining 25% across the rest of the world.

As
of March 31, 2026, our non-current assets (excluding goodwill) were attributable as follows: 70% to the UK, 17% to Greece and 13% across
the rest of the world. As of March 31, 2025, our non-current assets (excluding goodwill) were attributable as follows: 74% to the UK,
11% to Greece and 15% across the rest of the world.

Foreign
Exchange

Our
results are affected by changes in foreign currency exchange rates as a result of the translation of foreign functional currencies into
our reporting currency and the re-measurement of foreign currency transactions and balances. The impact of foreign currency exchange
rate fluctuations represents the difference between current rates and prior-period rates applied to current activity. The geographic
region in which the largest portion of our business is operated is the UK and the British pound (“GBP”) is considered to
be our functional currency. Our reporting currency is the U.S. dollar (“USD”). Our results are translated from our functional
currency of GBP into the reporting currency of USD using average rates for profit and loss transactions and applicable spot rates for
period-end balances. The effect of translating our functional currency into our reporting currency, as well as translating the results
of foreign subsidiaries that have a different functional currency into our functional currency, is reported separately in Accumulated
Other Comprehensive Income.

During
the three-months ended March 31, 2026, we derived approximately 40% of our revenue from sales to customers outside the UK, compared to
35% during the three months ended March 31, 2025.

In
the section “Results of Operations” below, currency impacts shown have been calculated as the current-period average GBP:USD
rate less the equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP).
The remaining difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency,
multiplied by the prior-period average GBP:USD rate. This is not a U.S. GAAP measure but is one which management believes gives a clearer
indication of results. In the tables below, variances in particular line items from period to period exclude currency translation movements,
and currency translation impacts are shown independently.

Non-GAAP
Financial Measures

We
use certain financial measures that are not compliant with U.S. GAAP (“Non-GAAP financial measures”), including EBITDA and
Adjusted EBITDA, to analyze our operating performance. In this discussion and analysis, we present certain Non-GAAP financial measures,
define and explain these measures and provide reconciliations to the most comparable U.S. GAAP measures. See “Non-GAAP Financial
Measures” below.

Seasonality

Our results of operations
can fluctuate due to seasonal trends and other factors. Sales of our gaming machines can vary quarter on quarter due to both supply and
demand factors.

20

Results
of Operations

Our
results are affected by changes in foreign currency exchange rates, primarily between our functional currency (GBP) and our
reporting currency (USD). During the three-month period ended March 31, 2026 and March 31, 2025, the average GBP:USD rates were 1.35 and 1.26, respectively.

The
following discussion and analysis of our results of operations has been organized in the following manner:

a discussion and analysis of the Company’s results of operations for the three-month period ended March 31, 2026, compared to the same period in 2025; and
a discussion and analysis of the results of operations for each of the Company’s segments (Retail Solutions, Virtual Sports and Interactive) for the three-month period ended March 31, 2026, compared to the same period in 2025, including key performance indicator (“KPI”) analysis.

In
the discussion and analysis below, certain data may vary from the amounts presented in our condensed consolidated financial
statements due to rounding.

For
all reported variances, refer to the overall company and segment tables shown below. All variances discussed in the overall company and
segment results are on a functional currency (at constant rate) basis, which excludes the impact of any changes in foreign currency exchange
rates.

Change to Reportable Segments

During the three-month
period ended March 31, 2026, the CODM began reviewing the operational results of the business in a new structure. As a result, the Company
now reports the following three reportable segments, Retail Solutions, Virtual Sports, and Interactive, down from the previous four reportable
segments. This change in operating segments is reflected starting with the reporting period ended March 31, 2026. Additionally, the Company
will recast historical results of prior comparative periods to reflect the change in reportable segments, beginning with the period ended
March 31, 2026, as required by ASC 280-10-34 for both Quarterly Reports on Form 10-Q and Annual Reports on Form 10-K.

Key Events

During the
three-month period ended March 31, 2026, the Retail Solutions segment completed the installation of 574 Vantage terminals for
JenningsBet in the UK LBO market. Within the same segment, the Company secured an order from Genting Casino for 300 of its new Velos
terminals, with delivery expected to commence in the second half of 2026. This order follows a smaller initial order of 100
terminals delivered in the fourth quarter of 2025 following a successful trial.

During the three-month period ended March 31, 2026, the Company signed
a multi-year extension of its long-standing Virtual Sports agreement with bet365, one of the world’s leading online gambling operators.
The extension is expected to support continued collaboration to develop Virtual Sports innovations, including the anticipated launch of
an enhanced Virtual Soccer product featuring a BetBuilder functionality, timed to coincide with the start of the 2026 FIFA World Cup.
Separately, in partnership with Gametech, the Company launched an expansion of its Virtual Sports Horse Racing and Greyhounds content
to Turkish online operators and independent retailers, expanding distribution across Turkish online and retail channels. The Company also
extended its long-standing partnership with Entain, the global sports betting and gaming group, with a multi-year agreement, introducing
the upgraded Virtual Soccer product with BetBuilder.

During
the three-month period ended March 31, 2026, the Interactive segment launched a new Lottery platform, STRATA™, on the Google Cloud
Platform and deployed with LEIDSA (Loteria Electrônica Internacional Dominicana S.A.), a leading electronic lottery operator, and
WLA member in the Dominican Republic.

21

Overall
Company Results

Three
Months Ended March 31, 2026, compared to Three Months Ended March 31, 2025

[[GREPCENT_TABLE]]
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[Excerpt truncated for page length; source filing is linked above.]

Latest 10-K MD&A

Extracted from Item 7 to the first post-MD&A boundary after HTML sanitization. Confidence: high. Filing date: 2026-03-10. Report date: 2025-12-31.

ITEM
7. MANAGEMENT’S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS

The
following discussion and analysis of our financial condition and results of operations should be read in conjunction with the financial
statements and related notes thereto included elsewhere in this report. This discussion contains forward-looking statements that involve
risks and uncertainties. Our actual future results could differ materially from the historical results discussed below. Factors that
could cause or contribute to such differences include, but are not limited to, those identified below and those discussed in the section
titled “Risk Factors” included elsewhere in this report.

Forward-Looking
Statements

We
make forward-looking statements in this Management’s Discussion and Analysis of Financial Condition and Results of Operations.
For definitions of the term Forward-Looking Statements, see the definitions provided in the Cautionary Note Regarding Forward-Looking
Statements at the start of this Annual Report on Form 10-K for the twelve-month period ended December 31, 2025.

Seasonality

Our
results of operations can fluctuate due to seasonal trends and other factors. Sales of our gaming machines can vary quarter on quarter
due to both supply and demand factors. Player activity for the holiday parks is generally higher in the second and third quarters of
the year, particularly during the summer months and slower during the first and fourth quarters of the year. Following the sale of the holiday parks business this will no longer apply in future years.

Revenue

We
generate revenue in four principal ways: i) on a participation basis, ii) on a fixed rental fee basis, iii) through product sales and
iv) through software license fees. Participation revenue generally includes a right to receive a share of our customers’ gaming
revenue, typically as a share of net win but sometimes as a share of the handle or “coin in” which represents the total amount
wagered.

Geographic
Range

Geographically,
the majority of our revenue is derived from, and the majority of our non-current assets are attributable to, our UK operations. The remainder
of our revenue is derived from, and non-current assets attributable to, Greece and the rest of the world.

For
the twelve-months ended December 31, 2025, we derived approximately 69% of our revenue from the UK (including customers headquartered
in the UK but whose revenue is generated globally), 9% from Greece, and the remaining 22% across the rest of the world. For the twelve-months
ended December 31, 2024, we derived approximately 73% of our revenue from the UK (including customers headquartered in the UK but whose
revenue is generated globally), 7% from Greece, and the remaining 20% across the rest of the world.

As
of December 31, 2025, our non-current assets (excluding goodwill) were attributable as follows: 72% to the UK, 15% to Greece and 13%
across the rest of the world. As of December 31, 2024, our non-current assets (excluding goodwill) were attributable as follows: 75% to the UK, 8% to Greece and 17% across the rest of the world.

41

Foreign
Exchange

Our
results are affected by changes in foreign currency exchange rates as a result of the translation of foreign functional currencies into
our reporting currency and the re-measurement of foreign currency transactions and balances. The impact of foreign currency exchange
rate fluctuations represents the difference between current rates and prior-period rates applied to current activity. The geographic
region in which the largest portion of our business is operated is the UK and the British pound (“GBP”) is considered to
be our functional currency. Our reporting currency is the U.S. dollar (“USD”). Our results are translated from our functional
currency of GBP into the reporting currency of USD using average rates for profit and loss transactions and applicable spot rates for
period-end balances. The effect of translating our functional currency into our reporting currency, as well as translating the results
of foreign subsidiaries that have a different functional currency into our functional currency, is reported separately in Accumulated
Other Comprehensive Income.

In
the section “Results of Operations” below, currency impacts shown have been calculated as the current-period average GBP:USD
rate less the equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP).
The remaining difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency,
multiplied by the prior-period average GBP:USD rate. This is not a U.S. GAAP measure but is one which management believes gives a clearer
indication of results. In the tables below, variances in particular line items from period to period exclude currency translation movements,
and currency translation impacts are shown independently.

Non-GAAP
Financial Measures

We
use certain financial measures that are not compliant with U.S. GAAP (“Non-GAAP financial measures”), including EBITDA and
Adjusted EBITDA, to analyze our operating performance. In this discussion and analysis, we present certain Non-GAAP financial measures,
define and explain these measures and provide reconciliations to the most comparable U.S. GAAP measures. See “Non-GAAP Financial
Measures” below.

Results
of Operations

Our
results are affected by changes in foreign currency exchange rates, primarily between our functional currency (GBP) and our reporting
currency (USD). During the periods ended December 31, 2025 and December 31, 2024, the average GBP:USD rates were for the twelve-month
period 1.32 and 1.28, respectively.

The
following discussion and analysis of our results of operations has been organized in the following manner:

a discussion and analysis of the Company’s results of operations for the twelve-month period ended December 31, 2025, compared to the same period in 2024; and
a discussion and analysis of the results of operations for each of the Company’s segments (Gaming, Virtual Sports, Interactive and Leisure) for the twelve-month periods ended December 31, 2025, compared to the same period in 2024, including key performance indicator (“KPI”) analysis.

In
the discussion and analysis below, certain data may vary from the amounts presented in our consolidated financial statements due to rounding.

For
all reported variances, refer to the overall company and segment tables shown below. All variances discussed in the overall company and
segment results are on a functional currency (at constant rate) basis, which excludes the impact of any changes in foreign currency exchange
rates.

42

Key
Events

In
the Gaming segment, during the twelve-month period ended December 31, 2025, we completed the installation of the order placed in 2024
for 5,000 new Vantage® terminals to William Hill venues. In the Greek market 4,000 new VLT terminals were delivered to OPAP completing
the order placed in the fourth quarter of 2024. In the Canadian market, 58 new Valor CS terminals were ordered and delivered to Alberta
Gaming, Liquor and Cannabis (“AGLC”). 1,304 machines were sold in the UK market to customers including Bob Rudd, Essex Leisure,
Regal Ltd and other independent market customers.

In
the second quarter of the twelve-month period ended December 31, 2025, the Virtual Sports segment launched a new partnership with global
aggregation leader Aristocrat Interactive. Through this collaboration Inspired has gone live with the Virginia Lottery, delivering a
comprehensive suite of scheduled Virtual Sports games under the Inspired V-Lottery™ brand. Inspired also extended its long-term
partnership with William Hill in the third quarter of the twelve-month period ended December 31, 2025, introducing an enhanced Virtual
Sports experience and upgraded retail rollout. As part of the contract extension, Inspired will deliver a comprehensive upgrade to William
Hill’s Virtual Sports offering across its UK retail estate.

During
the twelve-month period ended December 31, 2025, the total number of customers in the Interactive segment increased by 32 customers,
inclusive of attrition among several smaller customers. In addition, Inspired also expanded its Hybrid Dealer content footprint in
North America through the Caesars Palace Wheel of Wins rollout to Michigan and Ontario, following its successful launch in New
Jersey.

In
the Leisure segment, during the second half of the twelve-month period ended December 31, 2025, Inspired transitioned a number of pub
customers to a new operating model by refocusing on content and machine supply. On November 7, 2025 Inspired completed the sale of its
UK holiday parks business and certain associated leisure assets (“Genda Playnation Entertainment Ltd”, previously registered
as “Indigo Newco Limited”). As part of the agreement, Inspired will provide gaming and content platform services, on a recurring
revenue basis to Genda Playnation Entertainment Ltd.

The
Company further considered ASC 205-20 and whether or not the disposal represented a strategic shift that would have a major effect on
the Company’s operations and financial results. An assessment was made from both a quantitative and qualitative perspective and
the Company concluded that the disposal did not represent a strategic shift. As such, the Company did not present the sale as discontinued
operations.

While the business previously conducted by Indigo NewCo Limited (now Genda Playnation Entertainment Limited) and
consisting of the UK B2C leisure business (holiday parks operations, the MSA Extra Operation the bowling centers, cinemas and other family
entertainment center operations and the Pet Tags operation) represented as at September 30, 2025, approximately 17% of Group revenue and
8% of Group EBITDA, it generated zero free cashflow as a result of capital reinvestment. The business described was primarily associated
with children’s amusement machines, which is contrary to the Company’s strategy of developing digital gaming for adults. Based
on management’s conclusion that the sale of this business represents a non-core part of the Company’s strategy, in addition
to the Financial Accounting Standards Board’s use of the word “major” in ASC 205-20-45-1C suggesting a relatively high
bar for a disposal to be considered a strategic shift on a quantitative basis, our analysis of both qualitative and quantitative factors
determined that the sale did not meet the definition of a strategic shift that would have a major effect on the operations or financial
results of the Company.

On
June 9, 2025 Inspired announced the completion of a private placement by its subsidiary of £270.0 million aggregate principal amount
of senior secured notes due 2030 (the “2030 Senior Secured Notes”). In connection with the placement, certain of its subsidiaries
also entered into a new £17.8 million revolving credit facility (the “Revolving Credit Facility”), which replaced its
previous revolving credit facility. The revolving credit facility was undrawn at December 31, 2025.

On
November 12, 2025, the Company entered into two interest swaps with Macquarie Bank Limited designed to protect the Company against adverse
fluctuations in interest rates by reducing its exposure to variability in cash flows on the current floating rate debt facilities. The
swaps are effective from December 9, 2025, until maturity on December 9, 2027.

During
the twelve-month period ended December 31, 2025, management identified the non-renewal of two significant customer contracts within
the pub sector as a potential indicator of impairment for the All-Other Leisure asset group (comprised of Pubs, MSA and Bingo)
within the Leisure segment under the long-lived asset guidance in U.S. GAAP. The two contracts collectively represented
approximately 33% and 24% of the “All Other Leisure” asset groups total revenue and EBITDA during the year ended
December 31, 2024. As a result of the identified triggering event, management performed a recoverability test for the affected asset
group as of August 1, 2025. Based on this analysis, the undiscounted estimated future cash flows exceeded the carrying amount of the
asset group; therefore, no impairment charge was recorded. Management will continue to monitor the segment’s performance and
customer’s relationships for potential future indicators of impairment.

During
the twelve-month period ended December 31, 2025, management identified the reduction in trading levels within the Virtual Sports reporting
(as a potential indicator of impairment for the asset group under ASC 350). This was driven by materially lower volumes from a key customer
and growth in Brazil not meeting forecast expectations, due to the introduction of a gaming tax in January 2025 which reduced the revenue
levels and caused delay in market expansion. As a result of a triggering event, management performed a quantitative goodwill impairment
test for the Virtual Sports reporting unit as of December 1, 2025. Based on this analysis management concluded that the estimated fair
value of the Virtual Sports reporting unit exceeded its carrying value and, accordingly, no goodwill impairment was identified or recorded.
Management will continue to monitor the segment’s performance for future potential indicators of impairment.

Key
agreements signed in the twelve-month period ended December 31, 2025, include a five-year contract with Buzz Bingo, a five-year contract
with MOTO and a five-year contract with Welcome Break all for the provision of gaming machines in the Leisure segment. Inspired also
signed an extension to the Chisholm Bookmakers contract for four years, a new customer contract for JenningsBet for five years for the
provision and installation of 591 Vantage terminals, and a new customer contract for Corbett Bookmakers for four years for the provision
and installation of 148 flex terminals, all of which are in the Gaming segment.

43

Overall
Company Results

Twelve
Months ended December 31, 2025, compared to Twelve Months ended December 31, 2024

For the Twelve-MonthVariance
Period endedDecember 31, 2025 vs December 31, 2024
(In $ millions)December 31, 2025December 31, 2024Variance Attributable to Currency MovementVariance on a Functional Currency BasisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$278.6$258.6$8.9$11.14%8%
Product25.538.51.2(14.2)(37)%(34)%
Total revenue304.1297.110.1(3.1)(1)%2%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(70.2)(70.3)(2.2)2.3(3)%-
Cost of Product(16.3)(22.0)(0.6)6.3(29)%(26)%
Staff-related selling, general and administrative expenses(69.7)(65.5)(2.1)(2.1)3%6%
Non-staff related selling, general and administrative expenses(49.8)(51.0)(1.4)2.6(5)%(2)%
Labor costs capitalized13.311.90.11.311%12%
Other segment items:
Stock-based compensation(6.7)(7.6)(0.2)1.1(14)%(12)%
Depreciation and amortization(52.4)(43.3)(2.6)(6.5)15%21%
Loss on sale of business(6.6)-(0.4)(6.2)--
Other selling, general and administrative expenses(15.2)(18.6)(0.5)3.9(21)%(18)%
Net operating Income30.530.70.2(0.4)(1)%(1)%
Other income (expense)
Interest expense, net(37.3)(29.4)(1.3)(6.6)22%27%
Other finance income (expense)0.90.5-0.480%80%
Total other income (expense), net(36.4)(28.9)(1.3)(6.2)21%26%
Net (Loss)/Income from continuing operations before income taxes(5.9)1.8(1.1)(6.6)(367)%(428)%
Income tax income (expense)(11.1)63.0-(74.1)(118)%(118)%
Net (Loss)/Income$(17.0)$64.8$(1.1)$(80.7)(125)%(126)%
Exchange Rate - $ to £1.321.28

See
“Segments Results” below for a more detailed explanation of the significant changes in our components of revenue within the
individual segment results of operations.

Revenue
(for the twelve-month period ended December 31, 2025, compared to the twelve-month period ended December 31, 2024)

Consolidated
Reported Revenue by Segment

For
the twelve-month period ended December 31, 2025, revenue on a functional currency (at constant rate) basis decreased by $3.1 million,
or 1% compared to the twelve-month period ended December 31, 2024.

For
the twelve-month period ended December 31, 2025, compared to the twelve-month period ended December 31, 2024, Gaming revenue
declined by $2.2 million, Gaming product revenue declined by $13.5 million due to a decrease in the North America markets as
product sales do not typically follow a linear year-over-year trend, partially offset by an increase in Gaming service revenue of
$11.3 million predominantly due to the UK and mainland Europe markets. Virtual Sports revenue decreased by $9.9 million due to a
decrease in Online revenue. Interactive revenue increased by $17.3 million, driven by revenue growth in the UK, mainland Europe and
North America; and Leisure revenue decreased by $8.5 million as service revenue decreased by $7.8 million and product revenue
decreased by $0.7 million. Decreases in Leisure are predominantly from Pubs (operator business model change), Extra MSA and Holiday
Parks (sale of UK holiday parks business and certain associated leisure assets).

44

Cost
of Sales, excluding depreciation and amortization

Cost
of sales, excluding depreciation and amortization, for the twelve-month period ended December 31, 2025, compared to the twelve-month
period ended December 31, 2024, decreased by $8.6 million, or 9%, driven by a $6.3 million decrease in cost of product as a result of
lower product sales, and a decrease in cost of service of $2.3 million predominantly driven by the Pubs operator business model change
and sale of UK holiday parks business and certain associated leisure assets.

Staff-related
selling, general and administrative expenses

Staff-related
selling, general and administrative expenses for the twelve-month period ended December 31, 2025, increased by $2.1 million, or 3% compared
to the twelve-month period ended December 31, 2024, predominantly related to performance based short term incentive expenses.

Non-staff
related selling, general and administrative expenses

Non-Staff
related selling, general and administrative expenses for the twelve-month period ended December 31, 2025, decreased by $2.6 million,
or 5% compared with the twelve-month period ended December 31, 2024, mainly driven by a favorable realized gain on foreign currency movement,
and reductions on facilities and storage from cost saving initiatives.

Stock-based
compensation

During
the twelve-month period ended December 31, 2025, the Company recorded stock-based compensation expenses of $6.7 million, compared to
stock-based compensation expenses of $7.6 million for the twelve-month period ended December 31, 2024. All expenses related to outstanding
awards.

Depreciation
and amortization

Depreciation
and amortization for the twelve-month period ended December 31, 2025, increased by $6.5 million compared to the twelve-month period ended
December 31, 2024. This was predominantly driven by an increase in Gaming of $6.2 million mainly related to gaming machine additions.

Net
operating income

During
the twelve-month period ended December 31, 2025, net operating income was $30.5 million, an decrease of $0.4 million compared to the
twelve-month period ended December 31, 2024. This was predominantly due to higher service revenue, lower cost of sales, offset by loss on sale of business.

Net
(Loss)/Income

For
the twelve-month period ended December 31, 2025, net loss was $17.0 million, compared to net income of $64.8 million in the twelve-month
period ended December 31, 2024. The decrease was primarily driven by an increase of income tax expense of $74.1 million, as the twelve-month
period ended December 31, 2024, included a reversal of the majority of the company’s valuation allowance on its deferred tax assets,
partially offset by the decrease in net operating income and increases in interest expense and income tax expense.

Deferred
Tax

The
Company maintains a valuation allowance related to capital loss carryovers in the United Kingdom, state net operating losses unable to
be utilized in the United States, and United States interest expected to be limited under Section 163(j).

45

Segment
Results (for the twelve months ended December 31, 2025, compared to the twelve months ended December 31, 2024)

Gaming

We
generate revenue from our Gaming segment through the delivery of our gaming terminals preloaded with proprietary gaming software, server-based
content, as well as services such as terminal repairs, maintenance, software updates and upgrades on a when and if available basis and
content development. We receive rental fees for machines, typically in conjunction with long-term contracts, on both a participation
and fixed fee basis. Our participation contracts are typically structured to pay us a percentage of net win (defined as net revenue to
our operator customers, after deducting player winnings, free bets or plays and any relevant regulatory levies) from gaming terminals
placed in our customers’ facilities. Typically, we recognize revenue from these arrangements on a daily basis over the term of
the contract.

Revenue
growth for our Gaming business is principally driven by changes in (i) the number of operator customers we have, (ii) the number of Gaming
machines in operation, (iii) the net win performance of the machines and (iv) the net win percentage that we receive pursuant to our
contracts with our customers.

Gaming,
Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2025 vs December 31, 2024
GamingDecember 31, 2025December 31, 2024%
End of period installed base (# of terminals) (2)35,33134,9164151.2%
Total Gaming - Average installed base (# of terminals) (2)34,14934,863(714)(2.0)%
Participation - Average installed base (# of terminals) (2)28,98629,897(911)(3.0)%
Fixed Rental - Average installed base (# of terminals)9,6524,9714,68194.2%
Service Only - Average installed base (# of terminals)7,6265,7701,85632.2%
Customer Gross Win per unit per day (1) (2)£99.5£96.6£2.93.0%
Customer Net Win per unit per day (1) (2)£72.5£70.8£1.72.4%
Inspired Blended Participation Rate5.2%5.4%(0.2)%(3.7)%
Inspired Fixed Rental Revenue per Gaming Machine per week£23.9£28.6£(4.7)(16.4)%
Inspired Service Rental Revenue per Gaming Machine per week£7.5£5.3£2.241.5%
Gaming Long term license amortization (£’m)£2.6£2.1£0.523.8%
Number of Machine sales5,4543,1182,33674.9%
Average selling price per terminal£4,659£8,044£(3,385)(42.1)%
(1)Includes all SBG terminals in which the Company takes a participation revenue share across all territories.
(2)Includes approximately 2,500 lottery terminals where the revenue share is on handle instead of net win.

In
the table above:

“End
of Period Installed Base” is equal to the number of deployed Gaming terminals at the end of each period that have been placed on
a participation or fixed rental basis. Gaming participation revenue, which comprises the majority of Gaming Service revenue, is directly
related to the participation terminal installed base. This is the medium by which our customers generate revenue and distribute a revenue
share to the Company. To the extent all other KPIs and certain other factors remain constant, the larger the installed base, the higher
the Company’s revenue would be for a given period. Management gives careful consideration to this KPI in terms of driving growth
across the segment. This does not include Service Only terminals.

Revenue
is derived from the performance of the installed base as described by Gross and Net Win KPIs.

46

If
the End of Period Installed Base is materially different from the Average Installed Base (described below), we believe this gives an
indication as to potential future performance. We believe the End of Period Installed Base is particularly useful for assessing new customers
or markets, to indicate the progress being made with respect to entering new territories or jurisdictions.

“Total
Gaming - Average Installed Base” is the average number of deployed Gaming terminals during the period consisting of both participation
terminals and fixed rental terminals. Therefore, it is more closely aligned to revenue in the period. We believe this measure is particularly
useful for assessing existing customers or markets to provide comparisons of historical size and performance. This does not include Service
Only terminals.

“Participation
- Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a participation basis.

“Fixed
Rental - Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a fixed rental basis.

“Service
Only - Average Installed Base” is the average number of terminals that generated revenue on a Service only basis.

“Customer
Gross Win per unit per day” is a KPI used by our management to (i) assess impact on the Company’s revenue, (ii) determine
changes in the performance of the overall market and (iii) evaluate the impact of regulatory change and our new content releases on our
customers. Customer Gross Win per unit per day is the average per unit cash generated across all Gaming terminals in which the Company
takes a participation revenue share across all territories in the period, defined as the difference between the amounts staked less winnings
to players divided by the Average Installed Base in the period, then divided by the number of days in the period.

Gaming
revenue accrued in the period is derived from Customer Gross Win accrued in the period after deducting gaming taxes (defined as a regulatory
levy paid by the Customer to government bodies) and applying the Company’s contractual revenue share percentage.

Our
management believes Customer Gross Win measures are meaningful because they represent a view of customer operating performance that is
unaffected by our revenue share percentage and allow management to (1) readily view operating trends, (2) perform analytical comparisons
and benchmarking between customers and (3) identify strategies to improve operating performance in the different markets in which we
operate.

“Customer
Net Win per unit per day” is Customer Gross Win per unit per day after giving effect to the deduction of gaming taxes.

“Inspired
Blended Participation Rate” is the Company’s average revenue share percentage across all participation terminals where revenue
is earned on a participation basis, weighted by Customer Net Win per unit per day.

“Inspired
Fixed Rental Revenue per Gaming Machine per week” is the Company’s average fixed rental amount across all fixed rental terminals
where revenue is generated on a fixed fee basis, per unit per week.

“Inspired
Service Rental Revenue per Gaming Machine per week” is the Company’s average service rental amount across all service only
rental terminals where revenue is generated on a service only fixed fee basis, per unit per week.

“Gaming
Long term license amortization” is the upfront license fee per terminal which is typically spread over the life of the terminal.

Our
overall Gaming revenue from terminals placed on a participation basis can therefore be calculated as the product of the Participation
- Average Installed Base, the Customer Net Win per unit per day, the number of days in the period, and the Inspired Blended Participation
Rate, which is equal to “Participation Revenue”.

“Number
of Machine sales” is the number of terminals sold during the period.

“Average
selling price per terminal” is the total revenue in GBP of the Gaming terminals sold divided by the “number of Machine sales”.

47

Gaming,
Recurring Revenue

Set
forth below is a breakdown of our Gaming recurring revenue. Gaming recurring revenue principally consists of Gaming participation revenue
and fixed rental revenue.

For the Twelve-Month Period endedVariance December 31, 2025 vs December 31, 2024
(In £ millions)December 31, 2025December 31, 2024£%
Gaming Recurring Revenue
Total Gaming Revenue£84.9£86.7£(1.8)(2)%
Gaming Participation Revenue£39.9£41.7£(1.8)(4)%
Gaming Project Recurring Revenue£1.2£0.7£0.571%
Other Fixed Fee Recurring Revenue£15.1£9.1£6.066%
Gaming Long-term license amortization£2.6£2.2£0.418%
Total Gaming Recurring Revenue *£58.8£53.7£5.19%
Gaming Recurring Revenue as a % of Total Gaming Revenue69%62%7%

In
the table above:

“Gaming
Participation Revenue” includes our share of revenue generated from (i) our Gaming terminals placed in gaming and lottery venues;
and (ii) licensing of our game content and intellectual property to third parties.

“Gaming
Other Fixed Fee Recurring Revenue” includes service revenue in which the Company earns a periodic fixed fee on a contracted basis.

“Gaming
Project Recurring Revenue” relates specifically to a single customer for machine estate upgrades and distribution.

“Gaming
Long term license amortization” – see the definition provided above.

“Total
Gaming Recurring Revenue” is equal to Gaming Participation Revenue plus Gaming Other Fixed Fee Recurring Revenue.

Gaming,
Service Revenue by Region

Set
forth below is a breakdown of our Gaming service revenue by geographic region. Gaming Service revenue consists principally of Gaming
participation revenue, Gaming other fixed fee revenue, Gaming long-term license amortization and Gaming other non-recurring revenue.
See “Gaming Segment Revenue” below for a discussion of gaming service revenue between the periods under review.

48

For the Twelve-Month Period endedVariance
(In millions)December 31, 2025December 31, 2024December 31, 2025 vs December 31, 2024Total Functional Currency %
Service Revenue:
UK LBO$44.3$34.5$9.828%3%
UK Other16.216.10.11%(19)%
Italy1.51.7(0.2)(12)%3%
Greece20.115.24.932%2%
Rest of the World1.51.8(0.3)(17)%3%
Lotteries5.25.4(0.2)(4)%4%
Total Service revenue$88.8$74.7$14.119%(2)%
Exchange Rate - $ to £1.321.28

Note:
Exchange rate in the table is calculated by dividing the USD total service revenue by the GBP total service revenue, therefore this could
be slightly different from the average rate during the period depending on timing of transactions.

Gaming,
Results of Operations

For the Twelve-Month Period endedVariance December 31, 2025 vs December 31, 2024
(In $ millions)December 31, 2025December 31, 2024Variance Attributable to Currency MovementVariance on a Functional Currency BasisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$88.8$74.7$2.8$11.315%19%
Product23.535.91.1(13.5)(38)%(35)%
Total revenue112.3110.63.9(2.2)(2)%2%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(20.6)(20.0)(0.7)0.1(1)%3%
Cost of Product(15.4)(21.2)(0.6)6.4(30)%(27)%
Total cost of sales(36.0)(41.2)(1.3)6.5(16)%(13)%
Staff-related selling, general and administrative expenses(16.1)(18.1)(0.5)2.5(14)%(11)%
Non-staff related selling, general and administrative expenses(11.7)(10.5)(0.3)(0.9)9%11%
Labor costs capitalized6.54.50.21.840%44%
Other segment items:
Stock-based compensation(1.2)(0.9)-(0.3)33%33%
Depreciation and amortization(24.0)(16.8)(1.0)(6.2)37%43%
Other selling, general and administrative expenses(2.2)(3.7)(0.1)1.6(43)%(41)%
Net operating Income$27.6$23.9$0.9$2.812%15%
Exchange Rate - $ to £1.321.28

Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

49

All
variances discussed in the Gaming results below are on a functional currency (at a constant rate) basis, which excludes the impact of
any changes in foreign currency exchange rates.

Gaming
Revenue

During
the twelve-month period ended December 31, 2025, Gaming revenue decreased by $2.2 million, or 2% compared to the twelve-month period
ended December 31, 2024. This was driven by $13.5 million decrease in Product revenue, partially offset by an increase of $11.3 million
increase in Service revenue.

The
Product revenue decrease, for the twelve-month period ended December 31, 2025, compared to the twelve-month period ended December 31,
2024, was primarily driven by North America, with the prior year containing higher volumes of hardware sales which tend to be more variable
in nature.

The
increase in Gaming Service revenue, during the twelve-month period ended December 31, 2025, compared to the twelve-month period ended
December 31, 2024, was primarily driven by a $11.9 million increase from the UK markets. This was predominantly due to the William Hill
Vantage® terminal deployment partially offset by declines in the rest of the world.

Gaming
Operating / Net Income

Net
income for the twelve-month period ended December 31, 2025, increased by $2.8 million, compared to the twelve-month period ended December
31, 2024. This increase was primarily due to higher service revenue and a decrease in cost of sales. Staff-related selling, general and
administrative expenses reduced driven by the closure of the Bridgend manufacturing facility in 2025 partially offset by an increase
in Depreciation and amortization relating to gaming machine additions.

Virtual
Sports

We
generate revenue from our Virtual Sports segment through our on-premise licensing solution and hosting of our products. We primarily
receive fees on a participation basis. Our participation contracts are typically structured to pay us a percentage of net win
(defined as net revenue to our operator customers, after deducting player winnings, free bets or plays and other promotional costs
and any relevant regulatory levies) from Virtual Sports content placed on our customers’ websites or
in our customers’ facilities. Typically, we recognize revenue from these arrangements on a daily basis over the term of the
contract.

Revenue
growth for our Virtual Sports segment is principally driven by the number of customers we have, the net win performance of the games
and the net win percentage that we receive pursuant to our contracts with our customers.

50

Virtual
Sports, Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2025 vs December 31, 2024
December 31, 2025December 31, 2024%
Virtuals
No. of Live Customers at the end of the period605823.4%
Average No. of Live Customers595635.4%
Total Revenue (£’m)£27.8£35.6£(7.8)(21.9)%
Total Revenue £’m - Retail£9.0£9.2£(0.2)(2.2)%
Total Revenue £’m - Online Virtuals£18.8£26.4£(7.6)(28.8)%

In
the table above:

“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Virtual Sports revenue at the end of the period and the average number of customers from which there is Virtual Sports
revenue during the period, respectively.

“Total
Revenue (£m)” represents total revenue for the Virtual Sports segment, including recurring and upfront service revenue. Total
revenue is also divided between “Total Revenue (£m) – Retail,” which consists of revenue earned through players
wagering at Virtual Sports venues, “Total Revenue (£m) – Online Virtuals,” which consists of revenue earned through
players wagering on Virtual Sports online.

Virtual
Sports, Recurring Revenue

Set
forth below is a breakdown of our Virtual Sports recurring revenue, which consists of Retail Virtuals and Online Virtuals recurring revenue
as well as long-term license amortization. See “Virtual Sports Segment Revenue” below for a discussion of Virtual Sports
Service revenue between the periods under review.

For the Twelve-Month Period endedVariance December 31, 2025 vs December 31,2024
(In £ millions)December 31, 2025December 31, 2024£%
Virtual Sports Recurring Revenue
Total Virtual Sports Revenue£27.8£35.6£(7.8)(21.9)%
Recurring Revenue - Retail Virtuals£8.2£9.0£(0.8)(8.9)%
Recurring Revenue - Online Virtuals£18.4£25.6£(7.2)(28.1)%
Total Virtual Sports Long-term license amortization£0.9£0.1£0.8800.0%
Total Virtual Sports Recurring Revenue£27.5£34.7£(7.2)(20.7)%
Virtual Sports Recurring Revenue as a Percentage of Total Virtual Sports Revenue98.9%97.5%1.4%

51

“Recurring
Revenue” includes our share of revenue generated from (i) our Virtual Sports products placed with operators; (ii) licensing our
game content and intellectual property to third parties; and (iii) our games on third-party online gaming platforms that are interoperable
with our game servers.

“Virtual
Sports Long term license amortization” is the upfront license fee which is typically spread over the life of the contract.

Virtual
Sports, Results of Operations

For the Twelve-Month Period endedVariance December 31, 2025 vs December 31, 2024
(In $ millions)December 31, 2025December 31, 2024Variance Attributable to Currency MovementVariance on a Functional Currency BasisTotal Functional Currency Variance %Total Reported Variance %
Service Revenue$36.6$45.4$1.1$(9.9)(22)%(19)%
Cost of Service(2.1)(1.7)(0.1)(0.3)18%24%
Staff-related selling, general and administrative expenses(9.3)(9.2)(0.3)0.2(2)%1%
Non-staff related selling, general and administrative expenses(2.1)(2.7)-0.6(22)%(22)%
Labor costs capitalized3.74.3-(0.6)(14)%(14)%
Other segment items:
Stock-based compensation(0.4)(0.5)-0.1(20)%(20)%
Depreciation and amortization(7.8)(5.6)(0.2)(2.0)36%39%
Net operating Income$18.6$30.0$0.5$(11.9)(40)%(38)%
Exchange Rate - $ to £1.321.28

Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Virtual Sports results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.

Virtual
Sports revenue

During
the twelve-month period ended December 31, 2025, revenue decreased by $9.9 million, or 22% compared to the twelve-month period ended
December 31, 2024, primarily driven by regulation in the Brazilian market, introduction of new levies and lower revenue from a key
customer.

Virtual
Sports net operating income

During
the twelve-month period ended December 31, 2025, net operating income decreased by $11.9 million compared to the twelve-month period
ended December 31, 2024, primarily due to the decreases in revenues and increases in depreciation and amortization of $2.0 million.

Interactive

We
generate revenue from our Interactive segment through various gaming content made available via third-party aggregation platforms
integrated with our remote gaming server or directly on the Company’s remote gaming server platform, and services such as
customer support, platform maintenance, updates and upgrades. Typically, we receive fees on a participation basis. Our participation
contracts are usually structured to pay us a percentage of net win (defined as net revenue to our operator customers, after
deducting player winnings, free bets or plays and other promotional costs and any relevant local gaming taxes and/or regulatory
levies) from Interactive content placed on our customers’ websites. Typically, we recognize revenue from these arrangements on
a daily basis over the term of the contract.

52

Revenue
growth for our Interactive segment is principally driven by the number of customers we have, the number of live games, the net win performance
of the games and the net win percentage that we receive pursuant to our contracts with our customers.

Interactive,
Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2025 vs December 31, 2024
InteractiveDecember 31, 2025December 31, 2024%
No. of Live Customers at the end of the period2071753218.3%
Average No. of Live Customers1971673018.0%
No. of Games available at the end of the period346323237.1%
Average No. of Games available332311216.8%
No. of Live Games at the end of the period323303206.6%
Average No. of Live Games308292165.5%
Total Revenue (£’m)£44.4£30.8£13.644.2%

In
the table above:

“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Interactive revenue at the end of the period and the average number of customers from which there is Interactive revenue
during the period, respectively.

“No.
of Games available at the end of the period” and “Average No. of Games available” represents the number of games that
are available for operators to deploy at the end of the period (including inactive legacy games still available and inactive new games
that are available but have not yet gone live with any operators) and the average number of games that are available for operators to
deploy during the period, respectively. This incorporated live games and inactive games.

“No.
of Live Games at the end of the period” and “Average No. of Live Games” represents the number of games from which there
is Interactive revenue at the end of the period and the average number of games from which there is Interactive revenue during the period,
respectively.

“Total
Revenue (£m)” represents total revenue for the Interactive segment, including recurring and upfront service revenue.

53

Interactive,
Results of Operations

For the Twelve-Month Period endedVariance December 31, 2025 vs December 31, 2024
(In $ millions)December 31, 2025December 31, 2024Variance Attributable to Currency MovementVariance on a Functional Currency BasisTotal Functional Currency Variance %Total Reported Variance %
Service Revenue$58.6$39.3$2.0$17.344%49%
Cost of Service(2.9)(1.7)-(1.2)71%71%
Staff-related selling, general and administrative expenses(11.2)(8.9)(0.3)(2.0)22%26%
Non-staff related selling, general and administrative expenses(6.9)(5.4)(0.2)(1.3)24%28%
Labor costs capitalized3.02.3(0.1)0.835%30%
Other segment items:
Stock-based compensation(0.7)(0.4)-(0.3)75%75%
Depreciation and amortization(5.2)(5.5)(0.2)0.5(9)%(5)%
Net operating Income$34.7$19.7$1.2$13.870%76%
Exchange Rate - $ to £1.321.28

Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Interactive results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.

Interactive
revenue

During
the twelve-month period ended December 31, 2025, revenue increased by $17.3 million, or 44% compared to the twelve-month period ended
December 31, 2024, primarily driven by revenue growth in the UK, North America and mainland Europe.

Interactive
net operating income

Net
operating income for the twelve-month period ended December 31, 2025, increased by $13.8 million, or 70% compared to the twelve-month
period ended December 31, 2024, driven by the increase in revenue, partially offset by increases in cost of service of $1.2 million and
Staff-related and Non-staff related selling, general and administrative expenses of $3.3 million.

Leisure

We
typically generate revenue from our Leisure segment through the supply of our gaming and amusement machines. We receive rental fees for
machines, typically on a long-term contract basis, on both a participation and fixed fee basis. Our participation contracts are usually
structured to pay us a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free
bets or plays, any relevant regulatory levies and minimum fixed incomes where applicable) from machines placed in our customers’
facilities. We generally recognize revenue from these arrangements on a daily basis over the term of the contract.

Revenue
for our Leisure segment is principally driven by the number of customers we have, the number of machines in operation, the net win performance
of the machines and the net win percentage that we receive pursuant to our contracts with our customers.

54

Leisure,
Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2025 vs December 31, 2024
LeisureDecember 31, 2025December 31, 2024%
End of period installed base Gaming machines (# of terminals)4,54310,103(5,560)(55.)%
Average installed base Gaming machines (# of terminals)8,48310,367(1,884)(18.2)%
End of period installed base Other (# of terminals)7863,595(2,809)(78.1)%
Average installed base Other (# of terminals)2,5423,892(1,350)(34.7)%
Pub Digital Gaming Machines - Average installed base (# of terminals)5,0836,200(1,117)(18.0)%
Pub Analogue Gaming Machines - Average installed base (# of terminals)53124(71)(57.3)%
MSA and Bingo Gaming Machines - Average installed base (# of terminals)(1)2,4492,944(495)(16.8)%
Inspired Leisure Revenue per Gaming Machine per week£79.6£72.6£7.09.6%
Inspired Pub Digital Revenue per Gaming Machine per week£76.0£74.1£1.92.6%
Inspired Pub Analogue Revenue per Gaming Machine per week£27.2£31.3£(4.1)(13.1)%
Inspired MSA and Bingo Revenue per Gaming Machine per week£115.3£97.7£17.618.0%
Inspired Other Revenue per Machine per week£35.5£24.1£11.447.3%
Total Holiday Parks Revenue (Gaming and Non Gaming) (£’m)£32.3£33.4£(1.1)(3.3)%
Column 1Column 2
(1)Motorway Service Area machines

In
the table above:

“End
of period installed base Gaming” and “Average installed base Gaming” represent the number of gaming machines installed
(excluding Holiday Park machines) that are Category B and Category C only (UK Gambling Act 2005 places machines into categories dependent
on maximum stake and prize available), from which there is participation or rental revenue at the end of the period or as an average
over the period.

“End
of period installed base Other” and “Average installed base Other” represent the number of all other category machines
installed (excluding Holiday Park machines) from which there is participation or rental revenue at the end of the period or as an average
over the period.

“Revenue
per machine unit per week” represents the average weekly participation or rental revenue recognized during the period.

55

Leisure,
Results of Operations

For the Twelve-Month Period endedVariance December 31, 2025 vs December 31, 2024
(In $ millions)December 31, 2025December 31, 2024Variance Attributable to Currency MovementVariance on a Functional Currency BasisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$94.6$99.2$3.2$(7.8)(8)%(5)%
Product2.02.60.1(0.7)(27)%(23)%
Total revenue96.6101.83.3(8.5)(8)%(5)%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(44.6)(46.9)(1.5)3.8(8)%(5)%
Cost of Product(0.9)(0.8)-(0.1)13%13%
Total cost of sales(45.5)(47.7)(1.5)3.7(8)%(5)%
Staff-related selling, general and administrative expenses(15.4)(16.8)(0.5)1.9(11)%(8)%
Non-staff related selling, general and administrative expenses(14.6)(14.8)(0.4)0.6(4)%(1)%
Labor costs capitalized0.10.8-(0.7)(88)%(88)%
Other segment items:
Stock-based compensation(0.5)(0.6)-0.1(17)%(17)%
Depreciation and amortization(12.5)(12.9)(0.4)0.8(6)%(3)%
Loss on sale of business(6.6)-(0.3)(6.3)--
Other selling, general and administrative expenses(0.5)--(0.5)--
Net Operating Income$1.1$9.8$0.2$(8.9)(91)%(89)%
Exchange Rate - $ to £1.321.28

Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Leisure results below are on a functional currency (at constant rate) basis, which excludes the impact of
any changes in foreign currency exchange rates.

Leisure
Revenue

For
the twelve-month period ended December 31, 2025, revenue decreased by $8.5 million, or 8% compared to the twelve-month period ended
December 31, 2024, predominantly from a decrease in pubs revenue of $5.5 million due to pub operator business model restructuring
and a decrease in Extra MSA and holiday parks revenue of $3.6 million due to the sale of UK holiday parks business and certain
associated leisure assets.

Leisure
Net Operating Income

Operating
income for the twelve-month period ended December 31, 2025, decreased by $8.9 million compared to the twelve-month period ended December
31, 2024. This was predominantly driven by the pub operator business model restructuring, Extra MSA and the sale of UK holiday parks
business and certain associated leisure assets.

56

Non-GAAP
Financial Measures

We
use certain non-GAAP financial measures, including EBITDA, to analyze our operating performance. We use these financial measures to manage
our business on a day-to-day basis. We believe that these measures are also commonly used in our industry to measure performance. For
these reasons, we believe that these non-GAAP financial measures provide expanded insight into our business, in addition to standard
U.S. GAAP financial measures. There are no specific rules or regulations for defining and using non-GAAP financial measures, and as a
result the measures we use may not be comparable to measures used by other companies, even if they have similar labels. The presentation
of non-GAAP financial information should not be considered in isolation from, or as a substitute for, or superior to, financial information
prepared and presented in accordance with U.S. GAAP. You should consider our non-GAAP financial measures in conjunction with our U.S.
GAAP financial measures.

We
define our non-GAAP financial measures as follows:

EBITDA
is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income tax expense.

Adjusted
EBITDA is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income
tax expense, and other additional exclusions and adjustments (see Adjusted EBITDA reconciliation table). Such additional excluded amounts
include stock-based compensation U.S. GAAP charges where the associated liability is expected to be settled in stock, and changes in
the value of earnout liabilities and income and expenditure in relation to legacy portions of the business (being those portions where
trading no longer occurs) including closed defined benefit pension plans. Additional adjustments are made for items considered outside
the normal course of business, including but not limited to (1) restructuring costs, which include charges attributable to employee severance,
impairments, management changes, restructuring, dual running costs, costs related to facility closures and integration costs, (2) merger
and acquisition costs and (3) gains or losses not in the ordinary course of business (4) the costs of the restatement of previously issued
financial statements.

We
believe Adjusted EBITDA, when considered along with other performance measures, is a particularly useful performance measure, because
it focuses on certain operating drivers of the business, including sales growth, operating costs, selling and administrative expense
and other operating income and expense. We believe Adjusted EBITDA can provide a more complete understanding of our operating results
and the trends to which we are subject, and an enhanced overall understanding of our financial performance and prospects for the future.
Adjusted EBITDA is not intended to be a measure of liquidity or cash flows from operations or a measure comparable to net income or loss,
because it does not take into account certain aspects of our operating performance (for example, it excludes non-recurring gains and
losses which are not deemed to be a normal part of underlying business activities). Our use of Adjusted EBITDA may not be comparable
to the use by other companies of similarly termed measures. Management compensates for these limitations by using Adjusted EBITDA as
only one of several measures for evaluating our operating performance. In addition, capital expenditures, which affect depreciation and
amortization, interest expense, and income tax benefit (expense), are evaluated separately by management.

Functional
Currency at Constant rate. Currency impacts discussed have been calculated as the current-period average GBP:USD rate less the
equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP). The remaining
difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency, multiplied
by the prior-period average GBP: USD rate, as a proxy for functional currency at constant rate movement.

Currency
Movement represents the difference between the results in our reporting currency (USD) and the results on a functional currency
(at constant rate) basis.

Reconciliations
from net loss, as shown in our Consolidated Statements of Operations and Comprehensive Income (Loss), to Adjusted EBITDA are shown below.

57

Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2025

For the Twelve-Month Period ended December 31, 2025
(In $ millions)Statutory HeadingTotalGamingVirtual SportsInteractiveLeisureCorporate
Net Income/ (loss)Net Income$(17.0)$27.6$18.6$34.7$1.1$(99.0)
Pension charges (1)Staff-related selling, general and administrative expenses$1.01.0
Cost of Group Restructure (2)Other selling, general and administrative expenses$10.12.20.57.4
Cost of Group Restatement (3)Other selling, general and administrative expenses$4.14.1
Stock-based compensation expense (4)Stock-based compensation expense$6.71.20.40.70.53.9
Depreciation and amortization (4)Depreciation and amortization$52.424.07.85.212.52.9
Loss on sale of business (6)Loss on sale of business$6.66.6
Interest expense net (4)Interest expense net$37.337.3
Other finance expenses / (income) (4)Other finance expenses / (income)$(0.9)(0.9)
Income Tax (4)Income Tax$11.111.1
Adjusted EBITDA$111.4$55.0$26.8$40.6$21.2$(32.2)
Adjusted EBITDA£84.0£41.5£20.3£30.7£15.9£(24.4)
Exchange Rate - $ to £ (5)1.32

Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical; these are shown in the Corporate category.

58

Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2024

For the Twelve-Month Period ended December 31, 2024
(In millions)Statutory HeadingTotalGamingVirtual SportsInteractiveLeisureCorporate
Net Income/ (loss)$64.8$23.9$30.0$19.7$9.8$(18.6)
Pension charges (1)Staff-related selling, general and administrative expenses$1.11.1
Cost of Group Restructure (2)Other selling, general and administrative expenses$5.13.71.4
Cost of Group Restatement (3)Other selling, general and administrative expenses$12.312.3
Stock-based compensation expense (4)Stock-based compensation expense$7.60.90.50.40.65.2
Depreciation and amortization (4)Depreciation and amortization$43.316.85.65.512.92.5
Interest expense net (4)Interest expense net$29.429.4
Other finance expenses / (income) (4)Other finance expenses / (income)$(0.5)(0.5)
Income tax (4)Income tax$(63.0)(63.0)
Adjusted EBITDA$100.1$45.3$36.1$25.6$23.3$(30.2)
Adjusted EBITDA£78.4£35.5£28.0£20.0£18.2£(23.3)
Exchange Rate - $ to £ (5)1.28

Note:
Certain corporate function costs have not been allocated to the Company’s reportable operating segments because to do so would
not be practical; these are shown in the Corporate category.

Notes
to Adjusted EBITDA reconciliation tables above:

(1)“Pension charges” are profit and loss charges included within selling, general and administrative expenses, relating to a defined benefit plan which was closed to new entrants in 1999 and to future accrual in 2010. As well as the amortization of net loss, the figure also includes charges relating to the Pension Protection Fund (which were historically borne by the pension plan) and a small amount of associated professional services expenses. These costs are included within Corporate Functions.
(2)“Cost of Group Restructure” includes redundancy costs, Payment In Lieu of Notice costs and any associated employer taxes. To qualify as an adjusting item, costs must be part of a large restructuring project, which will net save ongoing future costs or be in relation to the exit of an Executive.
(3)“Cost of Group Restatement” includes accounting advice and other related costs associated with the restatement of financial statements. It also includes ongoing costs relating to the SEC inquiry that was concluded in January 2025. To qualify as an adjusting item, costs must be specific to the event and be neither normal nor recurring in nature.

59

(4)Stock-based compensation expense, Depreciation and amortization, Total other expense, net and Income tax are as described above in the Results of Operations line item discussions. Total expense, net includes interest income, interest expense, change in fair value of earnout liability, change in fair value of derivative liability and other finance income.
(5)Exchange rate in the table is calculated by dividing the USD Adjusted EBITDA by the GBP Adjusted EBITDA, therefore this could be slightly different from the average rate during the period depending on timing of transactions.
(6)“Loss on sale of business” - In November 2025, the company sold its UK holiday parks business and certain associated leisure assets to a non-connected party, recognizing a loss on disposal.

Liquidity
and Capital Resources

Twelve
Months ended December 31, 2025, compared to Twelve Months ended December 31, 2024

Cash
Flow Summary - A Two-Year Comparative

Twelve Months endedVariance
(in millions)December 31,December 31,
202520242025 to 2024
Net (loss)/profit$(17.0)$64.8$(81.8)
Non-cash interest expense relating to senior debt3.01.11.9
Change in fair value of derivative liabilities and stock-based compensation expense6.77.6(0.9)
Loss on sale of business6.6-6.6
Deferred income taxes2.9-2.9
Depreciation and amortization (incl RoU assets)57.147.79.4
Other net cash utilized by operating activities(7.3)(89.5)82.2
Net cash provided by operating activities52.031.720.3
Net cash used in investing activities(40.5)(40.1)(0.4)
Net cash used by financing activities-(1.6)1.6
Effect of exchange rates on cash2.5(0.7)3.2
Net increase/(decrease) in cash and cash equivalents$14.0$(10.7)$24.7

Net
cash provided by operating activities

For
the twelve months ended December 31, 2025, net cash inflow provided by operating activities was $52.0 million, compared to a $31.7 million
inflow for the twelve months ended December 31, 2024, representing a $20.3 million increase in cash generation. The increase was driven
primarily through the working capital position with favorable movements in accounts receivable due to timing of sales recognition with
high levels at the end of 2024 collected in 2025.

Amortization
of debt fees increased by $1.9 million, to $3.0 million, due to the refinancing of the business in June 2025.

Change
in the fair value of derivative and warrant liabilities and stock-based compensation expense decreased by $0.9 million from $7.6 million
to $6.7 million due to lower stock-based compensation expense. All expenses related to outstanding awards.

A
loss on sale of business expense of $6.6 million was incurred in the twelve months ended December 31, 2025 relating to the sale of
the UK holiday parks business and certain associated leisure assets.

60

Depreciation
and amortization increased by $9.4 million, to $57.1 million, with increases of $4.4 million in amortization of software development
costs, $4.3 million in machine depreciation, $0.4 million in non-machine depreciation and $0.3 million in amortization of right of use
assets.

Other
net cash utilized by operating activities increased by $82.2 million to an outflow of $7.3 million. The relative movements between
the twelve months ended December 31, 2025 and the twelve months ended December 31, 2024 resulted in favorable movements of $60.1
million in corporate tax and other current taxes, $46.8 million in accounts receivable and $3.4 million in inventory. The movement
in corporate tax and other current taxes was due to the previous year including the reversal of the Company’s valuation
allowance on their deferred tax assets in various jurisdictions as well as an inclusion for global low-taxed income. The movements
in accounts receivable was largely due to timing of machine sales with the end of 2024 seeing high levels which were collected in
2025 and due to lower Leisure receivables following the sale of our holiday park business and associated leisure assets and the
transitioning of a number of pub customer to a new operating model. These favorable movements were partly offset by unfavorable
movements in prepayments and accrued income of $23.8 million and long-term liabilities of $3.5 million.

Net
cash used in investing activities

Net
cash utilized in investing activities increased by $0.4 million to $40.5 million in the twelve months ended December 31, 2025.
Higher spend on plant, property and equipment, $18.7 million increase, which included the updating of machines in Greece, a $1.8
million increase in contract costs spending and $7.5 million of holiday park floats sold as part of the sale of the holiday parks
business and certain associated leisure assets were largely offset by the net proceeds from the sale of our holiday park business
and associated leisure assets of $24.4 million, $1.3 million of cash received in escrow as part of the sale and the $1.9 million
reduced spend on capital software.

Net
cash used by financing activities

During
the twelve months ended December 31, 2025, cash used by financing activities was net neutral. The refinancing of the business in June
2025 resulted in a net generation of cash of $8.2 million which was offset by a $7.8 million outflow relating to finance lease spend
and a $0.4 million repurchase of company shares. During the twelve months ended December 31, 2024, net cash used by financing activities
was $1.6 million all relating to finance lease spend.

Funding
Needs and Sources

To
fund our obligations, historically we have relied on a combination of cash flows provided by operations and the incurrence of additional
debt or the refinancing of existing debt. As of December 31, 2025, we had liquidity consisting of $43.3 million in cash, of which $1.3 million is restricted in escrow until November 2026, and a further
$23.9 million of undrawn revolver facility. This compares to $29.3 million of cash as of December 31, 2024, with a further $6.3 million
of revolver facilities undrawn. We had a working capital outflow of $7.3 million for the twelve months ended December 31, 2025, compared
to a $89.5 million outflow for the twelve months ended December 31, 2024.

The
level of our working capital surplus or deficit varies with the level of machine procurement we are undertaking and our capitalization
as well as the seasonality evident in some of the businesses. In periods with minimal machine volumes and capital spend, our working
capital is typically more stable. In periods where significant numbers of machines are being produced, the levels of inventory and creditors
are typically higher and there is a natural timing difference between converting the stock into sellable or capitalized plant and settling
payments to suppliers. These factors can result in significant working capital volatility. In periods of low activity, our working capital
volatility is reduced. Working capital is reviewed and managed with the aim of ensuring that current liabilities are covered by the level
of cash held and the expected level of short-term receipts.

Historically,
some of our business operations require cash to be held within the machines. However with the sale of our holiday park business and
certain associated leisure assets in November 2025, the operational float requirement is removed. As of December 31, 2025, none of
our $43.3 million of cash were held as operational floats within the machines. At December 31, 2024, $2.9 million of our $29.3
million of cash were held as operational floats within the machines

Management
currently believes that the Company’s cash balances on hand, cash flows expected to be generated from operations, and the ability
to control and defer capital projects will be sufficient to fund the Company’s net cash requirements through April 2027.

61

Long
Term and Other Debt

(In millions)December 31, 2025December 31, 2024
Cash held£31.2$42.0£23.4$29.3
Restricted cash0.91.3
Revolver drawn--(15.0)(18.8)
Original principal senior debt(270.0)(363.2)(235.0)(294.4)
Cash interest accrued(1.7)(2.3)(1.9)(2.4)
Finance lease creditors(13.4)(18.1)(18.4)(23.0)
Total£(253.0)$(340.3)£(246.9)$(309.3)

Note:
Table presented in GBP and USD as principle senior debt has a base currency of GBP, movements in the USD value represent foreign currency
exchange rate fluctuations.

Debt
Covenants

On
June 4, 2025, the group entered into a Senior Note Purchase Agreement with the facilities being issued on June 9, 2025. At the same time
the group entered into a Senior Facilities Agreement. These facilities also became available on June 9, 2025 but remained undrawn. At
this point, all previously existing debt and revolver facilities were fully repaid. Full details of the refinancing of the group and
of the terms and conditions of the new debt facilities can be found in Note 13 Long Term and Other Debt.

Under
the Note Purchase Agreement in place as of December 31, 2025, we are subject to covenant testing on the Senior Notes. The Notes Purchase
Agreement requires that the Company maintain a maximum consolidated senior secured net leverage ratio of 5.0x on the test date for the
relevant periods ending September 30, 2025, December 31, 2025, March 31, 2026, June 30, 2026, September 30, 2026, December 31, 2026 and
March 31, 2027, stepping down to 4.75x on June 30, 2027 and each relevant period thereafter (the “Notes Financial Covenant”).
The Notes Financial Covenant is calculated as the ratio of consolidated senior secured net debt to consolidated pro forma EBITDA (defined
as consolidated net income after adding back certain items including (without limitation) interest expense, taxes, depreciation and amortization
expenses and exceptional or non-recurring costs and losses and after adjusting for certain projected savings and synergies) for the 12-month
period preceding the relevant quarterly testing date and is tested quarterly on a rolling basis. The Notes Purchase Agreement does not
include a minimum interest coverage ratio or other financial covenants.

The
Senior Facilities Agreement also requires that the Company maintain a maximum consolidated senior secured net leverage ratio of 5.50x
on the test date for the relevant periods ending September 30, 2025, December 31, 2025, March 31, 2026, June 30, 2026, September 30,
2026, December 31, 2026 and March 31, 2027, stepping down to 5.25x on June 30, 2027 and each relevant period thereafter (the “RCF
Financial Covenant”). The RCF Financial Covenant is calculated as the ratio of consolidated senior secured net debt to consolidated
pro forma EBITDA (defined as net loss excluding depreciation and amortization, interest expense, interest income and income tax expense)
for the 12-month period preceding the relevant quarterly testing date and is tested quarterly on a rolling basis. The SFA does not include
a minimum interest coverage ratio or other financial covenants.

Under
the previous debt facilities, which operated up until the refinancing on June 4, 2025, we were not subject to covenant testing on the
Senior Secured Notes. We were, however, subject to covenant testing at the level of Inspired Entertainment Inc., the ultimate holding
company, on the previous RCF which required the Company to maintain a maximum consolidated senior secured net leverage ratio of 6.0x
on March 31, 2022, stepping down to 5.75x on March 31, 2023 and 5.50x from March 31, 2024 and thereafter (the “RCF Financial Covenant”).
The RCF Financial Covenant is calculated as the ratio of consolidated senior secured net debt to consolidated pro forma EBITDA (defined
as net income (loss) excluding depreciation and amortization, interest expense, interest income and income tax expense) for the 12-month
period preceding the relevant quarterly testing date and is tested quarterly on a rolling basis, subject to the Initial Facility (as
defined in the RCF Agreement) being drawn on the relevant test date. The RCF Financial Covenant does not include a minimum interest coverage
ratio or other financial covenants. These covenants have now been replaced by those of the new long term debt.

Covenant
testing at December 31, 2025 showed covenant compliance with the current debt facilities in place.

Under
the previous debt facilities, there were no covenant violations in the twelve-month periods ended December 31, 2025 or December 31,
2024.

Liens
and Encumbrances

As
of December 31, 2025, our Senior Notes were secured by the imposition of a fixed and floating charge in favor of the lender over all
the assets of the Company and certain of the Company’s subsidiaries.

Share
Repurchases

On
November 1, 2025 the Board of Directors authorized a new share repurchase program permitting the repurchase, subject to repurchases
being effected on or before November 30, 2028 of up to an aggregate amount of $25.0 million of the Company’s issued and
outstanding shares of common stock. Since the authorization, the Company has repurchased an aggregate of 56,604 shares of our common
stock at an aggregate cost of $0.4 million.

Previously,
the Board of Directors had authorized that the Company may use up to $25.0 million to repurchase Inspired shares of common stock, subject
to repurchases being effected on or before May 10, 2025. There were no repurchases in the twelve months ended December 31, 2025 under
this authorization. Under this authorization, the Company had repurchased an aggregate of 1,193,118 shares of our common stock at an
aggregate cost of $12.0 million. This plan has now lapsed.

Total
cumulative share repurchases under both share repurchase programs amount to an aggregate of 1,249,722 shares of our common stock at an
aggregate cost of $12.4 million.

Contractual
Obligations

As
of December 31, 2025, our contractual obligations were as follows:

Contractual Obligations (in millions)TotalLess than 1 year1-2 years3-5 yearsMore than 5 years
Operating activities
Interest on long term debt$159.2$35.5$35.3$88.4$-
Purchase of machines2.92.9---
Financing activities
Senior secured notes - principal repayment363.2--363.2-
Finance lease payments18.04.24.98.9-
Operating lease payments8.92.91.52.81.7
Interest on non-utilization fees1.30.30.30.7-
Total$553.5$45.8$42.0$464.0$1.7

62

Off-Balance
Sheet Arrangements

As
of December 31, 2025, there were no off-balance sheet arrangements, as defined in Item 303(a)(4)(ii) of Regulation S-K, promulgated by
the U.S. Securities and Exchange Commission.

Critical
Accounting Estimates

The
preparation of our audited consolidated financial statements in conformity with U.S. GAAP requires management to make estimates and assumptions.
We exercise considerable judgment with respect to establishing sound accounting policies and in making estimates and assumptions that
affect the reported amounts of our assets and liabilities, our recognition of revenue and expenses, and our disclosure of commitments
and contingencies at the date of the consolidated financial statements. On an on-going basis, we evaluate our estimates and judgments.
We base our estimates and judgments on a variety of factors, including our historical experience, knowledge of our business and industry
and current and expected economic conditions, that are believed to be reasonable under 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. We periodically
re-evaluate our estimates and assumptions with respect to these judgments and modify our approach when circumstances indicate that modifications
are necessary. While we believe that the factors we evaluate provide us with a meaningful basis for establishing and applying sound accounting
policies, we cannot guarantee that the results will always be accurate. Since the determination of these estimates requires the exercise
of judgment, actual results could differ from such estimates.

For a discussion of other
recently issued accounting standards, and assessments as to their impacts on the Company, see Note 1 “Nature of Operations, Management’s
Plans and Summary of Significant Accounting Policies” in the Notes to Consolidated Financial Statements included in Part II, Item
8 of this report.

Revenue

Application of GAAP related
to the measurement and recognition of revenue requires us to make judgments and estimates. Specifically, complex arrangements with nonstandard
terms and conditions may require significant contract interpretation to determine the appropriate accounting. The Company often enters
into contracts with customers that consist of a combination of services and products that are accounted for as one or more distinct performance
obligations. Management applies judgment in evaluating the contractual terms and conditions that impact the identification of performance
obligations and the pattern of revenue recognition. For these arrangements that contain multiple promises, judgement is also required
to determine the stand-alone selling price (“SSP”) for each distinct performance obligation. In instances where SSP is not
directly observable, such as when we do not sell the product or service separately, we determine the SSP using information that may include
market conditions, size of the customer, geography and other observable inputs or, as necessary, unobservable considerations such as historical
experience, knowledge of our business and industry and our current or expected selling practices.

Revenue recognition is also
impacted by our ability to estimate variable consideration, including, for example, estimates for income earned but unbilled prior to
the reporting period end. We consider various factors when making these judgments, including a review of specific transactional data and
contracted terms, information obtained subsequent to the reporting period end and historical experience. Evaluations are conducted each
quarter to assess the adequacy of the estimates.

Other significant judgments
include determining whether the Company is acting as the principal or the agent in a transaction.

The Company recognized service
and product revenue of $278.6 million and $25.5 million, respectively, for the year ended December 31, 2025. The Company’s revenue
recognition policy, which requires significant judgments and estimates, is fully described in Note 1 “Nature of Operations, Management’s
Plans and Summary of Significant Accounting Policies” in the Notes to Consolidated Financial Statements included in Part II, Item
8 of this report.

Goodwill Impairment
Assessment

Application
of the goodwill impairment test requires judgment, including the identification of reporting units, assignment of assets and liabilities
to reporting units, assignment of goodwill to reporting units, and determination of the fair value of each reporting unit. Performance
of the qualitative goodwill assessment requires judgment in identifying and considering the significance of relevant key factors, events
and circumstances that affect the fair value or carrying amount of the reporting units. Such events and circumstances that we have considered
include macroeconomic conditions, industry specific and market considerations, and reporting unit-specific factors such as overall actual
and projected financial performance, among other factors. We also considered the results from the most recent date that a fair value measurement
was performed as a part of a quantitative goodwill assessment and specifically the cushion between each reporting unit’s fair value
and carrying value. The estimates used to calculate the fair value of a reporting unit as a part of a quantitative goodwill assessment
change from year to year based on operating results, market conditions, and other factors. Changes in these estimates and assumptions
could materially affect the determination of fair value and goodwill impairment, if any, for each reporting unit.

Long-lived Assets
and Finite-lived Intangible Assets

We
evaluate the recoverability of intangible assets and other long-lived assets with finite useful lives by comparing the carrying value
of the asset group to the estimated undiscounted future cash flows that we expect the asset to generate if events or changes in circumstances
indicate that these assets are not recoverable. If the asset group fails the recoverability test, an impairment loss is measured as the
amount by which the carrying amount of the asset group exceeds its fair value. The fair value is determined using a discounted cash flow
approach where projections of future cash flows generated by those assets are discounted using an estimated discount rate. Significant
judgment is required to estimate the amount and timing of future cash flows and the relative risk of achieving those cash flows. We also
make judgments about the remaining useful lives of intangible assets and other long-lived assets that have finite lives. While we believe
our estimates of future operating results and projected cash flows are reasonable, any significant adverse changes in key assumptions
(i.e., adverse change in the extent or manner in which an asset or asset group is being used or expectation that, more likely than not,
an asset or asset group will be sold or otherwise disposed of before the end of its useful life) or adverse changes in economic and market
conditions may cause a change in our evaluation of recoverability or our estimation of fair value and could result in an impairment charge
that could be material to our financial statements. Any impairment loss shall be allocated to the long-lived assets of the group on a
pro rata basis using the relative carrying amounts of those assets, except that the loss allocated to an individual long-lived asset of
the group shall not reduce the carrying amount of that asset below its fair value.

Software Development Costs

The
Company must apply judgement in determining the amount of software development costs that should be capitalized. Specifically, we must
evaluate, on a project-by-project basis, whether the resultant product or platform will be completed and generate ongoing economic benefits,
principally through revenue from our customers, which is subject to uncertainties.

Once
the software is substantially complete or available for general release, capitalized internal-use and external-use software costs are
amortized on a straight-line basis over the estimated economic useful life of the software, which ranges from two to five years. There
is judgement involved in estimating the useful life of developed software and the two-to-five-year period was determined based on factors
such as the continuous development in the technology, obsolescence, and anticipated life of the service offering before significant upgrades.
Management evaluates the useful lives of these assets on a recurring basis and tests for impairment whenever events or changes in circumstances
occur that could impact the recoverability of these assets.

63

MD&A history

Prior-year 10-K MD&A spans are extracted from SEC filings with the same bounded parser used for the latest filing. The latest 10-K appears above; prior years are below.

FY 2024 10-K MD&A

SEC filing source: 0001641172-25-000737.

Extracted from Item 7 to the first post-MD&A boundary after HTML sanitization. Confidence: high. Filing date: 2025-03-26. Report date: 2024-12-31.

ITEM
7. MANAGEMENT’S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS

The
following discussion and analysis of our financial condition and results of operations should be read in conjunction with the financial
statements and related notes thereto included elsewhere in this report. This discussion contains forward-looking statements that involve
risks and uncertainties. Our actual future results could differ materially from the historical results discussed below. Factors that
could cause or contribute to such differences include, but are not limited to, those identified below and those discussed in the section
titled “Risk Factors” included elsewhere in this report.

Forward-Looking
Statements

We
make forward-looking statements in this Management’s Discussion and Analysis of Financial Condition and Results of Operations.
For definitions of the term Forward-Looking Statements, see the definitions provided in the Cautionary Note Regarding Forward-Looking
Statements at the start of this Annual Report on Form 10-K for the twelve-month period ended December 31, 2024.

Seasonality

Our
results of operations can fluctuate due to seasonal trends and other factors. Sales of our gaming machines can vary quarter on quarter
due to both supply and demand factors. Player activity for our holiday parks is generally higher in the second and third quarters of
the year, particularly during the summer months and slower during the first and fourth quarters of the year.

38

Revenue

We
generate revenue in four principal ways: i) on a participation basis, ii) on a fixed rental fee basis, iii) through product sales and
iv) through software license fees. Participation revenue generally includes a right to receive a share of our customers’ gaming
revenue, typically as a share of net win but sometimes as a share of the handle or “coin in” which represents the total amount
wagered.

Geographic
Range

Geographically,
the majority of our revenue is derived from, and the majority of our non-current assets are attributable to, our UK operations. The remainder
of our revenue is derived from, and non-current assets attributable to, Greece and the rest of the world (including North America).

For
the twelve-months ended December 31, 2024, we derived approximately 73% of our revenue from the UK (including customers headquartered
in the UK but whose revenue is generated globally), 7% from Greece, and the remaining 20% across the rest of the world. For the twelve-months
ended December 31, 2023, we derived approximately 78% of our revenue from the UK (including customers headquartered in the UK but whose
revenue is generated globally), 8% from Greece, and the remaining 14% across the rest of the world. The UK percentage was impacted by
specific Hardware sales, which generally result in a lower margin (“Low Margin sales”), this increased UK revenue for the
twelve-month period by 13%.

As
of December 31, 2024, our non-current assets (excluding goodwill) were attributable as follows: 80% to the UK, 7% to Greece and 13% across
the rest of the world. As of December 31, 2023, our non-current assets (excluding goodwill) were attributable as follows: 70% to the
UK, 12% to Greece and 18% across the rest of the world.

Foreign
Exchange

Our
results are affected by changes in foreign currency exchange rates as a result of the translation of foreign functional currencies into
our reporting currency and the re-measurement of foreign currency transactions and balances. The impact of foreign currency exchange
rate fluctuations represents the difference between current rates and prior-period rates applied to current activity. The geographic
region in which the largest portion of our business is operated is the UK and the British pound (“GBP”) is considered to
be our functional currency. Our reporting currency is the U.S. dollar (“USD”). Our results are translated from our functional
currency of GBP into the reporting currency of USD using average rates for profit and loss transactions and applicable spot rates for
period-end balances. The effect of translating our functional currency into our reporting currency, as well as translating the results
of foreign subsidiaries that have a different functional currency into our functional currency, is reported separately in Accumulated
Other Comprehensive Income.

During
the twelve-months ended December 31, 2024, we derived approximately 27% of our revenue from sales to customers outside the UK, compared
to 22% during the twelve months ended December 31, 2023.

In
the section “Results of Operations” below, currency impacts shown have been calculated as the current-period average GBP:USD
rate less the equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP).
The remaining difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency,
multiplied by the prior-period average GBP:USD rate. This is not a U.S. GAAP measure but is one which management believes gives a clearer
indication of results. In the tables below, variances in particular line items from period to period exclude currency translation movements,
and currency translation impacts are shown independently.

Non-GAAP
Financial Measures

We
use certain financial measures that are not compliant with U.S. GAAP (“Non-GAAP financial measures”), including EBITDA and
Adjusted EBITDA, to analyze our operating performance. In this discussion and analysis, we present certain non-GAAP financial measures,
define and explain these measures and provide reconciliations to the most comparable U.S. GAAP measures. See “Non-GAAP Financial
Measures” below.

Results
of Operations

Our
results are affected by changes in foreign currency exchange rates, primarily between our functional currency (GBP) and our reporting
currency (USD). During the periods ended December 31, 2024 and December 31, 2023, the average GBP:USD rates were for the twelve-month
period 1.28 and 1.25, respectively.

The
following discussion and analysis of our results of operations has been organized in the following manner:

a discussion and analysis of the Company’s results of operations for the twelve-month period ended December 31, 2024, compared to the same period in 2023; and
a discussion and analysis of the results of operations for each of the Company’s segments (Gaming, Virtual Sports, Interactive and Leisure) for the twelve-month periods ended December 31, 2024, compared to the same period in 2023, including key performance indicator (“KPI”) analysis.

A
discussion and analysis of the Company’s consolidated results of operation and results of operations for each of the Company’s
segments for the twelve-month period ended December 31, 2023, compared to the same period in 2022, can be found in “Management’s
Discussion and Analysis of Financial Condition and Results of Operations” in Part II, Item 7 of our Form 10-K for the fiscal year
ended December 31, 2023 filed with the SEC on April 15, 2024. There were no significant changes in the trends, discussions and analyses
included therein.

In
the discussion and analysis below, certain data may vary from the amounts presented in our consolidated financial statements due to rounding.

For
all reported variances, refer to the overall company and segment tables shown below. All variances discussed in the overall company and
segment results are on a functional currency (at constant rate) basis, which excludes the impact of any changes in foreign currency exchange
rates.

Key
Events

During
the twelve-month period ended December 31, 2024 in the Gaming segment, William Hill committed to leasing 5,000 new Vantage® terminals.
Deployment of these new terminals began in the fourth quarter of 2024, with expected completion in the first half of 2025. OPAP in Greece
ordered 4,000 new VLT’s, with an expected delivery of 2,400 machines in the first half of 2025, with the balance of 1,600 machines
in the fourth quarter of 2025. We also successfully delivered 720 Valor terminals to Western Canada Lottery Corporation (“WCLC”).

During
the twelve-month period ended December 31, 2024 the Virtual Sports segment established partnerships with key sporting organizations,
including the NBA, NFL and NHL. These collaborations have enabled the creation of unique products featuring official players and teams
from these leagues.

During
the twelve-month period ended December 31, 2024 the Interactive segment went live with 41 new operators, including Winmasters, Midnite,
Favbet, OLG and bet365 in New Jersey. The total number of customers at the end of the period increased by 26 due to the closure of several
smaller-scale customers. In addition, Inspired licensed its remote gaming server (“RGS”) to an operator customer, allowing
the customer to host its own instance of the most recent version of our RGS. Inspired also launched Hybrid Dealer, a US-patented online
product category that offers players casino and gameshow content.

During
the twelve-month period ended December 31, 2024 we joined the Scientific Games Content Hub Partner Program, the global lottery industry’s
premier content delivery platform, enabling Inspired to distribute Virtual Sports products to Scientific Games iLottery customers around
the world.

During
the twelve-month period ended December 31, 2024, as part of a strategic reorganization, Inspired exited its lease at the in-house manufacturing
facility in Bridgend, Wales. This has enabled us to outsource our manufacturing to our new long-term manufacturing partner Trio, in order
to optimize our cost structure and enhance production efficiency.

Inspired
also announced the engagement of Tunley Environmental to conduct a thorough business carbon assessment, with the goal of reducing the
company’s carbon footprint aligning with the Company’s commitment to reduce its environmental footprint as required by UK laws and regulations.

Key
agreements made in the twelve-month period ended December 31, 2024 include a new contract with Kambi Group to integrate Inspired Virtual
Sports products into the Kambi sportsbook platform. In addition, in the Leisure segment Inspired won a new multi-year contract with Parkdean
Resorts for the sole supply of amusement and gaming machines to their holiday park estate of 64 sites nationwide in the UK and a new
multi-year contract with Away Resorts for sole supply to 19 sites nationwide in the UK.

39

Overall
Company Results

Twelve
Months ended December 31, 2024, compared to Twelve Months ended December 31, 2023

For the Twelve-MonthVariance
Period endedDecember 31, 2024 vs December 31, 2023
(In millions)December 31, 2024December 31, 2023Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$258.6$257.8$6.9$(6.1)(2)%-
Product38.565.10.4(27.0)(41)%(41)%
Total revenue297.1322.97.3(33.1)(10)%(8)%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(70.3)(75.1)(1.9)6.7(9)%(6)%
Cost of Product(22.0)(53.5)(0.4)31.9(60)%(59)%
Staff-related selling, general and administrative expenses(65.5)(62.5)(1.6)(1.4)2%5%
Non-staff related selling, general and administrative expenses(51.0)(44.3)(1.3)(5.4)12%15%
Labor costs capitalized11.911.80.2(0.1)(1)%1%
Other segment items:
Stock-based compensation(7.6)(11.2)(0.1)3.7(33)%(32)%
Depreciation and amortization(43.3)(39.6)(1.1)(2.6)7%9%
Other selling, general and administrative expenses(18.6)(9.6)(0.5)(8.5)89%94%
Net operating Income30.738.90.6(8.8)(22)%(21)%
Other income (expense)
Interest expense, net(29.4)(27.4)(0.4)(1.6)6%7%
Other finance income (expense)0.50.4-0.125%25%
Total other income (expense), net(28.9)(27.0)(0.4)(1.5)6%7%
Net Income from continuing operations before income taxes1.811.90.2(10.3)(87)%(85)%
Income tax income (expense)63.0(5.0)0.767.3(1346)%(1360)%
Net Income$64.8$6.9$0.9$57.0826%839%
Exchange Rate - $ to £1.281.25

See
“Segments Results” below for a more detailed explanation of the significant changes in our components of revenue within the
individual segment results of operations.

Revenue
(for the twelve-months ended December 31, 2024, compared to the twelve-months ended December 31, 2023)

Consolidated
Reported Revenue by Segment

Column 1Column 2Column 3
There were no Low Margin-related sales for the twelve-month period ended December 31, 2024. For the twelve-month period ended December 31, 2023 Low Margin-related revenue was $30.6 million.

For
the twelve-month period ended December 31, 2024, revenue on a functional currency (at constant rate) basis decreased by $33.1 million,
or 10%.

For
the twelve-month period ended December 31, 2024 Gaming revenue declined by $34.0 million, predominantly due to a decrease in product
sales of $27.1 million, as the prior year period contained $30.6 million of Low Margin sales compared to no Low Margin sales in the
current period. Gaming service revenue decreased by $6.9 million, predominantly due to declines in mainland Europe and Greece.
Virtual Sports declined by $12.0 million, with $10.9 million of the reduction coming from online sales, while Interactive grew by $10.6
million due to growth driven in the UK and North American markets. Leisure revenue grew by $3.0 million predominantly due to growth
in the Holiday Parks and Pubs sectors.

40

Cost
of Sales, excluding depreciation and amortization

Cost
of sales, excluding depreciation and amortization, for the twelve-month period ended December 31, 2024, decreased by $38.6 million, or
30%. This was driven by a decrease in cost of service of $6.7 million and a $31.9 million decrease in cost of product, predominantly
driven by the decrease in low margin product sales.

Non-staff
related selling, general and administrative expenses

Non-Staff
related selling, general and administrative expenses for the twelve-month period ended December 31, 2024 increased by $5.4 million, or
12%. The increase in the twelve-month period was predominantly driven by increases in storage and distribution of $1.6 million, IT of
$1.1 million, facility costs of $1.0 million, and audit and accountancy costs of $1.1 million.

Stock-based
compensation

During
the twelve-month period ended December 31, 2024, the Company recorded expenses of $7.6 million, compared to expenses of $11.2 million,
for the twelve-month period ended December 31, 2023. All expenses related to outstanding awards, but the twelve-months ended December
31, 2023, included $0.4 million of shares that fully vested on the date of grant.

Depreciation
and amortization

Depreciation
and amortization for the twelve-month period ended December 31, 2024, increased by $2.6 million, driven mainly by increases in Virtuals
of $2.1 million and Interactive of $1.7 million for increased software development and intangible assets, and Leisure of $0.9 million
for increase of machine assets, offset by reductions in Gaming of $2.2 million as machine assets reach full depreciation.

Other
selling, general and administrative expenses

Other
selling, general and administrative expenses for the twelve-month period ended December 31, 2024 increased by $8.5 million, or 89%. The
increase in the twelve-month period was driven primarily by the costs of the restatement of previously issued financial statements and
costs relating to restructuring costs.

Net
operating income

During
the twelve-month period ended December 31, 2024, net operating income was $30.7 million, a decrease of $8.8 million, compared to the
prior year period. This decrease was primarily driven by the increase in non-staff related selling, general and administrative expenses,
depreciation and amortization, along with other selling general and administrative expenses, partially offset by an increase in gross
margin and reduction in stock-based compensation.

Net
Income

For
the twelve-month period ended December 31, 2024, net income was $64.8 million, compared to net income of $6.9 million in the prior
year period. The increase was primarily driven by an increase of income tax income of $67.3 million, due to the
reversal of the majority of the company’s valuation allowance on its deferred tax
assets, partially offset by the
decrease in net operating income and increases in interest expense and income tax expense.

Deferred
Tax

The Company has not recognized deferred tax liabilities in respect of unremitted earnings that are considered indefinitely
reinvested in foreign subsidiaries. We do not provide for taxes on our undistributed earnings of foreign subsidiaries that have not been
previously taxed because we intend to invest such undistributed earnings indefinitely outside of the United States.

Segment
Results (for the twelve months ended December 31, 2024, compared to the twelve months ended December 31, 2023)

Gaming

We
generate revenue from our Gaming segment through the delivery of our gaming terminals preloaded with proprietary gaming software, server-based
content, as well as services such as terminal repairs, maintenance, software updates and upgrades on a when and if available basis and
content development. We receive rental fees for machines, typically in conjunction with long-term contracts, on both a participation
and fixed fee basis. Our participation contracts are typically structured to pay us a percentage of net win (defined as net revenue to
our operator customers, after deducting player winnings, free bets or plays and any relevant regulatory levies) from gaming terminals
placed in our customers’ facilities. Typically, we recognize revenue from these arrangements on a daily basis over the term of
the contract.

Revenue
growth for our Gaming business is principally driven by changes in (i) the number of operator customers we have, (ii) the number of Gaming
machines in operation, (iii) the net win performance of the machines and (iv) the net win percentage that we receive pursuant to our
contracts with our customers.

Gaming,
Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2024 vs December 31, 2023
GamingDecember 31, 2024December 31, 2023%
End of period installed base (# of terminals) (2)34,91634,5004161.2%
Total Gaming - Average installed base (# of terminals) (2)34,86334,5633000.9%
Participation - Average installed base (# of terminals) (2)29,89730,305(408)(1.3)%
Fixed Rental - Average installed base (# of terminals)4,9714,29068115.9%
Service Only - Average installed base (# of terminals)5,77011,688(5,918)(50.6)%
Customer Gross Win per unit per day (1) (2)£96.6£96.6£--
Customer Net Win per unit per day (1) (2)£70.8£70.6£0.20.3%
Inspired Blended Participation Rate5.4%5.6%(0.2)%
Inspired Fixed Rental Revenue per Gaming Machine per week£28.6£35.5£(6.9)(19.4)%
Inspired Service Rental Revenue per Gaming Machine per week£5.3£5.1£0.23.9%
Gaming Long term license amortization (£’m)£2.1£2.6£(0.5)(19.2)%
Number of Machine sales3,1189,741(6,623)(68.0)%
Average selling price per terminal£8,044£5,866£2,17837.1%
(1)Includes all SBG terminals in which the Company takes a participation revenue share across all territories.
(2)Includes approximately 2,500 lottery terminals where the revenue share is on handle instead of net win.

In
the table above:

“End
of Period Installed Base” is equal to the number of deployed Gaming terminals at the end of each period that have been placed on
a participation or fixed rental basis. Gaming participation revenue, which comprises the majority of Gaming Service revenue, is directly
related to the participation terminal installed base. This is the medium by which our customers generate revenue and distribute a revenue
share to the Company. To the extent all other KPIs and certain other factors remain constant, the larger the installed base, the higher
the Company’s revenue would be for a given period. Management gives careful consideration to this KPI in terms of driving growth
across the segment. This does not include Service Only terminals.

Revenue
is derived from the performance of the installed base as described by the Gross and Net Win KPIs.

41

If
the End of Period Installed Base is materially different from the Average Installed Base (described below), we believe this gives an
indication as to potential future performance. We believe the End of Period Installed Base is particularly useful for assessing new customers
or markets, to indicate the progress being made with respect to entering new territories or jurisdictions.

“Total
Gaming - Average Installed Base” is the average number of deployed Gaming terminals during the period consisting of both participation
terminals and fixed rental terminals. Therefore, it is more closely aligned to revenue in the period. We believe this measure is particularly
useful for assessing existing customers or markets to provide comparisons of historical size and performance. This does not include Service
Only terminals.

“Participation
- Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a participation basis.

“Fixed
Rental - Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a fixed rental basis.

“Service
Only - Average Installed Base” is the average number of terminals that generated revenue on a Service only basis.

“Customer
Gross Win per unit per day” is a KPI used by our management to (i) assess impact on the Company’s revenue, (ii) determine
changes in the performance of the overall market and (iii) evaluate the impact of regulatory change and our new content releases on our
customers. Customer Gross Win per unit per day is the average per unit cash generated across all Gaming terminals in which the Company
takes a participation revenue share across all territories in the period, defined as the difference between the amounts staked less winnings
to players divided by the Average Installed Base in the period, then divided by the number of days in the period.

Gaming
revenue accrued in the period is derived from Customer Gross Win accrued in the period after deducting gaming taxes (defined as a regulatory
levy paid by the Customer to government bodies) and applying the Company’s contractual revenue share percentage.

Our
management believes Customer Gross Win measures are meaningful because they represent a view of customer operating performance that is
unaffected by our revenue share percentage and allow management to (1) readily view operating trends, (2) perform analytical comparisons
and benchmarking between customers and (3) identify strategies to improve operating performance in the different markets in which we
operate.

“Customer
Net Win per unit per day” is Customer Gross Win per unit per day after giving effect to the deduction of gaming taxes.

“Inspired
Blended Participation Rate” is the Company’s average revenue share percentage across all participation terminals where revenue
is earned on a participation basis, weighted by Customer Net Win per unit per day.

“Inspired
Fixed Rental Revenue per Gaming Machine per week” is the Company’s average fixed rental amount across all fixed rental terminals
where revenue is generated on a fixed fee basis, per unit per week.

“Inspired
Service Rental Revenue per Gaming Machine per week” is the Company’s average service rental amount across all service only
rental terminals where revenue is generated on a service only fixed fee basis, per unit per week.

“Gaming
Long term license amortization” is the upfront license fee per terminal which is typically spread over the life of the terminal.

Our
overall Gaming revenue from terminals placed on a participation basis can therefore be calculated as the product of the Participation
- Average Installed Base, the Customer Net Win per unit per day, the number of days in the period, and the Inspired Blended Participation
Rate, which is equal to “Participation Revenue”.

“Number
of Machine sales” is the number of terminals sold during the period.

“Average
selling price per terminal” is the total revenue in GBP of the Gaming terminals sold divided by the “number of Machine sales”.

42

Gaming,
Recurring Revenue

Set
forth below is a breakdown of our Gaming recurring revenue. Gaming recurring revenue principally consists of Gaming participation revenue
and fixed rental revenue.

For the Twelve-Month Period endedVariance December 31, 2024 vs December 31, 2023
(In £ millions)December 31, 2024December 31, 2023%
Gaming Recurring Revenue
Total Gaming Revenue£86.7£114.0£(27.3)(24)%
Gaming Participation Revenue£41.7£44.3£(2.6)(6)%
Gaming Project Recurring Revenue£0.7£0.9£(0.2)(22)%
Other Fixed Fee Recurring Revenue£9.1£16.3£(7.2)(44)%
Gaming Long-term license amortization£2.2£2.7£(0.5)(19)%
Total Gaming Recurring Revenue *£53.7£64.2£(10.5)(16)%
Gaming Recurring Revenue as a % of Total Gaming Revenue †62%56%6%
Total Gaming revenue excluding Low Margin Sales86.789.7(3.0)-
Gaming Recurring Revenue as a % of Total Gaming Revenue (excluding Low Margin Sales) *62%72%(10)%
*Does not reflect Low Margin-related revenue.
Total Gaming Revenue for the twelve-month period ended December 31, 2024 includes no Low Margin sales. Total Gaming Revenue for the twelve-month period ended December 31, 2023 includes £24.3 million of Low Margin sales.

In
the table above:

“Gaming
Participation Revenue” includes our share of revenue generated from (i) our Gaming terminals placed in gaming and lottery venues;
and (ii) licensing of our game content and intellectual property to third parties.

“Gaming
Other Fixed Fee Recurring Revenue” includes service revenue in which the Company earns a periodic fixed fee on a contracted basis.

“Gaming
Project Recurring Revenue” relates specifically to a single customer for machine estate upgrades and distribution.

“Gaming
Long term license amortization” – see the definition provided above.

“Total
Gaming Recurring Revenue” is equal to Gaming Participation Revenue plus Gaming Other Fixed Fee Recurring Revenue.

Gaming,
Service Revenue by Region

Set
forth below is a breakdown of our Gaming service revenue by geographic region. Gaming Service revenue consists principally of Gaming
participation revenue, Gaming other fixed fee revenue, Gaming long-term license amortization and Gaming other non-recurring revenue.
See “Gaming Segment Revenue” below for a discussion of gaming service revenue between the periods under review.

43

For the Twelve-Month Period endedVariance
(In millions)December 31, 2024December 31, 2023December 31, 2024 vs December 31, 2023Total Functional Currency %
Service Revenue:
UK LBO$34.5$37.0$(2.5)(7)%(18)%
UK Other16.113.92.216%13%
Italy1.72.8(1.1)(39)%(43)%
Greece15.218.7(3.5)(19)%(20)%
Rest of the World1.82.1(0.3)(14)%(19)%
Lotteries5.45.20.24%4%
Total Service revenue$74.7$79.6$(4.9)(6)%(13)%
Exchange Rate - $ to £1.281.25

Note:
Exchange rate in the table is calculated by dividing the USD total service revenue by the GBP total service revenue, therefore this could
be slightly different from the average rate during the period depending on timing of transactions.

Gaming,
Results of Operations

For the Twelve-Month Period endedVariance December 31, 2024 vs December 31, 2023
(In millions)December 31, 2024December 31, 2023Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$74.7$79.6$2.0$(6.9)(9)%(6)%
Product35.962.90.1(27.1)(43)%(43)%
Total revenue110.6142.52.1(34.0)(24)%(22)%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(20.0)(24.6)(0.2)4.8(20)%(19)%
Cost of Product(21.2)(52.4)(0.2)31.4(60)%(60)%
Total cost of sales(41.2)(77.0)(0.4)36.2(47)%(46)%
Staff-related selling, general and administrative expenses(18.1)(17.9)(0.4)0.2(1)%1%
Non-staff related selling, general and administrative expenses(10.5)(9.3)(0.4)(0.8)9%13%
Labor costs capitalized4.54.50.1(0.1)(2)%-
Other segment items:
Stock-based compensation(0.9)(1.5)(0.1)0.7(47)%(40)%
Depreciation and amortization(16.8)(18.7)(0.4)2.3(12)%(10)%
Other selling, general and administrative expenses(3.7)-(0.1)(3.6)97%100%
Net operating Income$23.9$22.6$0.4$0.94%6%
Exchange Rate - $ to £1.281.25

44

Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Gaming results below are on a functional currency (at a constant rate) basis, which excludes the impact of
any changes in foreign currency exchange rates.

Gaming
Revenue

During
the twelve-month period ended December 31, 2024, Gaming revenue decreased by $34.0 million, or 24%. This was driven by a $6.9 million
decrease in Service revenue and $27.1 million decrease in Product revenue.

The
decrease in Gaming Service revenue was driven by a $3.8 million decline in Greece, predominantly due to the reduction in Gross Win
per day and expiry of historical amortized license revenues, and $3.4 million in the UK market inclusive of shop closures in UK
Licensed Betting Offices (“LBO”), which was mostly offset by growth in Other UK of $1.8 million driven by one-off license
sales.

The
Product revenue decrease was primarily driven by lower Product sales of $27.1 million, as the prior year period contained $30.6 million
of Low Margin sales. This was partially offset by $12.8 million in revenue growth in North America.

Gaming
Operating / Net Income

Net
income for the twelve-month period ended December 31, 2024 increased by $0.9 million. The increase was primarily due to an increase in
gross margin of $2.2 million (as the $34.0 million revenue decrease was offset by a $36.2 million decrease in total costs of sales primarily
driven by the decrease in Low Margin sales in the current period) and a decrease in depreciation and amortization of $2.3 million due
to the full depreciation of machine assets, partially offset by an increase in non-staff related selling, general and administrative
expenses of $0.8 million driven by lower overhead recoveries of $0.8 million,
and an increase in other selling, general and administrative expenses costs of $3.6 million relating to restructuring costs for the closure
of the Bridgend manufacturing facility.

Virtual
Sports

We
generate revenue from our Virtual Sports segment through our on-premise licensing solution and hosting of our products. We primarily
receive fees on a participation basis. Our participation contracts are typically structured to pay us a percentage of net win (defined
as net revenue to our operator customers, after deducting player winnings, free bets or plays and other promotional costs and any relevant
regulatory levies) from Virtual Sports content placed on our customers’ websites or in our customers’ facilities. Typically,
we recognize revenue from these arrangements on a daily basis over the term of the contract.

45

Revenue
growth for our Virtual Sports segment is principally driven by the number of customers we have, the net win performance of the games
and the net win percentage that we receive pursuant to our contracts with our customers.

Virtual
Sports, Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2024 vs December 31, 2023
December 31, 2024December 31, 2023%
Virtuals
No. of Live Customers at the end of the period58562(3.6)%
Average No. of Live Customers5657(1)(1.8)%
Total Revenue (£’m)£35.6£45.3£(9.7)(21.4)%
Total Revenue £’m - Retail£9.2£10.2£(1.0)(9.8)%
Total Revenue £’m - Online Virtuals£26.4£35.2£(8.8)(25.0)%

In
the table above:

“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Virtual Sports revenue at the end of the period and the average number of customers from which there is Virtual Sports
revenue during the period, respectively.

“Total
Revenue (£m)” represents total revenue for the Virtual Sports segment, including recurring and upfront service revenue. Total
revenue is also divided between “Total Revenue (£m) – Retail,” which consists of revenue earned through players
wagering at Virtual Sports venues, “Total Revenue (£m) – Online Virtuals,” which consists of revenue earned through
players wagering on Virtual Sports online.

Virtual
Sports, Recurring Revenue

Set
forth below is a breakdown of our Virtual Sports recurring revenue, which consists of Retail Virtuals and Online Virtuals recurring revenue
as well as long-term license amortization. See “Virtual Sports Segment Revenue” below for a discussion of Virtual Sports
Service revenue between the periods under review.

For the Twelve-Month Period endedVariance December 31, 2024 vs December 31,2023
(In £ millions)December 31, 2024December 31, 2023%
Virtual Sports Recurring Revenue
Total Virtual Sports Revenue£35.6£45.3£(9.7)(21.4)%
Recurring Revenue - Retail Virtuals£9.0£9.9£(0.9)(9.1)%
Recurring Revenue - Online Virtuals£25.6£34.6£(9.0)(26.0)%
Total Virtual Sports Long-term license amortization£0.1£0.2£(0.1)(50.0)%
Total Virtual Sports Recurring Revenue£34.7£44.7£(10.0)(22.4)%
Virtual Sports Recurring Revenue as a Percentage of Total Virtual Sports Revenue97.5%98.7%(1.2)%

46

“Recurring
Revenue” includes our share of revenue generated from (i) our Virtual Sports products placed with operators; (ii) licensing our
game content and intellectual property to third parties; and (iii) our games on third-party online gaming platforms that are interoperable
with our game servers.

“Virtual
Sports Long term license amortization” is the upfront license fee which is typically spread over the life of the contract.

Virtual
Sports, Results of Operations

For the Twelve-Month Period endedVariance December 31, 2024 vs December 31, 2023
(In millions)December 31, 2024December 31, 2023Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Service Revenue$45.4$56.2$1.2$(12.0)(21)%(19)%
Cost of Service(1.7)(1.4)-(0.3)(21)%(21)%
Staff-related selling, general and administrative expenses(9.2)(8.3)(0.3)(0.6)7%11%
Non-staff related selling, general and administrative expenses(2.7)(2.4)(0.1)(0.2)8%13%
Labor costs capitalized4.33.5-0.823%23%
Other segment items:
Stock-based compensation(0.5)(0.4)-(0.1)25%25%
Depreciation and amortization(5.6)(3.2)(0.2)(2.2)69%75%
Net operating Income$30.0$44.0$0.6$(14.6)(33)%(32)%
Exchange Rate - $ to £1.281.25

Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Virtual Sports results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.

Virtual
Sports revenue

During
the twelve-month period ended December 31, 2024 revenue decreased by $12.0 million, or 21% driven by a major customer optimizing its
customer base.

Virtual
Sports operating income

During
the twelve-month period ended December 31, 2024, net operating income decreased by $14.5 million. These declines were primarily due to
the decrease in gross margin of $12.3 million, an increase in non-staff related selling, general and administrative expenses of $0.2
million predominantly driven by higher external consultant and recruitment costs, and an increase in depreciation and amortization of
$2.2 million for increased software development and intangible assets.

Interactive

We
generate revenue from our Interactive segment through various gaming content made available via third-party aggregation platforms integrated
with our remote gaming server or directly on the Company’s remote gaming server platform, and services such as customer
support, platform maintenance, updates and upgrades. Typically, we receive fees on a participation basis. Our
participation contracts are usually structured to pay us a percentage of net win (defined as net revenue to our operator customers, after
deducting player winnings, free bets or plays and other promotional costs and any relevant regulatory levies) from Interactive content
placed on our customers’ websites. Typically, we recognize revenue from these arrangements on a daily basis over the term of the
contract.

47

Revenue
growth for our Interactive segment is principally driven by the number of customers we have, the number of live games, the net win performance
of the games and the net win percentage that we receive pursuant to our contracts with our customers.

Interactive,
Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2024 vs December 31, 2023
InteractiveDecember 31, 2024December 31, 2023%
No. of Live Customers at the end of the period1751492617.4%
Average No. of Live Customers1671422517.6%
No. of Games available at the end of the period3232903311.4%
Average No. of Games available3112793211.5%
No. of Live Games at the end of the period3032752810.2%
Average No. of Live Games2922593312.7%
Total Revenue (£’m)£30.8£22.4£8.437.5%

In
the table above:

“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Interactive revenue at the end of the period and the average number of customers from which there is Interactive revenue
during the period, respectively.

“No.
of Games available at the end of the period” and “Average No. of Games available” represents the number of games that
are available for operators to deploy at the end of the period (including inactive legacy games still available in inactive new games
that are available but have not yet gone live with any operators) and the average number of games that are available for operators to
deploy during the period, respectively. This incorporated live games and inactive games.

“No.
of Live Games at the end of the period” and “Average No. of Live Games” represents the number of games from which there
is Interactive revenue at the end of the period and the average number of games from which there is Interactive revenue during the period,
respectively.

“Total
Revenue (£m)” represents total revenue for the Interactive segment, including recurring and upfront service revenue.

48

Interactive,
Results of Operations

For the Twelve-Month Period endedVariance December 31, 2024 vs December 31, 2023
(In millions)December 31, 2024December 31, 2023Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Service Revenue$39.3$27.9$0.8$10.638%41%
Cost of Service(1.7)(1.7)----
Staff-related selling, general and administrative expenses(8.9)(8.4)(0.3)(0.2)2%6%
Non-staff related selling, general and administrative expenses(5.4)(4.9)(0.2)(0.3)6%10%
Labor costs capitalized2.32.5(0.2)--(8)%
Other segment items:
Stock-based compensation(0.4)(0.6)-0.2(33)%(33)%
Depreciation and amortization(5.5)(3.7)0.1(1.7)46%49%
Net operating Income$19.7$11.1$0.2$8.476%77%
Exchange Rate - $ to £1.281.25

Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Interactive results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.

Interactive
revenue

During
the twelve-month period ended December 31, 2024 revenue increased by $10.6 million, or 38%, driven by recurring revenue growth in the
UK, North America and mainland Europe due to the launch of new content across the estate and increased promotional activity through exclusive
deals with tier-one customers.

Interactive
operating income

Operating
income for the twelve-month period ended December 31, 2024 increased by $8.6 million. This increase was driven by the increase in gross
margin, partially offset by increases in staff related selling, general and administrative expenses of $0.3 million driven by annual
salary increases and additional headcount, non-staff related selling, general and administrative expenses of $0.3 million predominantly
due to increased IT network costs supporting revenues, and depreciation and amortization of $1.7 million for increased software development
and intangible assets.

Leisure

We
typically generate revenue from our Leisure segment through the supply of our gaming and amusement machines. We receive rental fees for
machines, typically on a long-term contract basis, on both a participation and fixed fee basis. Our participation contracts are usually
structured to pay us a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free
bets or plays, any relevant regulatory levies and minimum fixed incomes where applicable) from machines placed in our customers’
facilities. We generally recognize revenue from these arrangements on a daily basis over the term of the contract.

Revenue
growth for our Leisure segment is principally driven by the number of customers we have, the number of machines in operation, the net
win performance of the machines and the net win percentage that we receive pursuant to our contracts with our customers.

49

Leisure,
Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2024 vs December 31, 2023
LeisureDecember 31, 2024December 31, 2023%
End of period installed base Gaming machines (# of terminals)10,10310,741(638)(5.9)%
Average installed base Gaming machines (# of terminals)10,36710,761(394)(3.7)%
End of period installed base Other (# of terminals)3,5954,209(614)(14.6)%
Average installed base Other (# of terminals)3,8924,371(479)(11.0)%
Pub Digital Gaming Machines - Average installed base (# of terminals)6,2006,175250.4%
Pub Analogue Gaming Machines - Average installed base (# of terminals)124367(243)(66.2)%
MSA and Bingo Gaming Machines - Average installed base (# of terminals)(1)2,9443,048(104)(3.4)%
Inspired Leisure Revenue per Gaming Machine per week£72.6£67.7£4.97.2%
Inspired Pub Digital Revenue per Gaming Machine per week£74.1£70.0£4.15.9%
Inspired Pub Analogue Revenue per Gaming Machine per week£31.3£34.7£(3.4)(9.8)%
Inspired MSA and Bingo Revenue per Gaming Machine per week£97.7£93.5£4.24.5%
Inspired Other Revenue per Machine per week£24.1£21.4£2.712.6%
Total Holiday Parks Revenue (Gaming and Non Gaming) (£’m)£33.4£32.2£1.23.7%
Column 1Column 2
(1)Motorway Service Area machines

In
the table above:

“End
of period installed base Gaming” and “Average installed base Gaming” represent the number of gaming machines installed
(excluding Holiday Park machines) that are Category B and Category C only (UK Gambling Act 2005 places machines into categories dependent
on maximum stake and prize available), from which there is participation or rental revenue at the end of the period or as an average
over the period.

“End
of period installed base Other” and “Average installed base Other” represent the number of all other category machines
installed (excluding Holiday Park machines) from which there is participation or rental revenue at the end of the period or as an average
over the period.

“Revenue
per machine unit per week” represents the average weekly participation or rental revenue recognized during the period.

50

Leisure,
Results of Operations

For the Twelve-Month Period endedVariance December 31, 2024 vs December 31, 2023
(In millions)December 31, 2024December 31, 2023Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$99.2$94.1$2.5$2.63%5%
Product2.62.2-0.418%18%
Total revenue101.896.32.53.03%6%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(46.9)(47.4)(1.3)1.8(4)%(1)%
Cost of Product(0.8)(1.1)-0.3(27)%(27)%
Total cost of sales(47.7)(48.5)(1.3)2.1(4)%(2)%
Staff-related selling, general and administrative expenses(16.8)(16.7)(0.5)0.4(2)%1%
Non-staff related selling, general and administrative expenses(14.8)(13.0)(0.4)(1.4)11%14%
Labor costs capitalized0.81.30.1(0.6)(46)%(38)%
Other segment items:
Stock-based compensation(0.6)(1.0)-0.4(40)%(40)%
Depreciation and amortization(12.9)(11.6)(0.4)(0.9)8%11%
Net operating Income9.86.8$-$2.944%44%
Exchange Rate - $ to £1.281.25

Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Leisure results below are on a functional currency (at constant rate) basis, which excludes the impact of
any changes in foreign currency exchange rates.

Leisure
Revenue

For
the twelve-month period ended December 31, 2024 revenue increased by $3.0 million, or 3%. The increases were primarily due to increased
service revenue of $2.6 million, primarily driven by the increase in Holiday Parks of $1.4 million due to new locations and higher bookings
and Pubs of $1.0 million due to the roll out of Vantage machines throughout the current period.

Leisure
Operating Income

Operating
income for the twelve-month period ended December 31, 2024 increased by $2.9 million. This was primarily due to the increase in gross
margin, partially offset by increases in non-staff related selling, general and administrative expenses of $1.4 million which mainly
relates to increases in fleet expenses for increased vehicle leases, facility expenses due to increased rates and, storage and distribution
costs for transporting machines around the business.

51

Non-GAAP
Financial Measures

We
use certain non-GAAP financial measures, including EBITDA, to analyze our operating performance. We use these financial measures to manage
our business on a day-to-day basis. We believe that these measures are also commonly used in our industry to measure performance. For
these reasons, we believe that these non-GAAP financial measures provide expanded insight into our business, in addition to standard
U.S. GAAP financial measures. There are no specific rules or regulations for defining and using non-GAAP financial measures, and as a
result the measures we use may not be comparable to measures used by other companies, even if they have similar labels. The presentation
of non-GAAP financial information should not be considered in isolation from, or as a substitute for, or superior to, financial information
prepared and presented in accordance with U.S. GAAP. You should consider our non-GAAP financial measures in conjunction with our U.S.
GAAP financial measures.

We
define our non-GAAP financial measures as follows:

EBITDA
is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income tax expense.

Adjusted
EBITDA is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income
tax expense, and other additional exclusions and adjustments (see Adjusted EBITDA reconciliation table). Such additional excluded amounts
include stock-based compensation U.S. GAAP charges where the associated liability is expected to be settled in stock, and changes in
the value of earnout liabilities and income and expenditure in relation to legacy portions of the business (being those portions where
trading no longer occurs) including closed defined benefit pension schemes. Additional adjustments are made for items considered outside
the normal course of business, including but not limited to (1) restructuring costs, which include charges attributable to employee severance,
impairments, management changes, restructuring, dual running costs, costs related to facility closures and integration costs, (2) merger
and acquisition costs and (3) gains or losses not in the ordinary course of business (4) the costs of the restatement of previously issued
financial statements.

We
believe Adjusted EBITDA, when considered along with other performance measures, is a particularly useful performance measure, because
it focuses on certain operating drivers of the business, including sales growth, operating costs, selling and administrative expense
and other operating income and expense. We believe Adjusted EBITDA can provide a more complete understanding of our operating results
and the trends to which we are subject, and an enhanced overall understanding of our financial performance and prospects for the future.
Adjusted EBITDA is not intended to be a measure of liquidity or cash flows from operations or a measure comparable to net income or loss,
because it does not take into account certain aspects of our operating performance (for example, it excludes non-recurring gains and
losses which are not deemed to be a normal part of underlying business activities). Our use of Adjusted EBITDA may not be comparable
to the use by other companies of similarly termed measures. Management compensates for these limitations by using Adjusted EBITDA as
only one of several measures for evaluating our operating performance. In addition, capital expenditures, which affect depreciation and
amortization, interest expense, and income tax benefit (expense), are evaluated separately by management.

Adjusted
Revenue (Revenue Excluding Low Margin Gaming Hardware Sales) is defined as revenue excluding Gaming hardware sales that are sold
at Low Margin with the intention of securing longer term recurring revenue streams.

Functional
Currency at Constant rate. Currency impacts discussed have been calculated as the current-period average GBP: USD rate less the
equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP). The remaining
difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency, multiplied
by the prior-period average GBP: USD rate, as a proxy for functional currency at constant rate movement.

Currency
Movement represents the difference between the results in our reporting currency (USD) and the results on a functional currency
(at constant rate) basis.

52

Reconciliations
from net loss, as shown in our Consolidated Statements of Operations and Comprehensive Income (Loss), to Adjusted EBITDA are shown below.

Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2024

For the Twelve-Month Period ended December 31, 2024
(In millions)Statutory HeadingTotalGamingVirtual SportsInteractiveLeisureCorporate
Net Income/ (loss)Net Income$64.8$23.9$30.0$19.7$9.8$(18.6)
Pension charges (1)Staff-related selling, general and administrative expenses$1.11.1
Cost of Group Restructure (2)Other selling, general and administrative expenses$5.13.71.4
Cost of Group Restatement (3)Other selling, general and administrative expenses$12.312.3
Stock-based compensation expense (4)Stock-based compensation expense$7.60.90.50.40.65.2
Depreciation and amortization (4)Depreciation and amortization$43.316.85.65.512.92.5
Interest expense net (4)Interest expense net$29.429.4
Other finance expenses / (income) (4)Other finance expenses / (income)$(0.5)(0.5)
Income Tax (4)Income Tax$(63.0)(63.0)
Adjusted EBITDA$100.1$45.3$36.1$25.6$23.3$(30.2)
Adjusted EBITDA£78.4£35.5£28.0£20.0£18.2£(23.3)
Exchange Rate - $ to £ (6)1.28

Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical; these are shown in the Corporate category.

53

Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2023

For the Twelve-Month Period ended December 31, 2023
(In millions)Statutory HeadingTotalGamingVirtual SportsInteractiveLeisureCorporate
Net Income/ (loss)$6.9$22.6$44.0$11.1$6.8$(77.6)
Pension charges (1)Staff-related selling, general and administrative expenses$0.90.9
Cost of Group Restructure (2)Other selling, general and administrative expenses$3.63.6
Cost of Group Restatement (3)Other selling, general and administrative expenses$5.05.0
Stock-based compensation expense (4)Stock-based compensation expense$11.21.50.40.61.07.7
Depreciation and amortization (4)Depreciation and amortization$39.618.73.23.711.62.4
Interest expense net (4)Interest expense net$27.427.4
Other finance expenses / (income) (4)Other finance expenses / (income)$(0.4)(0.4)
Income tax (4)Income tax$5.05.0
Adjusted EBITDA$99.2$42.8$47.6$15.4$19.4$(26.0)
Adjusted EBITDA£79.6£34.5£38.2£12.3£15.6£(21.0)
Exchange Rate - $ to £ (5)1.25

Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical; these are shown in the Corporate category.

Notes
to Adjusted EBITDA reconciliation tables above:

(1)“Pension charges” are profit and loss charges included within selling, general and administrative expenses, relating to a defined benefit scheme which was closed to new entrants in 1999 and to future accrual in 2010. As well as the amortization of net loss, the figure also includes charges relating to the Pension Protection Fund (which were historically borne by the pension scheme) and a small amount of associated professional services expenses. These costs are included within Corporate Functions.
(2)“Cost of Group Restructure” include redundancy costs, payment in lieu of notice costs and any associated employer taxes. To qualify as an adjusting item, costs must be part of a large restructuring project, which will net save ongoing future costs or be in relation to the exit of an Executive.
(3)“Cost of Group Restatement” includes accounting advice associated with the restatement of the 2020, 2021 and 2022 annual accounts and Q1 and Q2 2023 quarterly accounts. It also includes ongoing costs in 2024 relating to the SEC inquiry that was subsequently concluded in January 2025. To qualify as an adjusting item, costs must be specific to the event and be neither normal nor recurring in nature.

54

(4)Stock-based compensation expense, Depreciation and amortization, Total other expense, net and Income tax are as described above in the Results of Operations line item discussions. Total expense, net includes interest income, interest expense, change in fair value of earnout liability, change in fair value of derivative liability and other finance income.
(5)Exchange rate in the table is calculated by dividing the USD Adjusted EBITDA by the GBP Adjusted EBITDA, therefore this could be slightly different from the average rate during the period depending on timing of transactions.

Reconciliation
to Adjusted Revenue

We
believe that accounting for low margin hardware sales in conformance with U.S. GAAP can result in a distorted presentation of our revenue
and growth. Therefore, we use Revenue Excluding Low Margin Sales, or Adjusted Revenue, to internally analyze our operating performance.
A reconciliation from revenue, as shown in our Consolidated Statements of Operations and Comprehensive Loss included elsewhere in this
report, to Adjusted Revenue is shown below.

For the Twelve-Month Period ended
(In millions)December 31, 2024December 31 2023
Net revenue$297.1$322.9
Less Low Margin Gaming Sales-(30.6)
Adjusted Revenue$297.1$292.3
Adjusted Revenue£232.4£234.7
Exchange Rate - $ to £1.281.25

55

Liquidity
and Capital Resources

Twelve
Months ended December 31, 2024, compared to Twelve Months ended December 31, 2023

Cash
Flow Summary - A Two Year Comparative

Twelve Months endedVariance
(in millions)Dec 31,Dec 31,
202420232024 to 2023
Net profit$64.8$6.9$57.9
Non-cash interest expense relating to senior debt1.12.0(0.9)
Change in fair value of derivative liabilities and stock-based compensation expense7.611.5(3.9)
Depreciation and amortization (incl RoU assets)47.743.44.3
Other net cash utilized by operating activities(89.5)(9.1)(80.4)
Net cash provided by operating activities31.754.7(23.0)
Net cash used in investing activities(40.1)(57.6)17.5
Net cash (used)/generated by financing activities(1.6)16.2(17.8)
Effect of exchange rates on cash(0.7)1.7(2.4)
Net (decrease)/increase in cash and cash equivalents$(10.7)$15.0$(25.7)

Net
cash provided by operating activities

For
the twelve months ended December 31, 2024, net cash inflow provided by operating activities was $31.7 million, compared to a $54.7 million
inflow for the twelve months ended December 31, 2023, representing a $23.0 million decrease in cash generation. The decrease was driven
primarily through trading levels and the working capital position with adverse movements in accounts receivable due to timing of sales
recognition with high levels at the end of 2024 and in accounts payable due to varying levels of production activity with the end of
2023 seeing significant activity in Greece installing 2,500 machines during the last few months of the prior year.

Amortization
of debt fees decreased by $0.9 million, to $1.1 million, due to the marking to market for short term currency contracts held at the end
of 2023.

Change
in the fair value of derivative and warrant liabilities and stock-based compensation expense decreased by $3.9 million from $11.5
million to $7.6 million due to lower stock-based compensation expense ($3.4 million) and 2023 having a gain relating to terminated
cross currency swaps ($0.5 million) which terminated at the end of September 2023.

Depreciation
and amortization increased by $4.3 million, to $47.7 million, with increases of $1.7 in million amortization of intangible assets,
$1.7 million contract costs amortization, $0.6 million in machine depreciation and $0.6 million in amortization of right of use
assets offset by a $0.5 million decrease in software development cost amortization.

Other
net cash utilized by operating activities increased by $80.4 million to an outflow of $89.5 million. The relative movements between
the twelve months ended December 31, 2024 and the twelve months ended December 31, 2023 resulted in unfavorable movements of $61.9
million in corporate tax and other current taxes, $23.9 million in accounts receivable and $15.0 million in accounts payable and
accrued expenses. The movement in corporate tax and other current taxes was due to a reversal of the Company’s valuation
allowance on their deferred tax assets in various jurisdictions as well as an inclusion for global low-taxed income. The movements
in accounts receivable was due to timing of machine sales with the end of 2024 seeing high levels. There were fewer machine sales at
the end of 2023 but 2023 includes the collection of a significant machine sale made at the end of 2022. The movements in accounts
payable was due to different activity levels in Greece with 2023 also seeing higher accounts payable levels as a result of the
restatement exercise. These unfavorable movements were partly offset by favorable movements in prepayments and accrued income $13.8
million, inventory $4.1 million and deferred revenue $2.4 million.

56

Net
cash used in investing activities

Net
cash utilized in investing activities decreased by $17.5 million, to $40.1 million in the twelve months ended December 31, 2024. This
was driven by a reduced spend on plant, property and equipment $15.0 million decrease compared to 2023, which included the updating of
machines in Greece with 2,500 terminals installed, and capitalized software (a $2.9 million decrease to 2023). The twelve months ended
December 31, 2023 included a $0.6 million acquisition relating to Lot.to. These were partly offset by a $1.0 million increase in contract
cost additions.

Net
cash (used)/generated by financing activities

During
the twelve months ended December 31, 2024, net cash used by financing activities was $1.6 million all relating to finance lease spend.
During the twelve months ended December 31, 2023, net cash generated by financing activities was $16.2 million due to the draw down of
£15.0 million ($18.9 million) of the Company’s revolving facility. This was offset by the Company’s repurchase of its
common shares under the Share Repurchase Program, $1.6 million, and finance lease spend of $1.1 million.

Funding
Needs and Sources

To
fund our obligations, historically we have relied on a combination of cash flows provided by operations and the incurrence of additional
debt or the refinancing of existing debt. As of December 31, 2024, we had liquidity consisting of $29.3 million in cash and a further
$6.3 million of undrawn revolver facility. This compares to $40.0 million of cash as of December 31, 2023, with a further $6.4 million
of revolver facilities undrawn. We had a working capital outflow of $89.5 million for the twelve months ended December 31, 2024, compared
to a $9.1 million outflow for the twelve months ended December 31, 2023.

The
level of our working capital surplus or deficit varies with the level of machine production we are undertaking and our capitalization
as well as the seasonality evident in some of the businesses. In periods with minimal machine volumes and capital spend, our working
capital is typically more stable. In periods where significant numbers of machines are being produced, the levels of inventory and creditors
are typically higher and there is a natural timing difference between converting the stock into sellable or capitalized plant and settling
payments to suppliers. These factors can result in significant working capital volatility. In periods of low activity, our working capital
volatility is reduced. Working capital is reviewed and managed with the aim of ensuring that current liabilities are covered by the level
of cash held and the expected level of short-term receipts.

Some
of our business operations require cash to be held within the machines. As of December 31, 2024, $2.9 million of our $29.3 million of
cash were held as operational floats within the machines. At December 31, 2023, $3.1 million of our $40.0 million of cash were held as
operational floats within the machines

Management
currently believes that the Company’s cash balances on hand, cash flows expected to be generated from operations, and the ability
to control and defer capital projects will be sufficient to fund the Company’s net cash requirements through April 2026.

57

Long
Term and Other Debt

(In millions)December 31, 2024December 31, 2023
Cash held£23.4$29.3£31.4$40.0
Revolver drawn(15.0)(18.8)(15.0)(19.1)
Original principal senior debt(235.0)(294.4)(235.0)(299.6)
Cash interest accrued(1.9)(2.4)(1.6)(2.0)
Finance lease creditors(18.4)(23.0)(1.9)(2.4)
Total£(246.9)$(309.3)£(222.1)$(283.1)

Debt
Covenants

Under
our debt facilities in place as of December 31, 2024, we are not subject to covenant testing on the Senior Secured Notes. We are, however,
subject to covenant testing at the level of Inspired Entertainment Inc., the ultimate holding company, on our Super Senior Revolving
Credit Facility which requires the Company to maintain a maximum consolidated senior secured net leverage ratio of 6.25x on the test
date for the relevant period ended June 30, 2021, stepping down to 6.0x on March 31, 2022, 5.75x on March 31, 2023 and 5.50x from March
31, 2024 and thereafter (the “RCF Financial Covenant”). The RCF Financial Covenant is calculated as the ratio of consolidated
senior secured net debt to consolidated pro forma EBITDA (defined as net loss excluding depreciation and amortization, interest expense,
interest income and income tax expense) for the 12-month period preceding the relevant quarterly testing date and is tested quarterly
on a rolling basis, subject to the Initial Facility (as defined in the RCF Agreement) being drawn on the relevant test date. The RCF
Financial Covenant does not include a minimum interest coverage ratio or other financial covenants. Covenant testing at December 31,
2024 showed covenant compliance.

The
Indenture contains covenants and certain reporting requirements including the requirement to provide the Lender, within 60 days after
the close of the quarter, unaudited quarterly financial statements with footnote disclosures. The Company was unable to comply with this
requirement as of September 30, 2023 due to the requirement to restate previously reported financial statements as reported in a Current
Report on Form 8-K filed with the SEC on November 8, 2023. The debt agreement allows the Company a 30-day grace period to provide such
financial information once they receive any notice of non-compliance. No such notice was received and concurrent with the filing of the
September 30, 2023 10-Q with the SEC on February 27, 2024, the reporting requirement was met.

There
were no other breaches of the debt covenants in the twelve-month periods ended December 31, 2024 or December 31, 2023.

Liens
and Encumbrances

As
of December 31, 2024, our senior secured notes were secured by the imposition of a fixed and floating charge in favor of the lender over
all the assets of the Company and certain of the Company’s subsidiaries.

Share
Repurchases

The
Board of Directors has authorized the Company to use up to $25.0 million to repurchase shares of Inspired common stock,
subject to repurchases being effected on or before May 10, 2025. Management has discretion as to whether to repurchase shares of the
Company and as of December 31, 2024, an aggregate of $12.0 million of our shares of common stock had been repurchased over the past three years.

58

Contractual
Obligations

As
of December 31, 2024, our contractual obligations were as follows:

Contractual Obligations (in millions)TotalLess than 1 year1-2 years3-5 yearsMore than 5 years
Operating activities
Interest on long term debt$34.8$23.2$11.6$-$-
Purchase of Vantage machines17.117.1---
Financing activities
Revolver repayment19.719.7---
Senior secured notes - principal repayment294.4-294.4--
Finance lease payments23.04.44.713.9-
Operating lease payments16.85.14.04.33.4
Interest on non-utilization fees0.20.2---
Total$406.0$69.7$314.7$18.2$3.4

Off-Balance
Sheet Arrangements

As
of December 31, 2024, there were no off-balance sheet arrangements, as defined in Item 303(a)(4)(ii) of Regulation S-K, promulgated by
the U.S. Securities and Exchange Commission.

Critical Accounting Estimates

The
preparation of our audited consolidated financial statements in conformity with U.S. GAAP requires management to make estimates and assumptions.
We exercise considerable judgment with respect to establishing sound accounting policies and in making estimates and assumptions that
affect the reported amounts of our assets and liabilities, our recognition of revenue and expenses, and our disclosure of commitments
and contingencies at the date of the consolidated financial statements. On an on-going basis, we evaluate our estimates and judgments.
We base our estimates and judgments on a variety of factors, including our historical experience, knowledge of our business and industry
and current and expected economic conditions, that are believed to be reasonable under 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. We periodically
re-evaluate our estimates and assumptions with respect to these judgments and modify our approach when circumstances indicate that modifications
are necessary. While we believe that the factors we evaluate provide us with a meaningful basis for establishing and applying sound accounting
policies, we cannot guarantee that the results will always be accurate. Since the determination of these estimates requires the exercise
of judgment, actual results could differ from such estimates.

For
a discussion of other recently issued accounting standards, and assessments as to their impacts on the Company, see Note 1 “Nature
of Operations, Management’s Plans and Summary of Significant Accounting Policies” in the Notes to Consolidated Financial
Statements included in Part II, Item 8 of this report.

59

Revenue

Application
of GAAP related to the measurement and recognition of revenue requires us to make judgments and estimates. Specifically, complex arrangements
with nonstandard terms and conditions may require significant contract interpretation to determine the appropriate accounting. The Company
often enters into contracts with customers that consist of a combination of services and products that are accounted for as one or more
distinct performance obligations. Management applies judgment in evaluating the contractual terms and conditions that impact the identification
of performance obligations and the pattern of revenue recognition. For these arrangements that contain multiple promises, judgement is
also required to determine the stand-alone selling price (“SSP”) for each distinct performance obligation. In instances where
SSP is not directly observable, such as when we do not sell the product or service separately, we determine the SSP using information
that may include market conditions, size of the customer, geography and other observable inputs or, as necessary, unobservable considerations
such as historical experience, knowledge of our business and industry and our current or expected selling practices.

Revenue
recognition is also impacted by our ability to estimate variable consideration, including, for example, estimates for income earned but
unbilled prior to the reporting period end. We consider various factors when making these judgments, including a review of specific transactional
data and contracted terms, information obtained subsequent to the reporting period end and historical experience. Evaluations are conducted
each quarter to assess the adequacy of the estimates.

Other
significant judgments include determining whether the Company is acting as the principal or the agent in a transaction.

The
Company recognized service and product revenue of $258.6 million and $38.5 million, respectively, for the year ended December 31, 2024.
The Company’s revenue recognition policy, which requires significant judgments and estimates, is fully described in Note 1 “Nature
of Operations, Management’s Plans and Summary of Significant Accounting Policies” in the Notes to Consolidated Financial
Statements included in Part II, Item 8 of this report.

Goodwill
Impairment Assessment

Application
of the goodwill impairment test requires judgment, including the identification of reporting units, assignment of assets and liabilities
to reporting units, assignment of goodwill to reporting units, and determination of the fair value of each reporting unit. Performance
of the qualitative goodwill assessment requires judgment in identifying and considering the significance of relevant key factors, events
and circumstances that affect the fair value or carrying amount of the reporting units. Such events and circumstances that we have considered
include macroeconomic conditions, industry specific and market considerations, and reporting unit-specific factors such as overall actual
and projected financial performance, among other factors. We also considered the results from the most recent date that a fair value
measurement was performed as a part of a quantitative goodwill assessment and specifically the cushion between each reporting unit’s
fair value and carrying value. The estimates used to calculate the fair value of a reporting unit as a part of a quantitative goodwill
assessment change from year to year based on operating results, market conditions, and other factors. Changes in these estimates and
assumptions could materially affect the determination of fair value and goodwill impairment, if any, for each reporting unit.

60

Long-lived
Assets and Finite-lived Intangible Assets

We
evaluate the recoverability of intangible assets and other long-lived assets with finite useful lives by comparing the carrying value
of the asset group to the estimated undiscounted future cash flows that we expect the asset to generate if events or changes in circumstances
indicate that these assets are not recoverable. If the asset group fails the recoverability test, an impairment loss is measured as the
amount by which the carrying amount of the asset group exceeds its fair value. The fair value is determined using a discounted cash flow
approach where projections of future cash flows generated by those assets are discounted using an estimated discount rate. Significant
judgment is required to estimate the amount and timing of future cash flows and the relative risk of achieving those cash flows. We also
make judgments about the remaining useful lives of intangible assets and other long-lived assets that have finite lives. While we believe
our estimates of future operating results and projected cash flows are reasonable, any significant adverse changes in key assumptions
(i.e., adverse change in the extent or manner in which an asset or asset group is being used or expectation that, more likely than not,
an asset or asset group will be sold or otherwise disposed of before the end of its useful life) or adverse changes in economic and market
conditions may cause a change in our evaluation of recoverability or our estimation of fair value and could result in an impairment charge
that could be material to our financial statements. Any impairment loss shall be allocated to the long-lived assets of the group on a
pro rata basis using the relative carrying amounts of those assets, except that the loss allocated to an individual long-lived asset
of the group shall not reduce the carrying amount of that asset below its fair value.

Software
Development Costs

The
Company must apply judgement in determining the amount of software development costs that should be capitalized. Specifically, we must
evaluate, on a project by project basis, whether the resultant product or platform will be completed and generate ongoing economic benefits,
principally through revenue from our customers, which is subject to uncertainties.

Once
the software is substantially complete or available for general release, capitalized internal-use and external-use software costs are
amortized on a straight-line basis over the estimated economic useful life of the software, which ranges from two to five years. There
is judgement involved in estimating the useful life of developed software and the two-to-five-year period was determined based on factors
such as the continuous development in the technology, obsolescence, and anticipated life of the service offering before significant upgrades.
Management evaluates the useful lives of these assets on a recurring basis and tests for impairment whenever events or changes in circumstances
occur that could impact the recoverability of these assets.

61

FY 2023 10-K MD&A

SEC filing source: 0001493152-24-014609.

Extracted from Item 7 to the first post-MD&A boundary after HTML sanitization. Confidence: high. Filing date: 2024-04-15. Report date: 2023-12-31.

ITEM
7. MANAGEMENT’S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS

The
following discussion and analysis of our financial condition and results of operations should be read in conjunction with the financial
statements and related notes thereto included elsewhere in this report. This discussion contains forward-looking statements that involve
risks and uncertainties. Our actual future results could differ materially from the historical results discussed below. Factors that
could cause or contribute to such differences include, but are not limited to, those identified below and those discussed in the section
titled “Risk Factors” included elsewhere in this report.

Forward-Looking
Statements

We
make forward-looking statements in this Management’s Discussion and Analysis of Financial Condition and Results of Operations.
For definitions of the term Forward-Looking Statements, see the definitions provided in the Cautionary Note Regarding Forward-Looking
Statements at the start of this Annual Report on Form 10-K for the twelve month period ended December 31, 2023.

Seasonality

Our
results of operations can fluctuate due to seasonal trends and other factors. Sales of our gaming machines can vary quarter on quarter
due to both supply and demand factors. Player activity for our holiday parks is generally higher in the second and third quarters of
the year, particularly during the summer months and slower during the first and fourth quarters of the year. Historical seasonality has
been impacted by COVID-19 business disruptions and could continue to be impacted in future periods.

38

Revenue

We
generate revenue in five principal ways: i) on a participation basis, ii) on a fixed rental fee basis, iii) through product sales, iv)
through software license fees and v) managed service provision. Participation revenue generally includes a right to receive a share of
our customers’ gaming revenue, typically as a share of net win but sometimes as a share of the handle or “coin in”
which represents the total amount wagered.

Geographic
Range

Geographically,
the majority of our revenue is derived from, and the majority of our non-current assets are attributable to, our UK operations. The remainder
of our revenue is derived from, and non-current assets attributable to, Greece and the rest of the world (including North America).

For
the twelve months ended December 31, 2023, we derived approximately 78% of our revenue from the UK (including customers headquartered
in the UK but whose revenue is generated globally), 8% from Greece, and the remaining 14% across the rest of the world. The UK percentage
was impacted by specific Hardware sales, which generally result in a lower margin (“Low Margin sales”), this increased UK
revenue for the twelve-month period by 13%. During the twelve months ended December 31, 2022, we derived approximately 74%, 8% and 18%
of our revenue from those regions, respectively.

As
of December 31, 2023, our non-current assets (excluding goodwill) were attributable as follows: 71% to the UK, 12% to Greece and 17%
across the rest of the world. As of as of December 31, 2022, our non-current assets (excluding goodwill) were attributable as follows:
79% to the UK, 6% to Greece and 15% across the rest of the world.

Foreign
Exchange

Our
results are affected by changes in foreign currency exchange rates because of the translation of foreign functional currencies into
our reporting currency and the re-measurement of foreign currency transactions and balances. The impact of foreign currency exchange
rate fluctuations represents the difference between current rates and prior-period rates applied to current activity. The geographic
region in which the largest portion of our business is operated is the UK and GBP is our functional currency. Our reporting currency is the U.S. dollar (“USD”). Our results are translated from our functional
currency of GBP into the reporting currency of USD using average rates for profit and loss transactions and applicable spot rates for
period-end balances. The effect of translating our functional currency into our reporting currency, as well as translating the results
of foreign subsidiaries that have a different functional currency into our functional currency, is reported separately in Accumulated
Other Comprehensive Income.

During
the twelve months ended December 31, 2023, we derived approximately 22% of our revenue from sales to customers outside the UK, compared
to 26% during the twelve months ended December 31, 2022.

In
the section “Results of Operations” below, currency impacts shown have been calculated as the current-period average
GBP:USD rate less the equivalent average rate in the prior period, multiplied by the current period amount in our functional
currency (GBP). The remaining difference, referred to as functional currency at constant rate, is calculated as the difference in
our functional currency, multiplied by the prior-period average GBP:USD rate. This is not a measure used in generally accepted
accounting principles in the United States (“U.S. GAAP” or “GAAP”), but is one which
management believes gives a clearer indication of results. In the tables below, variances in particular line items from period to
period exclude currency translation movements, and currency translation impacts are shown independently.

Key
Events

During
the twelve-month period in the Gaming segment, we completed the full rollout of 6,300 “Vantage” terminals into two major
customers, the majority of which are “Low Margin sales” resulting in $30.6m of revenue in the year, in addition to refreshing the Greek
estate with the delivery of 2,000 new “Valor” and 500 new “Vantage” terminals. Inspired announced the launch
of a new VLT system for Codere in partnership with Cristaltec and went live with a third North American territory with the commencement
of a six-month trial of “Valor” terminals.

The
Virtual Sports segment announced a new partnership with Aristocrat Gaming™ to bring a new virtual sports experience to football
fans worldwide through their global licensing agreement with the NFL.

The
Interactive segment went live with thirty new operators including 32Red, AGLC, the Score, PlanetWin 365 (Italy), ATG (Sweden), Crowd
Entertainment, Hard Rock, Holland Casino and ESPN.

The
Leisure segment commenced operations at a new Holiday Park location with operator Butlins and successfully concluded the technical
trial of our new “Vantage” Category C cabinet with the commercial trial commencing in the final quarter.

Agreements
signed in the year include a new four-year agreement with BoyleSports (Gaming Segment). Long-term contract extensions with SNAITech and
bet365 and a new contract, which resulted in the live launch with Mozzartbet for V-Play Plug & Play™ in three new African territories
(Virtual Sports segment). A new four-year agreement with Stonegate Group, one of the largest UK operators of Pubs in the managed, leased
and tenanted sectors, a three-year agreement with Whitbread and a five-year contract renewal with JD Wetherspoon for the supply of over
2,000 Category C gaming machines (for use in Pubs and other Alcohol licensed venues, plus Bingo halls) strengthening our position in
the Pubs sector with a new agreement signed with Verdant and a contract extension with Center Parcs (Leisure segment).

39

Non-GAAP
Financial Measures

We
use certain financial measures that are not compliant with U.S. GAAP (“Non-GAAP financial measures”), including EBITDA and
Adjusted EBITDA, to analyze our operating performance. In this discussion and analysis, we present certain non-GAAP financial measures,
define and explain these measures and provide reconciliations to the most comparable U.S. GAAP measures. See “Non-GAAP Financial
Measures” below.

Results
of Operations

Our
results are affected by changes in foreign currency exchange rates, primarily between our functional currency (GBP) and our reporting
currency (USD). During the periods ended December 31, 2023 and December 31, 2022, the average GBP:USD rates were for the twelve-month
period 1.25 and 1.23, respectively.

The
following discussion and analysis of our results of operations has been organized in the following manner:

a discussion and analysis of the Company’s results of operations for the twelve-month period ended December 31, 2023, compared to the same period in 2022; and
a discussion and analysis of the results of operations for each of the Company’s segments (Gaming, Virtual Sports, Interactive and Leisure) for the twelve-month periods ended December 31, 2023, compared to the same period in 2022, including KPI analysis.

A
discussion and analysis of the Company’s consolidated results of operation and results of operations for each of the Company’s
segments for the twelve-month period ended December 31, 2022, compared to the same period in 2021, can be found in “Management’s
Discussion and Analysis of Financial Condition and Results of Operations” in Part II, Item 7 of our Form 10-K/A for the fiscal
year ended December 31, 2022 filed with the SEC on February 27, 2024.
There were no significant changes in the trends, discussions and analyses included therein. Refer to Note 2, “Restatement
of Previously Issued Consolidated Financial Statements,” of the accompanying audited financial statements for further details related
to the Restatement and correction of errors and the impact on our consolidated financial statements and underlying financial data.

In
the discussion and analysis below, certain data may vary from the amounts presented in our consolidated financial statements due to rounding.

For
all reported variances, refer to the overall company and segment tables shown below. All variances discussed in the overall company and
segment results are on a functional currency (at constant rate) basis, which excludes the impact of any changes in foreign currency exchange
rates.

40

Overall
Company Results

Twelve
Months ended December 31, 2023, compared to Twelve Months ended December 31, 2022

For the Twelve-MonthVariance
Period endedDecember 31, 2023 vs December 31, 2022
(In millions)December 31, 2023December 31, 2022Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$261.2$248.4$3.0$9.84%5%
Product61.833.21.527.182%86%
Total revenue323.0281.64.536.913%15%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(75.1)(71.4)(1.3)(2.4)3%5%
Cost of Product(52.6)(21.9)(1.0)(29.7)136%140%
Selling, general and administrative expenses(104.3)(91.1)(0.7)(12.5)14%14%
Stock-based compensation(11.2)(10.8)(0.1)(0.3)3%4%
Acquisition and integration related transaction expenses-(0.5)-0.5(100)%(100)%
Depreciation and amortization(39.9)(39.9)(0.5)0.5(1)%0%
Net operating Income (Loss)39.946.00.9(7.0)(15)%(13)%
Other income (expense)
Interest expense, net(27.7)(25.3)(0.4)(2.0)8%9%
Profit on disposal of trade & assets-0.9(0.1)(0.8)(89)%(100)%
Other finance income (expense)0.41.1-(0.7)(64)%(64)%
Total other income (expense), net(27.3)(23.3)(0.5)(3.5)15%17%
Income (loss) before income taxes12.622.70.3(10.4)(46)%(44)%
Income tax expense(5.0)(2.1)(0.1)(2.8)133%138%
Net Income (Loss)$7.6$20.6$0.2$(13.2)(64)%(63)%
Exchange Rate - $ to £1.241.23

See
“Segments Results” below for a more detailed explanation of the significant changes in our components of revenue within the
individual segment results of operations.

Revenue

Consolidated
Reported Revenue by Segment

Column 1Column 2Column 3
There were no Low Margin sales for the twelve-month period ended December 31, 2022. For the twelve-month period ended December 31, 2023 Low margin-related revenue was $30.6 million.

For
the twelve month period ended December 31, 2022, revenue on a functional currency (at constant rate) basis increased by $36.9
million, or 13.1%.

For
the twelve-month period ended December 31, 2023 Leisure revenue reduced by $0.5 million, Gaming service revenue grew by $2.0
million, Virtual Sports grew by $1.5 million mainly due to Retail and Interactive grew by $1.5 million.

41

Cost
of Sales, excluding depreciation and amortization

Cost
of sales, excluding depreciation and amortization, for the twelve-month period ended December 31, 2023, increased by $32.1 million,
or 34% over the twelve-month period ended December 31, 2022. The increase was driven by Cost of Service of $2.4 million and a $29.7
million increase in Cost of Product inclusive of Low Margin sales activity.

Selling,
general and administrative expenses

Selling,
general and administrative (“SG&A”) expenses for the twelve-month period ended December 31, 2023 increased by $12.5
million, or 13.7% over the twelve-month period ended December 31, 2022.

The
increase in the twelve-month period ended December 31, 2023 was mainly driven by the below Adjusted EBITDA costs inclusive of group
restructure costs $3.1 million and restatement of previously issued financial statements $5.0 million in 2023 partially offset by
group simplification activity in 2022 of $0.7 million with the remaining $5.1 million relating to Non-Staff costs of which the
largest increases were for Professional fees due to the change in Audit provider during the year $1.7 million and Exhibition costs
$1.2 million not incurred in the previous year.

Stock-based
compensation

During
the twelve-month period ended December 31, 2023, the Company recorded expenses of $11.2 million, compared to expenses of $10.8
million, for the twelve month period ended December 31, 2022. All expenses related to outstanding awards, but the twelve months
ended December 31, 2023, included $0.4 million of shares that fully vested on the date of grant.

Acquisition
and integration related transaction expenses

During
the twelve months ended December 31, 2023 there were no cost was recorded for acquisition and integration whereas during the twelve months
ended December 31, 2022, the Company recorded an expense of $0.5 million related to integration costs for the Company’s acquisition
of both Gaming Technology Group of Novomatic UK Ltd., and acquisition costs of Sportech Lotteries, LLC as well as costs relating to potential
acquisitions.

Depreciation
and amortization

On
a reported basis depreciation and amortization were flat for the twelve-month period ended December 31, 2023 with a decrease on a
functional currency basis of $0.5 million.

Net
operating income / Net Income

During
the twelve-month period ended December 31, 2023 net operating income was $39.9 million, a decrease of $7.0 million over the twelve-month period ended December 31, 2022. This decrease
was attributable primarily to the increase in SG&A cost of $12.5 million which was predominantly driven by below Adjusted EBITDA
costs inclusive of group restructure costs $3.1 million and restatement of previously issued financial statements $5.0 million in
2023 partially offset by group simplification activity in 2022 of $0.7 million partially offset by the gain in gross margin of $4.8
million.

Interest
expense increased by $2.0 million mainly due to the increase in foreign exchange movements on bank accounts. plus the termination of
swaps and the draw on the revolver in 2023.

Profit
on disposal of trade and assets had a decrease of $0.9 million as the prior-year included the sale of Italian trading assets.

Other
finance income decreased by $0.7 million to $0.4 million.

Income
tax expense increased by $2.9 million relating to the impact of US losses brought forward not being sufficient to offset the 2023 taxable
profits.

42

For
deferred tax we recorded a valuation allowance against all our deferred tax assets as of both December 31, 2023, and December 31,
2022. We intend to continue maintaining a full valuation allowance on our deferred tax assets until there is sufficient evidence to support
the reversal of all or some portion of these allowances. However, given our current earnings and anticipated future earnings, we believe there is a reasonable possibility that within the next 12 months, sufficient positive evidence may become available to allow us
to reach a conclusion that a significant portion of the valuation allowance will no longer be needed. Release of the valuation allowance
would result in the recognition of certain deferred tax assets and a decrease to income tax expense for the period the release is recorded.
However, the exact timing and amount of the valuation allowance release are subject to change on the basis of the level of profitability
that we are able to actually achieve.

During
the twelve-month period ended December 31, 2023 net income was $7.6 million, an decrease of $13.2 million year-over-year, primarily due to the decrease in
net operating income $7.0 million, an increase in interest expense, net $2.0 million, a decrease in profit on disposal $0.9 million,
a decrease in other finance income $0.7 million and an increase in income tax expense of $2.8 million.

Segment
Results (for the twelve months ended December 31, 2023, compared to the twelve months ended December 31, 2022)

Gaming

We
generate revenue from our Gaming segment through the delivery of our gaming terminals preloaded with proprietary gaming software, server-based
content, as well as services such as terminal repairs, maintenance, software updates and upgrades on an when and if available basis and
content development. Our participation contracts are typically structured to pay us a percentage of net win (defined as net revenue to
our operator customers, after deducting player winnings, free bets or plays and any relevant regulatory levies) from gaming terminals
placed in our customers’ facilities. Typically, we recognize revenue from these arrangements on a daily basis over the term of
the contract.

Revenue
growth for our Gaming business is principally driven by changes in (i) the number of operator customers we have, (ii) the number of Gaming
machines in operation, (iii) the net win performance of the machines and (iv) the net win percentage that we receive pursuant to our
contracts with our customers.

Gaming,
Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31, 2022
GamingDecember 31, 2023December 31, 2022%
End of period installed base (# of terminals) (2)34,50034,903(403)(1.2)%
Total Gaming - Average installed base (# of terminals) (2)34,56334,681(118)(0.3)%
Participation - Average installed base (# of terminals) (2)30,30531,268(963)(3.1)%
Fixed Rental - Average installed base (# of terminals)4,2583,41284624.8%
Service Only - Average installed base (# of terminals)11,68816,584(4,896)(29.5)%
Customer Gross Win per unit per day (1) (2)£96.5£91.0£5.56.0%
Customer Net Win per unit per day (1) (2)£70.5£66.5£4.06.0%
Inspired Blended Participation Rate5.6%5.7%(0.1)%
Inspired Fixed Rental Revenue per Gaming Machine per week£47.5£48.5£(1.0)(2.1)%
Inspired Service Rental Revenue per Gaming Machine per week£5.1£4.7£0.48.5%
Gaming Long term license amortization (£’m)£2.6£4.3£(1.7)(39.5)%
Number of Machine sales9,4753,0276,448213.0%
Average selling price per terminal£4,890£7,843£(2,953)(37.7)%
(1)Includes all SBG terminals in which the Company takes a participation revenue share across all territories.
(2)Includes circa 2,500 of lottery terminals where the share is on handle instead of net win.

In
the table above:

“End
of Period Installed Base” is equal to the number of deployed Gaming terminals at the end of each period that have been placed on
a participation or fixed rental basis. Gaming participation revenue, which comprises the majority of Gaming Service revenue, is directly
related to the participation terminal installed base. This is the medium by which our customers generate revenue and distribute a revenue
share to the Company. To the extent all other KPIs and certain other factors remain constant, the larger the installed base, the higher
the Company’s revenue would be for a given period. Management gives careful consideration to this KPI in terms of driving growth
across the segment. This does not include Service Only terminals.

Revenue
is derived from the performance of the installed base as described by the Gross and Net Win KPIs.

43

If
the End of Period Installed Base is materially different from the Average Installed Base (described below), we believe this gives an
indication as to potential future performance. We believe the End of Period Installed Base is particularly useful for assessing new customers
or markets, to indicate the progress being made with respect to entering new territories or jurisdictions.

“Total
Gaming - Average Installed Base” is the average number of deployed Gaming terminals during the period split by Participation terminals
and Fixed Rental terminals. Therefore, it is more closely aligned to revenue in the period. We believe this measure is particularly useful
for assessing existing customers or markets to provide comparisons of historical size and performance. This does not include Service
Only terminals.

“Participation
- Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a participation basis.

“Fixed
Rental - Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a fixed rental basis.

“Service
Only - Average Installed Base” is the average number of terminals that generated revenue on a Service only basis.

“Customer
Gross Win per unit per day” is a KPI used by our management to (i) assess impact on the Company’s revenue, (ii) determine
changes in the performance of the overall market and (iii) evaluate the impact of regulatory change and our new content releases on
our customers. Customer Gross Win per unit per day is the average per unit cash generated across all Gaming terminals in which the Company
takes a participation revenue share across all territories in the period, defined as the difference between the amounts staked less winnings
to players divided by the Average Installed Base in the period, then divided by the number of days in the period.

Gaming
revenue accrued in the period is derived from Customer Gross Win accrued in the period after deducting gaming taxes (defined as a regulatory
levy paid by the Customer to government bodies) and applying the Company’s contractual revenue share percentage.

Our
management believes Customer Gross Win measures are meaningful because they represent a view of customer operating performance that is
unaffected by our revenue share percentage and allow management to (1) readily view operating trends, (2) perform analytical comparisons
and benchmarking between customers and (3) identify strategies to improve operating performance in the different markets in which we
operate.

“Customer
Net Win per unit per day” is Customer Gross Win per unit per day after giving effect to the deduction of gaming taxes.

“Inspired
Blended Participation Rate” is the Company’s average revenue share percentage across all participation terminals where revenue
is earned on a participation basis, weighted by Customer Net Win per unit per day.

“Inspired
Fixed Rental Revenue per Gaming Machine per week” is the Company’s average fixed rental amount across all fixed rental terminals
where revenue is generated on a fixed fee basis, per unit per week.

“Inspired
Service Rental Revenue per Gaming Machine per week” is the Company’s average service rental amount across all service only
rental terminals where revenue is generated on a service only fixed fee basis, per unit per week.

“Gaming
Long term license amortization” is the upfront license fee per terminal which is typically spread over the life of the terminal.

Our
overall Gaming revenue from terminals placed on a participation basis can therefore be calculated as the product of the Participation
- Average Installed Base, the Customer Net Win per unit per day, the number of days in the period, and the Inspired Blended Participation
Rate, which is equal to “Participation Revenue”.

“Number
of Machine sales” is the number of terminals sold during the period.

“Average
selling price per terminal” is the total revenue in GBP of the Gaming terminals sold divided by the “number of Machine sales”.

44

Gaming,
Recurring Revenue

Set
forth below is a breakdown of our Gaming recurring revenue. Gaming recurring revenue principally consists of Gaming participation revenue
and fixed rental revenue.

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31, 2022
(In £ millions)December 31, 2023December 31, 2022%
Gaming Recurring Revenue
Total Gaming Revenue£114.1£90.4£23.726.2%
Gaming Participation Revenue£44.3£43.5£0.81.8%
Gaming Project Recurring Revenue£0.9£0.4£0.5125.0%
Gaming Other Fixed Fee Recurring Revenue£13.7£12.6£1.18.7%
Gaming Long-term license amortization£2.7£4.3£(1.6)(37.2)%
Total Gaming Recurring Revenue *£61.6£60.8£0.81.3%
Gaming Recurring Revenue as a % of Total Gaming Revenue †54.0%67.3%(13.3)%
Total Gaming excluding VAT -related revenue£114.1£89.6
Gaming Recurring Revenue as a % of Total Gaming Revenue (excluding VAT-related revenue)54.0%67.8%
Gaming Recurring Revenue as a % of Total Gaming Revenue (excluding Low Margin Sales) †68.6%67.3%
*Does not reflect Low Margin-related revenue.
Total Gaming Revenue for the twelve-month period ended December 31, 2023 has no VAT-related revenue, the twelve-month period ended December 31, 2022, includes £0.8 million of VAT-related revenue, which is not reflected in Gaming Recurring Revenue for that period. Excluding VAT-related revenue, Gaming Recurring Revenue was 53% and 67%%, respectively of Total Gaming Revenue for such period. Total Gaming Revenue for the twelve-month period ended December 31, 2023 includes £24.8 million of Low Margin sales. For the twelve-month period ended December 31, 2022 there are no Low Margin sales. Excluding Low Margin sales, Gaming Recurring Revenue was 68% of Total Gaming Revenue.

In
the table above:

“Gaming
Participation Revenue” includes our share of revenue generated from (i) our Gaming terminals placed in gaming and lottery venues;
and (ii) licensing of our game content and intellectual property to third parties.

“Gaming Project Recurring Revenue” relates specifically to a single customer for machine estate upgrades
and distribution.

“Gaming
Other Fixed Fee Recurring Revenue” includes service revenue in which the Company earns a periodic fixed fee on a contracted basis.

“Gaming
Long term license amortization” – see the definition provided above.

“Total
Gaming Recurring Revenue” is equal to Gaming Participation Revenue plus Gaming Other Fixed Fee Recurring Revenue.

Gaming,
Service Revenue by Region

Set
forth below is a breakdown of our Gaming service revenue by geographic region. Gaming Service revenue consists principally of Gaming
participation revenue, Gaming other fixed fee revenue, Gaming long-term license amortization and Gaming other non-recurring revenue.
See “Gaming Segment Revenue” below for a discussion of gaming service revenue between the periods under review.

45

For the Twelve-Month Period endedVariance
(In millions)December 31, 2023December 31, 2022December 31, 2023 vs December 31, 2022Total Functional Currency %
Service Revenue:
UK LBO$40.4$40.7$(0.3)(0.1)%1.0%
UK VAT - Related Income0.01.0(1.0)(100.0)%(100)%
UK Other13.912.11.814.9%7.4%
Italy2.72.70.00.0%0.0%
Greece18.718.10.63.3%2.2%
Rest of the World2.10.71.4200.0%200%
Lotteries5.25.10.12.0%2.0%
Total Service revenue$83.0$80.4$2.63.2%2.9%
Exchange Rate - $ to £1.251.23

Note:
Exchange rate in the table is calculated by dividing the USD total service revenue by the GBP total service revenue, therefore this could
be slightly different from the average rate during the period depending on timing of transactions.

Gaming,
Results of Operations

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31, 2022
(In millions)December 31, 2023December 31, 2022Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$83.0$80.4$0.6$2.02.5%3.2%
Product59.630.91.527.288.0%92.9%
Total revenue142.6111.32.129.226.2%28.1%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(24.6)(23.7)(0.4)(0.5)2.1%3.8%
Cost of Product(51.5)(20.4)(0.9)(30.2)148.0%152.5%
Total cost of sales(76.1)(44.1)(1.3)(30.7)69.6%72.6%
Selling, general and administrative expenses(22.5)(23.8)(0.2)1.5(6.3)%(5.5)%
Stock-based compensation(1.5)(1.6)0.00.1(6.3)%(6.3)%
Depreciation and amortization(19.0)(19.6)(0.1)0.7(3.6)%(3.1)%
Net operating Income (Loss)$23.5$22.2$0.5$0.83.6%5.9%
Profit on disposal of trade & assets0.00.9(0.1)(0.8)(88.9)%(100.0)%
Net Income (Loss)$23.5$23.1$0.4$0.00%1.7%
Exchange Rate - $ to £1.251.23

46

Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Gaming results below are on a functional currency (at constant rate) basis, which excludes the impact of any
changes in foreign currency exchange rates.

Gaming
Revenue

During
the twelve-month period, Gaming revenue increased by $29.2 million, or 26.2%, this was driven by a $2.0 million increase in Service revenue
and $27.2 million increase in Product revenue.

The
increase in Gaming Service revenue was driven by $1.4 million for North America, $1.1 million in the UK, $0.3 million in Greece and $0.1
million for Lotteries offset by no VAT-related revenue in 2023 of $1.0 million.

Product
revenue increase was primarily driven by higher Product sales of $38.2 million in the UK inclusive of $30.0 million relating to Low Margin
activity and $2.2 million higher sales in Europe offset by $13.8 million lower sales in North America compared to prior year.

Gaming
Operating / Net Income

Net
income was flat year-on-year on a functional currency basis with a decrease in gross margin of $1.5 million (mainly due to the expiration
of software licenses for terminals installed in Greece in 2018 and the reduction in VAT-related revenue of $1.0 million) offsetting
against the favorable SG&A, depreciation and amortization movements to arrive at a net operating income of $0.8 million offset by
the decrease in profit on disposal of $0.8 million.

Virtual
Sports

We
generate revenue from our Virtual Sports segment through the on premise licensing solution and hosting of our products. We primarily
receive fees on a participation basis. Our participation contracts are typically structured to pay us a percentage of net win (defined
as net revenue to our operator customers, after deducting player winnings, free bets or plays and other promotional costs and any relevant
regulatory levies) from Virtual Sports content placed on our customers’ websites or in our customers’ facilities. Typically,
we recognize revenue from these arrangements on a daily basis over the term of the contract.

47

Revenue
growth for our Virtual Sports segment is principally driven by the number of customers we have, the net win performance of the games
and the net win percentage that we receive pursuant to our contracts with our customers.

Virtual
Sports, Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31,2022
December 31, 2023December 31, 2022%
Virtuals
No. of Live Customers at the end of the period5666(10)(15.2)%
Average No. of Live Customers5765(8)(12.3)%
Total Revenue (£’m)£45.3£44.1£1.22.7%
Total Revenue £’m - Retail£10.2£9.0£1.213.3%
Total Revenue £’m - Online Virtuals£35.2£35.2£-0%

In
the table above:

“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Virtual Sports revenue at the end of the period and the average number of customers from which there is Virtual Sports
revenue during the period, respectively. During 2023 a number of smaller customers were turned off driving the reduction.

“Total
Revenue (£m)” represents total revenue for the Virtual Sports segment, including recurring and upfront service revenue. Total
revenue is also divided between “Total Revenue (£m) – Retail,” which consists of revenue earned through players
wagering at Virtual Sports venues, “Total Revenue (£m) – Online Virtuals,” which consists of revenue earned through
players wagering on Virtual Sports online.

Virtual
Sports, Recurring Revenue

Set
forth below is a breakdown of our Virtual Sports recurring revenue, which consists of Retail Virtuals and Online Virtuals recurring revenue
as well as long-term license amortization. See “Virtual Sports Segment Revenue” below for a discussion of Virtual Sports
Service revenue between the periods under review.

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31,2022
(In £ millions)December 31, 2023December 31, 2021%
Virtual Sports Recurring Revenue
Total Virtual Sports Revenue£45.3£44.1£1.22.7%
Recurring Revenue - Retail Virtuals£9.9£8.7£1.213.8%
Recurring Revenue - Online Virtuals£34.6£35.1£(0.5)(1.4)%
Total Virtual Sports Long-term license amortization£0.2£-£0.2100%
Total Virtual Sports Recurring Revenue£44.7£43.8£0.92.1%
Virtual Sports Recurring Revenue as a Percentage of Total Virtual Sports Revenue98.7%99.3%(0.6)%

48

“Recurring
Revenue” includes our share of revenue generated from (i) our Virtual Sports products placed with operators; (ii) licensing our
game content and intellectual property to third parties; and (iii) our games on third-party online gaming platforms that are interoperable
with our game servers.

“Virtual
Sports Long term license amortization” is the upfront license fee which is typically spread over the life of the contract.

Virtual
Sports, Results of Operations

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31, 2022
(In millions)December 31, 2023December 31, 2022Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Service Revenue$56.2$54.2$0.5$1.52.8%3.7%
Cost of Service(1.4)(1.8)0.00.4(22.2)%(22.2)%
Selling, general and administrative expenses(7.1)(8.0)(0.1)1.0(12.5)%(11.3)%
Stock-based compensation(0.4)(0.7)0.00.3(42.9)%(42.9)%
Depreciation and amortization(3.3)(2.7)0.1(0.7)25.9%22.2%
Net operating Income (Loss)$44.0$41.0$0.5$2.56.1%7.3%
Exchange Rate - $ to £1.251.23

Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Virtual Sports results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.

Virtual
Sports revenue

During
the twelve-month period ended December 31, 2023 revenue increased by $1.5 million, or 2.8% driven by Retail Virtual Sports mainly for Greece where we have
increased content and game scheduling frequency.

Virtual
Sports operating income

Operating
income increased by $2.5 million in the twelve-month period ended December 31, 2023. This increase was primarily due to the increase in gross margin of
$1.9 million, a decrease in SG&A expenses of $1.0 million and in Stock-based compensation of $0.3 million offset by an increase
in depreciation and amortization of $0.7 million.

Interactive

We
generate revenue from our Interactive segment through various games content made available via third party aggregation platforms integrated
with Inspired’s remote gaming server or directly on the Company’s remote gaming servers platform, and services such as customer
support, platform maintenance, updates and upgrades. Typically, we receive fees on a participation basis.

Our
participation contracts are usually structured to pay us a percentage of net win (defined as net revenue to our operator customers, after
deducting player winnings, free bets or plays and other promotional costs and any relevant regulatory levies) from Interactive content
placed on our customers’ websites. Typically, we recognize revenue from these arrangements on a daily basis over the term of the
contract.

49

Revenue
growth for our Interactive segment is principally driven by the number of customers we have, the number of live games, the net win performance
of the games and the net win percentage that we receive pursuant to our contracts with our customers.

Interactive,
Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31, 2022
InteractiveDecember 31, 2023December 31, 2022%
No. of Live Customers at the end of the period1491301914.6%
Average No. of Live Customers1421251713.6%
No. of Live Games at the end of the period290270207.4%
Average No. of Live Games25925452.0%
Total Revenue (£’m)£22.4£16.7£5.734.1%

In
the table above:

“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Interactive revenue at the end of the period and the average number of customers from which there is Interactive revenue
during the period, respectively.

“No.
of Live Games at the end of the period” and “Average No. of Live Games” represents the number of games from which there
is Interactive revenue at the end of the period and the average number of games from which there is Interactive revenue during the period,
respectively.

“Total
Revenue (£m)” represents total revenue for the Interactive segment, including recurring and upfront service revenue.

Interactive,
Recurring Revenue

All
Interactive revenue in both years was recurring.

50

Interactive,
Results of Operations

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31, 2022
(In millions)December 31,2023December 31, 2022Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Service Revenue$27.9$20.6$0.4$6.933.5%35.4%
Cost of Service(1.7)(1.3)0.0(0.4)30.8%30.8%
Selling, general and administrative expenses(10.8)(8.0)0.0(2.8)35.0%35.0%
Stock-based compensation(0.6)(0.7)0.00.1(14.3)%(14.3)%
Depreciation and amortization(3.6)(2.0)0.0(1.6)80.0%80.0%
Net operating Income (Loss)$11.2$8.6$0.4$2.225.6%30.2%
Exchange Rate - $ to £1.251.23

Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Interactive results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.

Interactive
revenue

During
twelve-month period ended December 31, 2023 revenue increased by $6.9 million, driven by recurring revenue growth due to the launch of new
content across the estate, growth in the customer base in new, emerging and core markets and increased promotional activity through
exclusive deals with tier-one customers.

Interactive
operating income

Operating
income for the twelve-month period ended December 31, 2023 increased by $2.2 million. This increase was driven by the increase in
gross margin of $6.5 million, partially offset by a $2.8 million increase in SG&A expenses driven by the investment in staff and
IT in the segment to help drive revenue and higher depreciation and amortization reflecting the heightened investment in this
segment.

Leisure

We
typically generate revenue from our Leisure segment through the supply of our gaming and amusement machines. We receive rental fees for
machines, typically on a long-term contract basis, on both a participation and fixed fee basis. Our participation contracts are usually
structured to pay us a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free
bets or plays, any relevant regulatory levies and minimum fixed incomes where applicable) from machines placed in our customers’
facilities. We generally recognize revenue from these arrangements on a daily basis over the term of the contract.

Revenue
growth for our Leisure segment is principally driven by the number of customers we have, the number of machines in operation, the net
win performance of the machines and the net win percentage that we receive pursuant to our contracts with our customers.

51

Leisure,
Key Performance Indicators

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31, 2022
LeisureDecember 31, 2023December 31, 2022%
End of period installed base Gaming machines (# of terminals)10,74111,008(267)(2.4)%
Average installed base Gaming machines (# of terminals)10,76110,960(199)(1.8)%
End of period installed base Other (# of terminals)4,2094,646(437)(9.4)%
Average installed base Other (# of terminals)4,3715,306(935)(17.6)%
Pub Digital Gaming Machines - Average installed base (# of terminals)6,1756,102731.2%
Pub Analogue Gaming Machines - Average installed base (# of terminals)3671,334(967)(72.5)%
MSA and Bingo Gaming Machines - Average installed base (# of terminals)(1)3,0483,216(168)(5.2)%
Inspired Leisure Revenue per Gaming Machine per week£67.7£64.3£3.45.3%
Inspired Pub Digital Revenue per Gaming Machine per week£70.0£68.6£1.42.0%
Inspired Pub Analogue Revenue per Gaming Machine per week£34.7£38.3£(3.6)(9.4)%
Inspired MSA and Bingo Revenue per Gaming Machine per week£93.5£91.0£2.52.7%
Inspired Other Revenue per Machine per week£21.4£19.7£1.78.6%
Total Holiday Parks Revenue (Gaming and Non Gaming) (£’m)£32.2£30.0£2.27.3%
Column 1Column 2
(1)Motorway Service Area machines

In
the table above:

“End
of period installed base Gaming” and “Average installed base Gaming” represent the number of gaming machines installed
(excluding Holiday Park machines) that are Category B and Category C only, from which there is participation or rental revenue at the
end of the period or as an average over the period.

“End
of period installed base Other” and “Average installed base Other” represent the number of all other category machines
installed (excluding Holiday Park machines) from which there is participation or rental revenue at the end of the period or as an average
over the period.

“Revenue
per machine unit per week” represents the average weekly participation or rental revenue recognized during the period.

Leisure,
Recurring Revenue

Set
forth below is a breakdown of our Leisure recurring revenue which consists principally of Leisure participation revenue and Leisure other
fixed fee revenue. See “Leisure Segment Revenue” below for a discussion of leisure service revenue between the periods under
review.

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31, 2022
(In £ millions)December 31, 2023December 31, 2022%
Leisure Recurring Revenue
Total Leisure Revenue£77.2£77.7£(0.5)(0.6)%
Total Leisure Recurring Revenue£75.4£75.4£0.00.0%
Leisure Recurring Revenue as a Percentage of Total Leisure Revenue97.7%97.0%0.7

52

Leisure,
Results of Operations

For the Twelve-Month Period endedVariance December 31, 2023 vs December 31, 2022
(In millions)December 31, 2023December 31,2022Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$94.1$93.2$1.4$(0.5)(0.5)%1.0%
Product2.22.3(0.1)-0.0%(4.3)%
Total revenue96.395.51.3(0.5)(0.5)%0.8%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(47.4)(44.6)(1.0)(1.8)4.0%6.3%
Cost of Product(1.1)(1.5)0.10.3(20.0)%(26.7)%
Total cost of sales(48.5)(46.1)(0.9)(1.5)3.3%5.2%
Selling, general and administrative expenses(28.4)(25.4)(0.1)(2.9)11.4%11.8%
Stock-based compensation(1.0)(0.6)-(0.4)66.7%66.7%
Depreciation and amortization(11.6)(13.5)-1.9(14.1)%(14.1)%
Net operating Income (Loss)6.89.9$0.3$(3.4)(34.3)%(31.3)%
Exchange Rate - $ to £1.251.23

Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Leisure results below are on a functional currency (at constant rate) basis, which excludes the impact of
any changes in foreign currency exchange rates.

Leisure
Revenue

For
the twelve-month period ended December 31, 2023 revenue decreased by $0.5 million, or 0.8%.

Service
revenue decreased by $0.5 million, the increase in Holiday Parks of $2.0 million due to new locations and higher bookings was offset
by decrease in Pubs $1.9 million due to the reduction in the estate size and sale of prize vend assets in 2022, decrease in Bingo $0.2
million and decrease in other Leisure activities of $0.4 million.

Leisure
Operating Income/ (Loss)

Operating
income for the twelve-month period ended December 31, 2023 reduced by $3.4 million, from income of $9.9 million to income of $6.8
million. This was primarily due to the decrease in revenue of $0.5 million with increases in cost of sales of $1.5 million mainly
due to seasonal staff increases inclusive of additional heads in the new locations plus higher UK national living wage and salary
increases and increased SG&A cost $2.9 million which mainly relates to staff cost driven by the investment in staff to help to
drive revenue and improve processes.

53

Non-GAAP
Financial Measures

We
use certain non-GAAP financial measures, including EBITDA, to analyze our operating performance. We use these financial measures to manage
our business on a day-to-day basis. We believe that these measures are also commonly used in our industry to measure performance. For
these reasons, we believe that these non-GAAP financial measures provide expanded insight into our business, in addition to standard
U.S. GAAP financial measures. There are no specific rules or regulations for defining and using non-GAAP financial measures, and as a
result the measures we use may not be comparable to measures used by other companies, even if they have similar labels. The presentation
of non-GAAP financial information should not be considered in isolation from, or as a substitute for, or superior to, financial information
prepared and presented in accordance with U.S. GAAP. You should consider our non-GAAP financial measures in conjunction with our U.S.
GAAP financial measures.

We
define our non-GAAP financial measures as follows:

EBITDA
is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income tax expense.

Adjusted
EBITDA is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income
tax expense, and other additional exclusions and adjustments (see Adjusted EBITDA reconciliation table). Such additional excluded amounts
include stock-based compensation U.S. GAAP charges where the associated liability is expected to be settled in stock, and changes in
the value of earnout liabilities and income and expenditure in relation to legacy portions of the business (being those portions where
trading no longer occurs) including closed defined benefit pension schemes. Additional adjustments are made for items considered outside
the normal course of business, including but not limited to (1) restructuring costs, which include charges attributable to employee severance,
impairments, management changes, restructuring, dual running costs, costs related to facility closures and integration costs, (2) merger
and acquisition costs and (3) gains or losses not in the ordinary course of business. This does not include any adjustments related to
COVID-19.

We
believe Adjusted EBITDA, when considered along with other performance measures, is a particularly useful performance measure, because
it focuses on certain operating drivers of the business, including sales growth, operating costs, selling and administrative expense
and other operating income and expense. We believe Adjusted EBITDA can provide a more complete understanding of our operating results
and the trends to which we are subject, and an enhanced overall understanding of our financial performance and prospects for the future.
Adjusted EBITDA is not intended to be a measure of liquidity or cash flows from operations or a measure comparable to net income or loss,
because it does not take into account certain aspects of our operating performance (for example, it excludes non-recurring gains and
losses which are not deemed to be a normal part of underlying business activities). Our use of Adjusted EBITDA may not be comparable
to the use by other companies of similarly termed measures. Management compensates for these limitations by using Adjusted EBITDA as
only one of several measures for evaluating our operating performance. In addition, capital expenditures, which affect depreciation and
amortization, interest expense, and income tax benefit (expense), are evaluated separately by management.

Adjusted
Revenue (Revenue Excluding Low Margin Gaming Hardware Sales) is defined as revenue excluding Gaming hardware sales that are sold
at Low Margin with the intention of securing longer term recurring revenue streams.

Functional
Currency at Constant rate. Currency impacts discussed have been calculated as the current-period average GBP: USD rate less the
equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP). The remaining
difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency, multiplied
by the prior-period average GBP: USD rate, as a proxy for functional currency at constant rate movement.

Currency
Movement represents the difference between the results in our reporting currency (USD) and the results on a functional currency
(at constant rate) basis.

54

Reconciliations
from net loss, as shown in our Consolidated Statements of Operations and Comprehensive Income (Loss), to Adjusted EBITDA are shown below.

Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2023

For the Twelve-Month Period ended December 31, 2023
(In millions)Statutory HeadingTotalGamingVirtual SportsInteractiveLeisureCorporate
Net Income/ (loss)Net Income$7.6$23.5$44.0$11.2$6.8$(77.9)
Pension charges (1)SG&A$0.90.9
Cost of Group Restructure (2)SG&A$3.6-3.6
Cost of Group Restatement (3)SG&A$5.05.0
Stock-based compensation expense (4)Stock-based compensation expense$11.21.50.40.61.07.7
Depreciation and amortization (4)Depreciation and amortization$39.919.03.33.611.62.4
Interest expense net (4)Interest expense net$27.727.7
Other finance expenses / (income) (4)Other finance expenses / (income)$(0.4)(0.4)
Income Tax (4)Income Tax$5.05.0
Adjusted EBITDA$100.5$44.0$47.7$15.4$19.4$(26.0)
Adjusted EBITDA£80.6£35.6£38.3£12.4£15.4£(21.1)
Exchange Rate - $ to £ (6)1.25

Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical; these are shown in the Corporate category.

55

Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2022

For the Twelve-Month Period ended December 31, 2022
(In millions)Statutory HeadingTotalGamingVirtual SportsInteractiveLeisureCorporate
Net Income/ (loss)$20.6$23.1$41.0$8.6$9.9$(62.0)
Pension charges (1)SG&A$0.70.7
Acquisition and integration related transaction expenses (7)SG&A$0.50.5
Acquisition and integration related transaction expenses (7)Cost of Sale$0.60.30.3
Litigation Settlement(8)SG&A$0.50.5
Stock-based compensation expense (4)Stock-based compensation expense$10.81.60.70.70.67.2
Depreciation and amortization (4)Stock-based compensation expense$39.919.62.72.013.52.1
Interest expense net (4)Interest expense net$25.325.3
Profit on disposal of trade & assets (5)Profit on disposal of trade & assets$(0.9)(0.9)
Other finance expenses / (income) (4)Other finance expenses / (income)$(1.1)(1.1)
Income tax (4)Income tax$2.12.1
Adjusted EBITDA$99.0$43.7$44.9$11.3$24.3$(25.2)
Adjusted EBITDA£80.3£35.3£36.5£9.1£19.7£(20.3)
Exchange Rate - $ to £ (6)1.23

Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical; these are shown in the Corporate category.

Notes
to Adjusted EBITDA reconciliation tables above:

(1)“Pension charges” are profit and loss charges included within selling, general and administrative expenses, relating to a defined benefit scheme which was closed to new entrants in 1999 and to future accrual in 2010. As well as the amortization of net loss, the figure also includes charges relating to the Pension Protection Fund (which were historically borne by the pension scheme) and a small amount of associated professional services expenses. These costs are included within Corporate Functions.
(2)“Cost of Group Restructure” include redundancy costs, payment in lieu of notice costs and any associated employer taxes. To qualify as being an adjusting item, costs must be part of a large restructuring project, which will net save ongoing future costs or be in relation to the exit of an Executive.
(3)“Cost of Group Restatement” includes accounting advice associated with the restatement of the 2020, 2021 and 2022 annual accounts and the 2023 Q1 and Q2 interim accounts. To qualify as being an adjusting item, costs must be specific to the event and be neither normal nor recurring in nature.

56

(4)Stock-based compensation expense, Depreciation and amortization, Total other expense, net and Income tax are as described above in the Results of Operations line item discussions. Total expense, net includes interest income, interest expense, change in fair value of earnout liability, change in fair value of derivative liability and other finance income.
(5)“Profit on disposal of trade & assets” — In January 2022, the Company sold its Italian VLT business, including all terminals and other assets, staff costs and facilities and contracts to a non-connected party, recognizing a profit on this disposal.
(6)Exchange rate in the table is calculated by dividing the USD Adjusted EBITDA by the GBP Adjusted EBITDA, therefore this could be slightly different from the average rate during the period depending on timing of transactions.
(7)Acquisition and integration related transaction expenses, are as described above in the Results of Operations line item discussions. For 2022 this includes a write-off of inventory items related to the integration of Gaming Technology Group of Novomatic UK Ltd
(8)“Litigation Settlement” refers to full and final settlement of a contractual dispute relating to a Development Services and Management Agreement.

Reconciliation
to Adjusted Revenue

We
believe that accounting for Low Margin hardware sales in conformance with U.S. GAAP can result in a distorted presentation of our revenue
and growth. Therefore, we use Revenue Excluding Low Margin Sales, or Adjusted Revenue, to internally analyze our operating performance.
A reconciliation from revenue, as shown in our Consolidated Statements of Operations and Comprehensive Loss included elsewhere in this
report, to Adjusted Revenue is shown below.

For the Twelve-Month Period ended
(In millions)December 31, 2023December 31 2022
Net revenue$323.0$281.6
Less Low Margin Gaming Sales(30.6)-
Adjusted Revenue$292.4$281.6
Adjusted Revenue£234.7£229.0
Exchange Rate - $ to £1.251.23

57

Liquidity
and Capital Resources

Twelve
Months ended December 31, 2023, compared to Twelve Months ended December 31, 2022

Cash
Flow Summary - A Two Year Comparative

Twelve Months endedVariance
(in millions)Dec 31,Dec 31,
202320222023 to 2022
Net profit$7.6$20.6$(13.0)
Non-cash interest expense relating to senior debt2.01.80.2
Change in fair value of derivative liabilities and stock-based compensation expense11.511.5-
Profit on sale of Gaming business-(0.9)0.9
Contract cost additions(10.3)(7.2)(3.1)
Depreciation and amortization (incl RoU assets)43.743.40.3
Other net cash utilized by operating activities(9.0)(44.5)35.5
Net cash provided by operating activities45.524.720.8
Net cash used in investing activities(48.4)(32.6)(15.8)
Net cash generated/(used) by financing activities16.2(11.0)27.2
Effect of exchange rates on cash1.7(3.9)5.6
Net increase/(decrease) in cash and cash equivalents$15.0$(22.8)$37.8

Net
cash provided by operating activities

For
the twelve months ended December 31, 2023, net cash inflow provided by operating activities was $45.5 million, compared to a $24.7 million
inflow for the twelve months ended December 31, 2022, representing a $20.8 million increase in cash generation. This increase was driven
primarily by an improved working capital position with favorable movements in inventory which was expanded in the twelve months ended
December 31, 2022 to safeguard future supply for production after the COVID-19 pandemic. Favorable movements were also seen in accounts
receivable and accounts payable due to timing and varying levels of production activity including the installation of 2,500 machines
into Greece during the last few months of 2023.

Amortization
of debt fees increased by $0.2 million, to $2.0 million, due to the marking to market for short term currency contracts held at the end
of 2023.

Change
in the fair value of derivative and warrant liabilities and stock-based compensation expense was unchanged at $11.5 million. A higher stock-based compensation expense ($0.2 million) was partly offset by a lower gain relating to terminated cross
currency swaps ($0.2 million) as these terminated at the end of September 2023.

The
twelve-months ended December 31, 2022, included a $0.9 million gain on disposal of business due to the sale of part of our Italian Gaming
operations.

Contract
cost additions increased by $3.1 million to $10.3 million for the twelve months ended December 31, 2023 as compared to the twelve months
ended December 31, 2022.

Depreciation
and amortization increased by $0.3 million, to $43.7 million, with increases of $2.0 million in amortization of intangible assets and
$0.3 million in amortization of right of use assets offset by a $2.0 million decrease in machine depreciation.

Other
net cash utilized by operating activities improved by $35.5 million, to an outflow of $9.0 million. The relative movements between
the twelve months ended December 31, 2023 and the twelve months ended December 31, 2022 resulted in a $16.3 million inventory
improvement following Inspired making the strategic decision to secure components to protect future sales resulting in inventory
levels increasing during the prior year. Accounts receivable saw a $13.8 million improvement due to the timing of machine sales resulting
in a high balance at the end of the twelve months ended December 31, 2022. Another area that showed improvement in cash utilization
for the twelve months ended December 31, 2023 was deferred revenue creditors, $9.1 million.
These were partly offset by a relative outflow in prepayments and accrued income, $4.3
million.

58

Net
cash used in investing activities

Net
cash utilized in investing activities increased by $15.8 million, to $48.4 million in the twelve months ended December 31, 2023. This
was driven by higher spend on plant, property and equipment (a $10.6 million increase compared to 2022 driven by the updating of machines
in Greece with 2,500 terminals installed) and capitalized software (a $3.9 million increase compared to 2022). The twelve months ended
December 31, 2022 included a $1.3 million disposal relating to assets sold as part of the sale of our Italina Gaming operations.

Net
cash (used)/generated by financing activities

During
the twelve months ended December 31, 2023, net cash generated by financing activities was $16.2 million due to the draw down of £15.0
million ($18.9 million)   of the Company’s revolving facility. This was offset by the Company’s repurchase of its
common shares under the Share Repurchase Program, $1.6 million, and finance lease spend of $1.1 million. During the twelve months ended
December 31, 2022, financing activities utilized $11.0 million of cash due to the Company’s repurchase of its common shares under
the Share Repurchase Program, $10.4 million, and finance lease spend of $0.6 million.

Funding
Needs and Sources

To
fund our obligations, historically we have relied on a combination of cash flows provided by operations and the incurrence of additional
debt or the refinancing of existing debt. As of December 31, 2023, we had liquidity consisting of $40.0 million in cash and a further
$6.4 million of undrawn revolver facility. This compares to $25.0 million of cash as of December 31, 2022, with a further $24.1 million
of revolver facilities undrawn. We had a working capital outflow of $9.0 million for the twelve months ended December 31, 2023, compared
to a $44.5 million outflow for the twelve months ended December 31, 2022.

The
level of our working capital surplus or deficit varies with the level of machine production we are undertaking and our capitalization
as well as the seasonality evident in some of the businesses. In periods with minimal machine volumes and capital spend, our working
capital is typically more stable. In periods where significant numbers of machines are being produced, the levels of inventory and creditors
are typically higher and there is a natural timing difference between converting the stock into sellable or capitalized plant and settling
payments to suppliers. These factors can result in significant working capital volatility. In periods of low activity, our working capital
volatility is reduced. Working capital is reviewed and managed with the aim of ensuring that current liabilities are covered by the level
of cash held and the expected level of short-term receipts.

Some
of our business operations require cash to be held within the machines. As of December 31, 2023, $3.1 million of our $40.0 million of
cash were held as operational floats within the machines. At December 31, 2022, $2.5 million of our $25.0 million of cash
were held as operational floats within the machines

Management
currently believes that the Company’s cash balances on hand, cash flows expected to be generated from operations, and the ability
to control and defer capital projects will be sufficient to fund the Company’s net cash requirements through April 2025.

59

Long
Term and Other Debt

(In millions)December 31, 2023December 31, 2022
Cash held£31.4$40.0£20.8$25.0
Revolver drawn(15.0)(19.1)--
Original principal senior debt(235.0)(299.6)(235.0)(282.9)
Cash interest accrued(1.6)(2.0)(1.5)(1.8)
Finance lease creditors(1.9)(2.4)(1.8)(2.2)
Total£(222.1)$(283.1)£(217.6)$(261.9)

Debt
Covenants

Under
our debt facilities in place as of December 31, 2023, we are not subject to covenant testing on the Senior Secured Notes. We are, however,
subject to covenant testing at the level of Inspired Entertainment Inc., the ultimate holding company, on our Super Senior Revolving
Credit Facility which requires the Company to maintain a maximum consolidated senior secured net leverage ratio of 6.25x on the test
date for the relevant period ending June 30, 2021, stepping down to 6.0x on March 31, 2022, 5.75x on March 31, 2023 and 5.50x from March
31, 2024 and thereafter (the “RCF Financial Covenant”). The RCF Financial Covenant is calculated as the ratio of consolidated
senior secured net debt to consolidated pro forma EBITDA (defined as net loss excluding depreciation and amortization, interest expense,
interest income and income tax expense) for the 12-month period preceding the relevant quarterly testing date and is tested quarterly
on a rolling basis, subject to the Initial Facility (as defined in the RCF Agreement) being drawn on the relevant test date. The RCF
Financial Covenant does not include a minimum interest coverage ratio or other financial covenants. Covenant testing at December 31,
2023 showed covenant compliance.

The
Indenture contains covenants and certain reporting requirements including the requirement to provide the Lender, within 60 days after
the close of the quarter, unaudited quarterly financial statements with footnote disclosures. The Company was unable to comply with this
requirement as of September 30, 2023 due to the requirement to restate previously reported financial statements as reported in a Current
Report on Form 8-K filed with the SEC on November 8, 2023. The debt agreement allows the Company a 30-day grace period to provide such
financial information once they receive any notice of non-compliance. No such notice was received and concurrent with the filing
of the September 30,2023 10Q with the SEC on February 27, 2024, the reporting requirement was met.

There
were no other breaches of the debt covenants in the periods ended December 31, 2023 or December 31, 2022.

Liens
and Encumbrances

As
of December 31, 2023, our senior secured notes were secured by the imposition of a fixed and floating charge in favor of the lender over all
the assets of the Company and certain of the Company’s subsidiaries.

Share
Repurchases

The
Board of Directors has authorized that the Company may use up to $25.0 million to repurchase Inspired shares of common stock, subject
to repurchases being effected on or before May 10, 2025. Management has discretion as to whether to repurchase shares of the Company
and as of December 31, 2023, an aggregate of $12.0 million of our shares of common stock had been repurchased.

60

Contractual
Obligations

As
of December 31, 2023, our contractual obligations were as follows:

Contractual Obligations (in millions)TotalLess than 1 year1-2 years3-5 yearsMore than 5 years
Operating activities
Interest on long term debt$59.0$23.6$23.5$11.9$-
Purchase of Vantage machines12.612.6---
Financing activities
Revolver repayment20.120.1---
Senior secured notes - principal repayment299.6--299.6-
Finance lease payments2.40.70.90.8-
Operating lease payments14.54.73.04.22.6
Interest on non-utilization fees0.60.20.4--
Total$408.8$61.9$27.8$316.5$2.6

Off-Balance
Sheet Arrangements

As
of December 31, 2023, there were no off-balance sheet arrangements, as defined in Item 303(a)(4)(ii) of Regulation S-K, promulgated by
the U.S. Securities and Exchange Commission.

Critical
Accounting Policies and Accounting Estimates

The
preparation of our audited consolidated financial statements in conformity with U.S. GAAP requires management to make estimates and assumptions. We exercise considerable judgment with respect
to establishing sound accounting policies and in making estimates and assumptions that affect the reported amounts of our assets and
liabilities, our recognition of revenue and expenses, and our disclosure of commitments and contingencies at the date of the consolidated
financial statements. On an on-going basis, we evaluate our estimates and judgments. We base our estimates and judgments on a variety
of factors, including our historical experience, knowledge of our business and industry and current and expected economic conditions,
that are believed to be reasonable under 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. We periodically re-evaluate our estimates and assumptions
with respect to these judgments and modify our approach when circumstances indicate that modifications are necessary. While we believe
that the factors we evaluate provide us with a meaningful basis for establishing and applying sound accounting policies, we cannot guarantee
that the results will always be accurate. Since the determination of these estimates requires the exercise of judgment, actual results
could differ from such estimates.

For
a discussion of other recently issued accounting standards, and assessments as to their impacts on the Company, see Note 1 “Nature
of Operations, Management’s Plans and Summary of Significant Accounting Policies” in the Notes to Consolidated Financial
Statements included in Part II, Item 8 of this report.

Revenue

Application
of GAAP related to the measurement and recognition of revenue requires us to make judgments and estimates. Specifically, complex arrangements
with nonstandard terms and conditions may require significant contract interpretation to determine the appropriate accounting. The Company
often enters into contracts with customers that consist of a combination of services and products that are accounted for as one or more
distinct performance obligations. Management applies judgment in evaluating the contractual terms and conditions that impact the identification
of performance obligations and the pattern of revenue recognition. For these arrangements that contain multiple promises, judgement is
also required to determine the stand-alone selling price (“SSP”) for each distinct performance obligation. In instances where
SSP is not directly observable, such as when we do not sell the product or service separately, we determine the SSP using information
that may include market conditions, size of the customer, geography and other observable inputs or, as necessary, unobservable considerations
such as historical experience, knowledge of our business and industry and our current or expected selling practices.

Revenue
recognition is also impacted by our ability to estimate variable consideration, including, for example, rebates, service-level penalties,
and other incentive payments. We consider various factors when making these judgments, including a review of specific transactions, historical
experience and market and economic conditions. Evaluations are conducted each quarter to assess the adequacy of the estimates.

Other
significant judgments include determining whether the Company is acting as the principal or the agent in a transaction.

The
Company recognized service and product revenue of $261.2 million and $61.8 million, respectively, for the year ended December 31,2023.
The Company’s revenue recognition policy, which requires significant judgments and estimates, is fully described in Note 1 “Nature
of Operations, Management’s Plans and Summary of Significant Accounting Policies” in the Notes to Consolidated Financial
Statements included in Part II, Item 8 of this report.

61

Goodwill
Impairment Assessment

In
accordance with ASC 350, Intangibles—Goodwill and Other, we allocate goodwill to reporting units based on the reporting unit expected
to benefit from the business combination. We evaluate our reporting units on at least an annual basis and, if necessary, reassign goodwill
upon reorganization using a relative fair value allocation approach. We determined that we have five reporting units: Virtual Sports,
Interactive, Leisure, and two reporting units within our Gaming segment. As of December 31, 2023, total goodwill with the Virtual Sports,
Interactive, and two Gaming reporting units is $44.8 million, $1.8 million, $9.3 million, and $2.9 million, respectively. There is no
remaining goodwill within the Leisure reporting unit. Goodwill is tested for impairment at the reporting unit level (operating segment
or one level below an operating segment) annually on the last day of our fiscal period or between annual tests if an event occurs or
circumstances change that would more likely than not reduce the fair value of a reporting unit below its carrying value. These events
or circumstances could include a significant change in the business climate, legal factors, operating performance indicators, competition,
or sale or disposition of a significant portion of a reporting unit.

Goodwill
is reviewed for impairment using either a qualitative assessment or a quantitative one-step process. If we perform a qualitative assessment
and determine that the fair value of a reporting unit more likely than not exceeds the carrying value, no further evaluation is necessary.
For reporting units where we perform the quantitative test, we are required to compare the fair value of each reporting unit, which we
primarily determine using an income approach based on the present value of discounted cash flows, to the respective carrying value, which
includes goodwill. If the fair value of the reporting unit exceeds its carrying value, the goodwill is not considered impaired. If the
carrying value is higher than the fair value, we recognize an impairment charge for the amount by which the carrying value exceeds the
reporting unit’s estimated fair value.

Application
of the goodwill impairment test requires judgment, including the identification of reporting units, assignment of assets and liabilities
to reporting units, assignment of goodwill to reporting units, and determination of the fair value of each reporting unit. Performance
of the qualitative goodwill assessment requires judgment in identifying and considering the significance of relevant key factors, events
and circumstances that affect the fair value or carrying amount of the reporting units. Such events and circumstances that we have considered
include macroeconomic conditions, industry specific and market considerations, and reporting unit-specific factors such as overall actual
and projected financial performance, among other factors. We also considered the results from the most recent date that a fair value
measurement was performed as a part of a quantitative goodwill assessment and specifically the cushion between each reporting unit’s
fair value and carrying value. The estimates used to calculate the fair value of a reporting unit as a part of a quantitative goodwill
assessment change from year to year based on operating results, market conditions, and other factors. Changes in these estimates and
assumptions could materially affect the determination of fair value and goodwill impairment, if any, for each reporting unit.

We
performed our annual goodwill impairment test as of December 31, 2023 using a qualitative assessment for all of our reporting units.
Based on the results of our qualitative impairment assessments, we concluded that it is more likely than not that the fair values of
each of our reporting units substantially exceeded their respective carrying values and there were no reporting units requiring further
assessment.

62

Long-lived
Assets and Finite-lived Intangible Assets

We
evaluate the recoverability of intangible assets and other long-lived assets with finite useful lives by comparing the carrying value
of the asset group to the estimated undiscounted future cash flows that we expect the asset to generate if events or changes in circumstances
indicate that these assets are not recoverable. If the asset group fails the recoverability test, an impairment loss is measured as the
amount by which the carrying amount of the asset group exceeds its fair value. The fair value is determined using a discounted cash flow
approach where projections of future cash flows generated by those assets are discounted using an estimated discount rate. Significant
judgment is required to estimate the amount and timing of future cash flows and the relative risk of achieving those cash flows. We also
make judgments about the remaining useful lives of intangible assets and other long-lived assets that have finite lives. While we believe
our estimates of future operating results and projected cash flows are reasonable, any significant adverse changes in key assumptions
(i.e., adverse change in the extent or manner in which an asset or asset group is being used or expectation that, more likely than not,
an asset or asset group will be sold or otherwise disposed of before the end of its useful life) or adverse changes in economic and market
conditions may cause a change in our evaluation of recoverability or our estimation of fair value and could result in an impairment charge
that could be material to our financial statements. Any impairment loss shall be allocated to the long-lived assets of the group on a
pro rata basis using the relative carrying amounts of those assets, except that the loss allocated to an individual long-lived asset
of the group shall not reduce the carrying amount of that asset below its fair value.

Management
determined that there were no new indicators of impairment for the years ended December 31, 2023 and 2022 and the Company concluded that
there was no impairment of the Company’s intangible and long-lived assets as of December 31, 2023 and 2022.

Software
Development Costs

Software
development costs represent costs incurred to develop internal-use software, including software developed to deliver our cloud-based
offerings to customers, as well as external-use software to be used in the products we sell, lease or license to customers. Such costs
primarily consist of salaries and payroll related costs for employees and external contractors directly involved in the corresponding
software development efforts. We determine the appropriate guidance to apply to software development costs on a project-by-project basis,
based on the nature of the underlying software.

Certain
direct costs incurred to develop new internal-use software, as well as certain software enhancements that provide new functionality,
are capitalized once the project has been approved by management and is in the application development stage. Costs incurred in the preliminary
planning stage and the post implementation operational stage are expensed as incurred.

Costs
incurred in developing external-use software are expensed as incurred until technological feasibility has been established, after which
costs are capitalized up to the date the software is available for general release to customers. Technological feasibility is established
upon completion of a detailed program design or, in its absence, upon completion of a working model.

The
Company must apply judgement in determining the amount of software development costs that should be capitalized. Specifically, we must
evaluate, on a project by project basis, whether the resultant product or platform will be completed and generate ongoing economic benefits,
principally through revenue from our customers, which is subject to uncertainties.

Once
the software is substantially complete or available for general release, capitalized internal-use and external-use software costs are
amortized on a straight-line basis over the estimated economic useful life of the software, which ranges from two to five years. There
is judgement involved in estimating the useful life of developed software and the two-to-five-year period was determined based on factors
such as the continuous development in the technology, obsolescence, and anticipated life of the service offering before significant upgrades.
Management evaluates the useful lives of these assets on a recurring basis and tests for impairment whenever events or changes in circumstances
occur that could impact the recoverability of these assets.

63

FY 2022 10-K MD&A

SEC filing source: 0001493152-23-007974.

Extracted from Item 7 to the first post-MD&A boundary after HTML sanitization. Confidence: high. Filing date: 2023-03-16. Report date: 2022-12-31.

ITEM
7. MANAGEMENT’S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS

The
following discussion and analysis of our financial condition and results of operations should be read in conjunction with the financial
statements and related notes thereto included elsewhere in this report. This discussion contains forward-looking statements that involve
risks and uncertainties. Our actual future results could differ materially from the historical results discussed below. Factors that
could cause or contribute to such differences include, but are not limited to, those identified below and those discussed in the section
titled “Risk Factors” included elsewhere in this report.

Forward-Looking
Statements

We
make forward-looking statements in this Management’s Discussion and Analysis of Financial Condition and Results of Operations.
For definitions of the term Forward-Looking Statements, see the definitions provided in the Cautionary Note Regarding Forward-Looking
Statements at the start of this Annual Report on Form 10-K for the year ended December 31, 2022.

Seasonality

Our
results of operations can fluctuate due to seasonal trends and other factors. Sales of our gaming machines can vary quarter on quarter
due to both supply and demand factors. Player activity for our holiday parks is generally higher in the second and third quarters of
the year, particularly during the summer months and slower during the first and fourth quarters of the year. Historical seasonality has
been impacted by COVID-19 business disruptions and could continue to be impacted in future periods.

36

COVID-19
Update

During
the twelve-month period ended December 31, 2021, all land-based operations were either subject to lockdown or had social distancing restriction
in place. These social distancing measures continued throughout Greece and Italy until the second quarter of 2022, however, were no longer
in place in the United Kingdom from July 2021, and therefore year on year comparisons may not be meaningful due to the COVID-19 impacts.

Revenue

We
generate revenue in four principal ways: i) on a participation basis, ii) on a fixed rental fee basis, iii) through product sales and
iv) through software license fees. Participation revenue generally includes a right to receive a share of our customers’ gaming
revenue, typically as a share of net win but sometimes as a share of the handle or “coin in” which represents the total amount
wagered.

Geographic
Range

Geographically,
the majority of our revenue is derived from, and the majority of our non-current assets are attributable to, our UK operations. The
remainder of our revenue is derived from, and non-current assets attributable to, Greece and the rest of the world (including North
America).

For
the twelve months ended December 31, 2022, we derived approximately 73% of our revenue from the UK (including customers headquartered
in the UK but whose revenue is generated globally), 8% from Greece, and the remaining 19% across the rest of the world. During the twelve
months ended December 31, 2021, we derived approximately 71%, 9% and 20% of our revenue from those regions, respectively.

As
of December 31, 2022, our non-current assets (excluding goodwill) were attributable as follows: 78% to the UK, 6% to Greece and 16% across
the rest of the world.

Foreign
Exchange

Our
results are affected by changes in foreign currency exchange rates as a result of the translation of foreign functional currencies into
our reporting currency and the re-measurement of foreign currency transactions and balances. The impact of foreign currency exchange
rate fluctuations represents the difference between current rates and prior-period rates applied to current activity. The geographic
region in which the largest portion of our business is operated is the UK and the British pound (“GBP”) is considered to
be our functional currency. Our reporting currency is the U.S. dollar (“USD”). Our results are translated from our functional
currency of GBP into the reporting currency of USD using average rates for profit and loss transactions and applicable spot rates for
period-end balances. The effect of translating our functional currency into our reporting currency, as well as translating the results
of foreign subsidiaries that have a different functional currency into our functional currency, is reported separately in Accumulated
Other Comprehensive Income.

During
the twelve months ended December 31, 2022, we derived approximately 27% of our revenue from sales to customers outside the UK, compared
to 29% during the twelve months ended December 31, 2021.

In
the section “Results of Operations” below, currency impacts shown have been calculated as the current-period average GBP:USD
rate less the equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP).
The remaining difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency,
multiplied by the prior-period average GBP:USD rate. This is not a U.S. GAAP measure, but is one which management believes gives a clearer
indication of results. In the tables below, variances in particular line items from period to period exclude currency translation movements,
and currency translation impacts are shown independently.

Non-GAAP
Financial Measures

We
use certain financial measures that are not compliant with U.S. GAAP (“Non-GAAP financial measures”), including EBITDA and
Adjusted EBITDA, to analyze our operating performance. In this discussion and analysis, we present certain non-GAAP financial measures,
define and explain these measures and provide reconciliations to the most comparable U.S. GAAP measures. See “Non-GAAP Financial
Measures” below.

37

Results
of Operations

Our
results are affected by changes in foreign currency exchange rates, primarily between our functional currency (GBP) and our reporting
currency (USD). During the periods ended December 31, 2022 and December 31, 2021, the average GBP:USD rates were for the twelve-month
period 1.23 and 1.37, respectively.

The
following discussion and analysis of our results of operations has been organized in the following manner:

a discussion and analysis of the Company’s results of operations for the twelve-month period ended December 31, 2022, compared to the same period in 2021; and
a discussion and analysis of the results of operations for each of the Company’s segments (Gaming, Virtual Sports, Interactive and Leisure) for the twelve-month periods ended December 31, 2022, compared to the same period in 2021, including KPI analysis.

In
the discussion and analysis below, certain data may vary from the amounts presented in our consolidated financial statements due to rounding.
Year-on-year comparisons may not be meaningful due to COVID-19 impacts in prior period, as noted above.

For
all reported variances, refer to the overall company and segment tables shown below. All variances discussed in the overall company and
segment results are on a functional currency (at constant rate) basis, which excludes the impact of any changes in foreign currency exchange
rates.

Overall
Company Results

Twelve
Months ended December 31, 2022, compared to Twelve Months ended December 31, 2021

For the Twelve-MonthVariance
Period ended2022 vs 2021
(In millions)Dec 31, 2022Dec 31, 2021Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$251.8$183.3$(29.1)$97.553.2%37.3%
Product33.625.6(4.2)12.348.0%31.4%
Total revenue285.4208.9(33.3)109.852.6%36.6%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(49.3)(34.3)5.9(21.0)61.3%43.9%
Cost of Product(22.7)(16.4)2.9(9.2)55.7%38.2%
Selling, general and administrative expenses(115.6)(97.2)13.6(32.0)33.0%18.9%
Stock-based compensation(10.8)(13.0)1.21.0(7.8)%(17.2)%
Acquisition and integration related transaction expenses(0.5)(1.6)0.11.0(63.4)%(67.6)%
Depreciation and amortization(37.6)(47.0)4.25.2(11.1)%(20.0)%
Net operating Income (Loss)48.9(0.6)(5.4)54.9(30632.3)%(8714.8)%
Other income (expense)
Interest expense, net(25.4)(44.3)3.215.7(35.7)%(42.7)%
Change in fair value of warrant liability-0.9-(0.9)(100.0)%(100.0)%
Profit on disposal of trade & assets0.9-(0.0)0.9N/AN/A
Other finance income (expense)1.15.7(0.1)(4.5)(78.0)%(80.2)%
Total other income (expense), net(23.4)(37.7)3.111.2(29.2)%(38.0)%
Net Income (loss) from continuing operations before income taxes25.5(38.3)(2.3)66.1(177.4)%(166.6)%
Income tax expense(3.2)1.60.4(5.3)(329.4)%(303.3)%
Net Income (Loss)$22.3$(36.7)$(1.9)$60.9(170.5)%(160.7)%
Exchange Rate - $ to £1.231.37

See
“Segments Results” below for a more detailed explanation of the significant changes in our components of revenue within the
individual segment results of operations.

Revenue

Consolidated
Reported Revenue by Segment

Column 1Column 2
VAT-related revenue for the twelve-months ended December 31, 2022 was $1.0 million, and for the twelve-months ended December 31, 2021 was $3.1 million.

“VAT-related
revenue” are payments from UK customers related to our contractual revenue share of their value-added tax rebate.

For
the twelve months ended December 31, 2022, revenue on a functional currency (at constant rate) basis increased by $109.8 million, or
53%.

For
the twelve-month period, Leisure and Gaming service revenue grew by $38.4 million and $30.4 million, respectively, predominately due
to COVID-19 related closures and restrictions in the first six months of the prior year. Virtual Sports and Interactive grew by $25.7
million and $3.0 million, respectively, with $22.6 million of the Virtuals Sports increase from Online and $3.1 million from Retail.

38

Cost
of Sales, excluding depreciation and amortization

Cost
of sales, excluding depreciation and amortization, for the twelve months ended December 31, 2022, increased by $30.2 million, or 60%.
The increase was driven by Cost of Service of $21.0 million due to COVID-19 related closures in the prior period, and a $9.2 million
increase in Cost of Product.

Selling,
general and administrative expenses

Selling,
general and administrative (“SG&A”) expenses for the twelve months ended December 31, 2022 increased by $32.0 million,
or 33%.

The
increase was driven primarily by the increase in staff cost of $29.2 million, due to the return of furloughed staff and return to full
pay for the current period as well as wage inflation particularly increases in the ‘UK’s national living wage’ of
6.6% (The National Living Wage is an obligatory minimum wage payable to workers in the United Kingdom).

Stock-based
compensation

During
the twelve months ended December 31, 2022, the Company recorded expenses of $10.8 million, compared to expenses of $13.0 million, for
the twelve months ended December 31, 2021. All expenses related to outstanding awards, but the twelve months ended December 31, 2021,
included $1.4 million of shares that fully vested on the date of grant.

Acquisition
and integration related transaction expenses

During
the twelve months ended December 31, 2022, the Company recorded an expense of $0.5 million, compared to an expense of $1.6 million, for
the twelve months ended December 31, 2021.

Expenses
in both years related to integration costs for the Company’s acquisition of both Gaming Technology Group of Novomatic
UK Ltd., and acquisition costs of Sportech Lotteries, LLC as well as costs relating to potential acquisitions.

Depreciation
and amortization

Depreciation
and amortization decreased for the twelve-month period by $5.2 million. This was mostly driven by Gaming and Leisure with reductions
of $4.0 million and $1.0 million. The decrease in Gaming was due to a decrease in software amortization as software becomes fully amortized
and machine depreciation as machines in Greece become fully depreciated.

Net
operating income/(loss)

During
the twelve-month period, net operating income was $48.9 million, an increase of $54.9 million. These increases were attributable primarily
to the increases in revenue driven by the COVID-19 closures and restrictions in 2021, as well as growth in online revenue and the decrease
in depreciation, partly offset by an increase in Cost of sales and SG&A expenses.

Interest
expense, net

Interest
expense, net decreased by $15.7 million in the twelve-month period ended December 31, 2022, which was due to the refinancing in the previous
year with savings due to lower debt interest of $0.6 million, lower debt fee amortization of $0.9 million and the $14.1 million write-off
of debt fees relating to the previous debt.

Change
in fair value of warrant liability

With
the expiration of the warrants on December 23, 2021, the liability and the requirement to restate to fair value ceased to exist. For
the twelve months ended December 31, 2021, the change in fair value of the warrant liability resulted in a gain of $0.9 million.

Gain
on disposal of business

For
the twelve-months ended December 31, 2022, gain on disposal of business was $0.9 million due to the sale of part of our Italian Gaming
operations (see Gaming key events for more information).

Other
finance income

Other
finance income for the twelve months ended December 31, 2022, was a $1.1 million gain. This compares to a $5.7 million gain for the twelve
months ended December 31, 2021. The year-on-year movements relate solely to the retranslation of the principal balance of our senior
debt facilities in place in the previous year.

39

Income
tax expense

Our
effective tax rate for the twelve months ended December 31, 2022 was (12.9%), compared to 4.2% for the twelve months ended December
31, 2021.

Deferred Tax

We recorded a valuation allowance against all of our deferred tax assets
as of both December 31, 2022, and December 31, 2021. We intend to continue maintaining a full valuation allowance on our deferred tax
assets until there is sufficient evidence to support the reversal of all or some portion of these allowances. However, given our current
earnings and anticipated future earnings, we believe that there is a reasonable possibility that within the next 12 months, sufficient
positive evidence may become available to allow us to reach a conclusion that a significant portion of the valuation allowance will no
longer be needed. Release of the valuation allowance would result in the recognition of certain deferred tax assets and a decrease to
income tax expense for the period the release is recorded. However, the exact timing and amount of the valuation allowance release are
subject to change on the basis of the level of profitability that we are able to actually achieve.

Net
Income/ (loss)

During the twelve-month period, net income was $22.3
million, an increase of $60.9 million year-over-year, primarily due to an increase in net operating income $54.9 million, a decrease in
interest expense, net $15.7 million, a decrease in other finance income ($4.5 million) and increase in income tax expense of ($5.3 million).

Segment
Results (for the twelve months ended December 31, 2022, compared to the twelve months ended December 31, 2021)

Gaming

We
generate revenue from our Gaming segment through the sales and rentals of our gaming machines. We receive rental fees for machines, typically
in conjunction with long-term contracts, on both a participation and fixed fee basis. Our participation contracts are typically structured
to pay us a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free bets or plays
and any relevant regulatory levies) from gaming terminals placed in our customers’ facilities. Typically, we recognize revenue
from these arrangements on a daily basis over the term of the contract.

Revenue
growth for our Gaming business is principally driven by changes in (i) the number of operator customers we have, (ii) the number of Gaming
machines in operation, (iii) the net win performance of the machines and (iv) the net win percentage that we receive pursuant to our
contracts with our customers.

Gaming,
Key Performance Indicators

For the Twelve-Month Period endedVariance 2022 vs 2021
GamingDec 31, 2022Dec 31, 2021%
End of period installed base (# of terminals) (3)35,00331,8913,1129.8%
Total Gaming - Average installed base (# of terminals) (3)34,78131,8942,8869.0%
Participation - Average installed base (# of terminals) (3)31,26829,1892,0797.1%
Fixed Rental - Average installed base (# of terminals)3,5122,70580729.8%
Service Only - Average installed base (# of terminals)16,85421,563(4,709)(21.8)%
Customer Gross Win per unit per day (1) (2) (3)£91.0£50.7£40.479.7%
Customer Net Win per unit per day (1) (2) (3)£66.5£37.7£28.776.2%
Inspired Blended Participation Rate5.7%6.4%(0.7)%(10.9)%
Inspired Fixed Rental Revenue per Gaming Machine per week (2)£47.8£26.3£21.481.4%
Inspired Service Rental Revenue per Gaming Machine per week (2)£4.7£3.4£1.336.9%
Gaming Long term license amortization (£’m)£4.3£5.0£(0.7)(13.9)%
Number of Machine sales2,9273,372(545)(16.2)%
Average selling price per terminal£7,918£4,436£3,48278.85%
(1)Includes all SBG terminals in which the Company takes a participation revenue share across all territories.
(2)Includes all days of the year, including the days during which the Gaming terminals were not operating due to COVID-19 closures.
(3)Includes circa 2,500 of lottery terminals (zero in the prior year) where the share is on handle instead of net win.

In
the table above:

“End
of Period Installed Base” is equal to the number of deployed Gaming terminals at the end of each period that have been placed on
a participation or fixed rental basis. Gaming participation revenue, which comprises the majority of Gaming Service revenue, is directly
related to the participation terminal installed base. This is the medium by which our customers generate revenue and distribute a revenue
share to the Company. To the extent all other KPIs and certain other factors remain constant, the larger the installed base, the higher
the Company’s revenue would be for a given period. Management gives careful consideration to this KPI in terms of driving growth
across the segment. This does not include Service Only terminals.

Revenue
is derived from the performance of the installed base as described by the Gross and Net Win KPIs.

40

If
the End of Period Installed Base is materially different from the Average Installed Base (described below), we believe this gives an
indication as to potential future performance. We believe the End of Period Installed Base is particularly useful for assessing new customers
or markets, to indicate the progress being made with respect to entering new territories or jurisdictions.

“Total
Gaming - Average Installed Base” is the average number of deployed Gaming terminals during the period split by Participation terminals
and Fixed Rental terminals. Therefore, it is more closely aligned to revenue in the period. We believe this measure is particularly useful
for assessing existing customers or markets to provide comparisons of historical size and performance. This does not include Service
Only terminals.

“Participation
- Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a participation basis.

“Fixed
Rental - Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a fixed rental basis.

“Service
Only - Average Installed Base” is the average number of terminals that generated revenue on a Service only basis.

“Customer
Gross Win per unit per day” is a KPI used by our management to (i) assess impact on the Company’s revenue, (ii) determine
changes in the performance of the overall market and (iii) evaluate the impacts of regulatory change and our new content releases on
our customers. Customer Gross Win per unit per day is the average per unit cash generated across all Gaming terminals in which the Company
takes a participation revenue share across all territories in the period, defined as the difference between the amounts staked less winnings
to players divided by the Average Installed Base in the period, then divided by the number of days in the period.

Gaming
revenue accrued in the period is derived from Customer Gross Win accrued in the period after deducting gaming taxes (defined as a regulatory
levy paid by the Customer to government bodies) and applying the Company’s contractual revenue share percentage.

Our
management believes Customer Gross Win measures are meaningful because they represent a view of customer operating performance that is
unaffected by our revenue share percentage and allow management to (1) readily view operating trends, (2) perform analytical comparisons
and benchmarking between customers and (3) identify strategies to improve operating performance in the different markets in which we
operate.

“Customer
Net Win per unit per day” is Customer Gross Win per unit per day after giving effect to the deduction of gaming taxes.

“Inspired
Blended Participation Rate” is the Company’s average revenue share percentage across all participation terminals where revenue
is earned on a participation basis, weighted by Customer Net Win per unit per day.

“Inspired
Fixed Rental Revenue per Gaming Machine per week” is the Company’s average fixed rental amount across all fixed rental terminals
where revenue is generated on a fixed fee basis, per unit per week.

“Inspired
Service Rental Revenue per Gaming Machine per week” is the Company’s average service rental amount across all service only
rental terminals where revenue is generated on a service only fixed fee basis, per unit per week.

“Gaming
Long term license amortization” is the upfront license fee per terminal which is typically spread over the life of the terminal.

Our
overall Gaming revenue from terminals placed on a participation basis can therefore be calculated as the product of the Participation
- Average Installed Base, the Customer Net Win per unit per day, the number of days in the period, and the Inspired Blended Participation
Rate, which is equal to “Participation Revenue”.

“Number
of Machine sales” is the number of terminals sold during the period.

“Average
selling price per terminal” is the total revenue in GBP of the Gaming terminals sold divided by the “number of Machine sales”.

41

Gaming,
Recurring Revenue

Set
forth below is a breakdown of our Gaming recurring revenue. Gaming recurring revenue principally consists of Gaming participation revenue
and fixed rental revenue.

For the Twelve-Month Period endedVariance 2022 vs 2021
(In £ millions)Dec 31, 2022Dec 31, 2021%
Gaming Recurring Revenue
Total Gaming Revenue£90.8£59.4£31.553.0%
Gaming Participation Revenue£43.0£27.7£15.355.3%
Gaming Other Fixed Fee Recurring Revenue£12.8£6.9£5.985.6%
Gaming Long-term license amortization£4.3£5.2£(0.8)(16.1)%
Total Gaming Recurring Revenue *£60.2£39.8£20.451.3%
Gaming Recurring Revenue as a % of Total Gaming Revenue †66.3%67.0%(0.8)%
Total Gaming excluding VAT-related revenue£90.0£57.1
Gaming Recurring Revenue as a % of Total Gaming Revenue (excluding VAT-related revenue)66.9%69.7%
*Does not reflect VAT-related revenue.
Total Gaming Revenue for the twelve-month period ended December 31, 2022 and 2021, includes £0.8 million and £2.3 million, respectively of VAT-related revenue, which is not reflected in Gaming Recurring Revenue for that period. Excluding VAT-related revenue, Gaming Recurring Revenue was 67% and 70%, respectively of Total Gaming Revenue for such period.
Note – For the twelve-months ending December 31, 2022, there has been some recharacterization between Gaming Participation Revenue and Other Fixed fee revenue to ensure consistency with similar items across the Group. No changes to prior year.

In
the table above:

“Gaming
Participation Revenue” includes our share of revenue generated from (i) our Gaming terminals placed in gaming and lottery venues;
and (ii) licensing of our game content and intellectual property to third parties.

“Gaming
Other Fixed Fee Recurring Revenue” includes service revenue in which the Company earns a periodic fixed fee on a contracted basis.

“Gaming
Long term license amortization” – see the definition provided above.

“Total
Gaming Recurring Revenue” is equal to Gaming Participation Revenue plus Gaming Other Fixed Fee Recurring Revenue.

Gaming,
Service Revenue by Region

Set
forth below is a breakdown of our Gaming service revenue by geographic region. Gaming Service revenue consists principally of Gaming
participation revenue, Gaming other fixed fee revenue, Gaming long-term license amortization and Gaming other non-recurring revenue.
See “Gaming Segment Revenue” below for a discussion of gaming service revenue between the periods under review.

42

For the Twelve-Month
Period endedVariance
(In millions)Dec 31, 2022Dec 31, 20212022 vs 2021Total Functional Currency %
Service Revenue:
UK LBO$40.7$30.3$10.434.2%49.4%
UK VAT - Related Income1.03.1$(2.1)(66.9)%(65.5)%
UK Other12.17.94.252.6%69.0%
Italy2.72.20.524.4%37.7%
Greece18.114.93.221.6%35.1%
Rest of the World0.70.40.496.1%114.0%
Lotteries5.1-5.1NANA
Total Service revenue$80.4$58.8$21.636.8%51.8%
Exchange Rate - $ to £1.241.37

Note:
Exchange rate in the table is calculated by dividing the USD total service revenue by the GBP total service revenue, therefore this could
be slightly different from the average rate during the period depending on timing of transactions.

Gaming,
key events

Total
Gaming Customer Gross Win per unit per day (in our functional currency, GBP) for the twelve-months ended December 31, 2022, increased
by £40.4, or 80%, to £91.0. Much of the increase is driven by retail venues being closed during the first quarter of 2021
and part of the second quarter as a result of COVID-19 restrictions. Another factor was our first year recognizing the newly
acquired Lottery business, which includes just under 2,500 lottery terminals (zero in the prior year) where the share is on handle instead
of net win and achieves Gross Win per unit per day figures above the average of the remaining Gaming sector.

The
overall participation rate for our installed base decreased from 6.4% for the twelve months ended December 31, 2021, to 5.7% in 2022.
The decrease was due mainly to the new Lottery business, which delivers high gross win values at lower participation terms than the average
of the remaining Gaming sector. The Lottery business operates close to 2,500 terminals in various locations in the Dominican Republic
and has an agreement for the supply of these terminals until March 9, 2035. The twelve months of trading delivered $5.1 million
of participation revenue.

Inspired
rolled out new content across the UK LBO estate during the months of April and May 2022, which resulted in Gaming Customer Gross Win
per unit per day increasing by 4.8% from the second half of 2021 to the second half of 2022 (This comparison is used rather than full
year to help separate the impact of Covid closure in the first half of 2021).

43

During
the twelve-months ended December 31, 2022, Inspired recognized contractual performance bonuses of $2.0 million within UK
LBO segment. The bonus payments were triggered by strong year-on-year growth in Gaming Customer Gross Win per shop.

At
the end of the second quarter of 2022, Inspired secured a five-year contract extension for service and content fees with
one of its largest UK LBO customers. Over 400 “Vantage” terminals will go on trial during the first quarter of 2023 with
the full roll out plan expected to commence in the fourth quarter of 2023, expecting to be complete by the end of first quarter of 2024.

During
the fourth quarter of 2022, Inspired’s two other major UK LBO customers signed up for new five-year and four-year contracts
respectively. Both customers will refresh their estate with the new “Vantage” terminal on their own capital expenditure,
all installations are expected to be complete by the end of 2023.

During
the twelve-month period, Inspired upgraded its Non-LBO UK gaming estate with the installation of 460 “Flex” and 700 “Prismatic”
terminals through a combination of outright sales and lease agreements. In the Dutch gaming market, Inspired continued its
strong relationship with a major customer, delivering outright sales of over 360 digital terminals, which included 100 in the third quarter
and 160 in the fourth quarter.

In
the UK Casino market, Inspired installed 183 “Sabre Hydra” terminals into venues which completed the full machine order of
over 200 machines with a major customer.

In
the North America market, Inspired sold 186 “Valor” terminals across a number of customers in Illinois. The total sales since
launch in December 2019 are now over 880 terminals.

Inspired
delivered its second machine order to Western Canada Lottery Corporation (WCLC), our second jurisdiction in North America. Inspired completed
the outright sale of 820 “Valor Clamshell” terminals in the fourth quarter 2022 which represents the highest single machine
order. As part of the agreement, Inspired will take back the original 100 “Valor” terminals in the second quarter of 2023,
these terminals will either redeployed in North America or converted for another market.

During
2022, Inspired delivered the final 308 “Valor” terminals of a total 500-terminal award to OPAP (Greece) which include an
upfront license fee, this takes Inspired’s contracted volumes to 9,440. Inspired rolled out new content during the third quarter,
which has resulted in double-digit growth in Gaming Customer Gross Win per unit per day when compared to the second quarter.

In
the Italian market, Inspired has transitioned to a content and platform supplier only model beginning January 1, 2022, driving significant
operating expense savings. Inspired sold a large portion of its business to a major machine operator, including customer contracts and
“in country” staff.

Gaming,
Results of Operations

For the Twelve-Month Period endedVariance 2022 vs 2021
(In millions)Dec 31, 2022Dec 31, 2021Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$80.4$58.8$(8.8)$30.451.8%36.8%
Product31.322.6$(4.0)12.756.0%38.4%
Total revenue111.781.4(12.8)43.153.0%37.2%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(19.3)(12.8)$2.3(8.8)69.2%51.3%
Cost of Product(21.0)(14.4)$2.7(9.3)64.5%45.8%
Total cost of sales(40.3)(27.2)5.0(18.1)66.7%48.4%
Selling, general and administrative expenses(30.1)(28.1)$3.6(5.6)19.7%7.2%
Stock-based compensation(1.6)(1.8)$0.20.0(0.9)%(11.1)%
Depreciation and amortization(16.6)(22.5)$2.04.0(17.8)%(26.3)%
Net operating Income (Loss)$23.1$1.8$(2.1)$23.41227.4%1156.3%
Profit on disposal of trade & assets0.9--0.9N/AN/A
Net Income (Loss)$24.0$1.8$(2.1)$24.31280.2%1205.7%
Exchange Rate - $ to £1.231.37

44

Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Gaming results below are on a functional currency (at constant rate) basis, which excludes the impact of any
changes in foreign currency exchange rates.

Gaming
Revenue

During
the twelve-month period, Gaming revenue increased by $43.1 million, or 53%, this was driven by a $30.4 million increase in Service revenue
and $12.7 million increase in Product revenue.

The
increase in Gaming Service revenue was driven by $20.4 million from the UK market, $5.2 million from the Greek market and $0.9 million
from the Italian market, as all venues were open for the entire period compared to the prior period when the majority of the UK estate,
all Greece retail venues and all Italy retail venues were shut for some of the period and had restrictions for the remaining. $5.6 million
of the increase was due to the addition of the new Lotteries market and $0.4 million from the rest of the world. This was offset by lower
VAT-related revenue of $2.1 million.

Product
revenue increase was primarily driven by higher Product sales of $9.3 million in North America, $3.3 million of UK sales and $2.0 million
of higher spare sales, partly offset by lower sales of $2.1 million in Italy.

Gaming
Operating Income

Operating
income increased for the twelve-month period by $23.4 million. This increase was primarily due to the increase in revenues of $43.1 million
and decrease in depreciation of $4.0 million, primarily due to the decrease in software amortization as software became fully amortized
and due to a decrease in machine depreciation, as machines in Greece become fully depreciated. This was partially offset by an increase
of Cost of sales of $18.1 million and increase of $5.6 million in SG&A, as staff returned from furlough or to full salary.

Gaming
Net Income

For
the twelve-month period, Net income increased by $24.3 million, from an income of $1.8 million to an income of $24.0 million. This was
due to the increase in Operating income and a $0.9 million profit from the disposal of trade and assets from the sale of part of the
Italian VLT operations (see Gaming key events for more information).

Virtual
Sports

We
generate revenue from our Virtual Sports segment through the licensing of our products. We receive fees in exchange for the licensing
of our products, typically on a long-term contract basis, on a participation basis. Our participation contracts are typically structured
to pay us a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free bets or plays
and other promotional costs and any relevant regulatory levies) from Virtual Sports content placed on our customers’ websites or
in our customers’ facilities. Typically, we recognize revenue from these arrangements on a daily basis over the term of the contract.

45

Revenue
growth for our Virtual Sports segment is principally driven by the number of customers we have, the net win performance of the games
and the net win percentage that we receive pursuant to our contracts with our customers.

Virtual
Sports, Key Performance Indicators

For the Twelve-Month Period endedVariance 2022 vs 2021
VirtualsDec 31, 2022Dec 31, 2021%
No. of Live Customers at the end of the period666158.2%
Average No. of Live Customers656058.9%
Total Revenue (£’m)£44.9£26.2£18.771.4%
Total Revenue £’m - Retail£9.5£7.2£2.231.2%
Total Revenue £’m - Online Virtuals£35.4£19.0£16.586.7%

In
the table above:

“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Virtual Sports revenue at the end of the period and the average number of customers from which there is Virtual Sports
revenue during the period, respectively.

“Total
Revenue (£m)” represents total revenue for the Virtual Sports segment, including recurring and upfront service revenue. Total
revenue is also divided between “Total Revenue (£m) – Retail,” which consists of revenue earned through players
wagering at Virtual Sports venues, “Total Revenue (£m) – Online Virtuals,” which consists of revenue earned through
players wagering on Virtual Sports online.

Virtual
Sports, Recurring Revenue

Set
forth below is a breakdown of our Virtual Sports recurring revenue, which consists of Retail Virtuals and Online Virtuals recurring revenue
as well as long-term license amortization. See “Virtual Sports Segment Revenue” below for a discussion of Virtual Sports
Service revenue between the periods under review.

For the Twelve-Month Period endedVariance 2022 vs 2021
(In £ millions)Dec 31, 2022Dec 31, 2021%
Virtual Sports Recurring Revenue
Total Virtual Sports Revenue£44.9£26.2£18.771.2%
Recurring Revenue - Retail Virtuals£9.2£6.8£2.434.8%
Recurring Revenue - Online Virtuals£35.1£18.1£17.093.6%
Total Virtual Sports Long-term license amortization£0.5£0.8£(0.3)(34.6)%
Total Virtual Sports Recurring Revenue£44.8£25.7£19.073.9%
Virtual Sports Recurring Revenue as a Percentage of Total Virtual Sports Revenue99.7%98.1%1.6%

46

“Recurring
Revenue” includes our share of revenue generated from (i) our Virtual Sports products placed with operators; (ii) licensing our
game content and intellectual property to third parties; and (iii) our games on third-party online gaming platforms that are interoperable
with our game servers.

“Virtual
Sports Long term license amortization” is the upfront license fee which is typically spread over the life of the contract.

Virtual
Sports, key events

During
the period, we launched Virtual Horse racing with the DC Lottery into their lottery locations.

New
contracts were signed with Scientific Games for Virtual Sports content to be sold to Netherlands Lottery (NLO), Goldbet covering the
provision of Virtual Sports into both their retail and online channels in Italy and a contract for Class 4 VLT games in Ladbrokes Belgium
retail.

We
signed a long-term extension to our contract with Betfred   covering the provision of Virtual Sports into their retail LBO
estate in the UK. In addition, we signed contract term extensions with Bet Victor, Sisal (Italy), Niké, spol. s r.o (Slovakia)
and additional territories were added to our contract with Kaizen Gaming.

A
new Virtuals Plug and Play contract was signed with Morocco Lottery and launched, plus an extension to the retail contract.

We
launched Virtuals Women’s Soccer to coincide with UEFA Women’s Euro 2022. We also launched Matchday multi-stream with one
of our biggest online customers and Matchday Ultra 2 and Soccer Ultra 2 with SNAI (Italy) retail and online, and optimized OPAP retail
schedule increasing the frequency of events and added product enhancements.

We
also signed a long-term extension to our contract with 49’s.

Virtual
Sports, Results of Operations

For the Twelve-Month Period endedVariance 2022 vs 2021
(In millions)Dec 31, 2022Dec 31, 2021Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Service Revenue$55.1$36.0$(6.6)$25.771.4%53.2%
Cost of Service(2.4)(1.9)0.3(0.8)(44.5)%29.4%
Selling, general and administrative expenses(6.9)(7.1)0.8(0.6)8.9%(2.6)%
Stock-based compensation(0.7)(0.8)0.10.0(2.1)%(12.5)%
Depreciation and amortization(2.6)(3.4)0.30.5(14.4)%(23.5)%
Net operating Income (Loss)$42.5$22.8$(5.1)$24.7108.4%86.1%
Exchange Rate - $ to £1.231.37

Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Virtual Sports results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.

Virtual
Sports revenue

During
the twelve-month period, revenue increased by $25.7 million, or 71%. This increase was driven by $22.6 million increase in
Online Virtuals, primarily driven by the growth from our existing online customers along with expanding jurisdictions, as well as increases
in Retail Virtuals of $3.1 million, due to retail venues being open for the whole of the period compared to the prior period.

Virtual
Sports operating income

Operating
income increased by $25.3 million in the twelve-month period. This increase was primarily due to the increase in revenue of $25.7 million
and a decrease in depreciation and amortization of $0.5 million, partly offset by an increase of $0.8 million of cost of sales.

Interactive

We
generate revenue from our Interactive segment through the licensing of our products. Typically, we receive fees in exchange for the licensing
of our products, on a long-term contract basis, on a participation basis. Our participation contracts are usually structured to pay us
a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free bets or plays and other
promotional costs and any relevant regulatory levies) from Interactive content placed on our customers’ websites. Typically, we
recognize revenue from these arrangements on a daily basis over the term of the contract.

47

Revenue
growth for our Interactive segment is principally driven by the number of customers we have, the number of live games, the net win performance
of the games and the net win percentage that we receive pursuant to our contracts with our customers.

Interactive,
Key Performance Indicators

For the Twelve-Month Period endedVariance 2022 vs 2021
InteractiveDec 31, 2022Dec 31, 2021%
No. of Live Customers at the end of the period1301092119.3%
Average No. of Live Customers1251002524.5%
No. of Live Games at the end of the period2702323816.4%
Average No. of Live Games2542163817.6%
Total Revenue (£’m)£18.8£16.6£2.213.0%

In
the table above:

“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Interactive revenue at the end of the period and the average number of customers from which there is Interactive revenue
during the period, respectively.

“No.
of Live Games at the end of the period” and “Average No. of Live Games” represents the number of games from which there
is Interactive revenue at the end of the period and the average number of games from which there is Interactive revenue during the period,
respectively.

“Total
Revenue (£m)” represents total revenue for the Interactive segment, including recurring and upfront service revenue.

Interactive,
Recurring Revenue

All
Interactive revenue in both years was recurring.

Interactive,
key events

During
the period ended December 31, 2022, we undertook 49 new brand launches, 24 during the first half of 2022 and 25 during the second half
of 2022. We expanded territories with Bet365, BetMGM and Gamesys in Ontario, along with DraftKings in New Jersey, Connecticut and Pennsylvania
and Rush Street Interactive in Michigan and Pennsylvania. We also expanded into Pennsylvania with BetMGM.

We
deployed 34 new games in the year, 20 new games in the first half of the year, including Big Egyptian Fortune TM and Big Wheel Bonus TM and
14 new games in the second half, including Cops N Robbers Big Money TM and Santa Linking TM.

Loto-Quebec
launched our first iLottery title with Pharaon Reaction TM in the first half of 2022 and followed up with a second title in
the second half of 2022.

48

Interactive,
Results of Operations

For the Twelve-Month Period endedVariance 2022 vs 2021
(In millions)Dec 31, 2022Dec 31, 2021Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Service Revenue$23.1$22.8$(2.7)$3.013.0%1.2%
Cost of Service(3.7)(3.7)0.4(0.4)10.0%(1.3)%
Selling, general and administrative expenses(7.1)(6.1)0.8(1.9)30.9%17.1%
Stock-based compensation(0.7)(0.6)0.1(0.2)30.2%16.7%
Depreciation and amortization(2.9)(3.2)0.3(0.0)1.2%(9.4)%
Net operating Income (Loss)$8.7$9.2$(1.0)$0.55.3%(5.5)%
Exchange Rate - $ to £1.231.37

Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Interactive results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.

Interactive
revenue

During
twelve-month period, revenue increased by $3.0 million, primarily driven by recurring revenue growth due to the consistent launch of
new content across the estate, growth in the customer base in new, emerging and core markets and increased promotional activity through
exclusive deals with tier-one customers.

Interactive
operating income

Operating
income for the twelve-month period increased by $0.5 million. This increase was driven by the increase in revenue, partially offset by
a $1.9 million increase in SG&A expenses driven by the investment in the segment to help drive revenues and for staff returning from
furlough and to full pay.

Leisure

We
typically generate revenue from our Leisure segment through the supply of our gaming and amusement machines. We receive rental fees for
machines, typically on a long-term contract basis, on both a participation and fixed fee basis. Our participation contracts are usually
structured to pay us a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free
bets or plays, any relevant regulatory levies and minimum fixed incomes where applicable) from machines placed in our customers’
facilities. We generally recognize revenue from these arrangements on a daily basis over the term of the contract.

Revenue
growth for our Leisure segment is principally driven by the number of customers we have, the number of machines in operation, the net
win performance of the machines and the net win percentage that we receive pursuant to our contracts with our customers.

49

Leisure,
Key Performance Indicators

For the Twelve-Month Period endedVariance 2022 vs 2021
LeisureDec 31, 2022Dec 31, 2021%
End of period installed base Gaming machines (# of terminals)11,00811,418(410)(3.6)%
Average installed base Gaming machines (# of terminals)10,96011,576(616)(5.3)%
End of period installed base Other (# of terminals)4,6466,838(2,192)(32.1)%
Average installed base Other (# of terminals)5,3067,080(1,774)(25.1)%
Pub Digital Gaming Machines - Average installed base (# of terminals)6,1026,087150.2%
Pub Analogue Gaming Machines - Average installed base (# of terminals)1,3342,092(759)(36.3)%
MSA and Bingo Gaming Machines - Average installed base (# of terminals)(1)3,2163,204110.4%
Inspired Leisure Revenue per Gaming Machine per week£64.3£36.9£27.474.3%
Inspired Pub Digital Revenue per Gaming Machine per week£68.6£36.2£32.489.5%
Inspired Pub Analogue Revenue per Gaming Machine per week£38.3£22.5£15.970.7%
Inspired MSA and Bingo Revenue per Gaming Machine per week£91.0£50.3£40.781.0%
Inspired Other Revenue per Machine per week£19.7£11.0£8.778.7%
Total Holiday Parks Revenue (Gaming and Non Gaming) (£’m)£30.0£21.1£8.942%
Column 1Column 2
(1)Motorway Service Area machines

In
the table above:

“End
of period installed base Gaming” and “Average installed base Gaming” represent the number of gaming machines installed
(excluding Holiday Park machines) that are Category B and Category C only, from which there is participation or rental revenue at the
end of the period or as an average over the period.

“End
of period installed base Other” and “Average installed base Other” represent the number of all other category machines
installed (excluding Holiday Park machines) from which there is participation or rental revenue at the end of the period or as an average
over the period.

“Revenue
per machine unit per week” represents the average weekly participation or rental revenue recognized during the period.

Leisure,
Recurring Revenue

Set
forth below is a breakdown of our Leisure recurring revenue which consists principally of Leisure participation revenue and Leisure other
fixed fee revenue. See “Leisure Segment Revenue” below for a discussion of leisure service revenue between the periods under
review.

For the Twelve-Month Period endedVariance 2022 vs 2021
(In £ millions)Dec 31, 2022Dec 31, 2021%
Leisure Recurring Revenue
Total Leisure Revenue£77.7£50.0£27.755.3%
Total Leisure Recurring Revenue£75.4£47.9£27.657.6%
Leisure Recurring Revenue as a Percentage of Total Leisure Revenue97.1%95.7%1.4%

50

Leisure,
key events

During
the twelve-month period ended December 31, 2022 the holiday parks business delivered record sales and we successfully contracted another
Butlins site, which started earning income in January 2023 making Inspired the sole supplier of amusement
and gaming machines for Butlins for the next seven years, and we secured a new five-year deal with Haven.

In
the Pubs sector we successfully renewed our contract with Greene King for a further three years and increased our share of the estate
from 36% to 42%. We signed a three-year extension with Mitchells and Butler and were reappointed as a supplier to Marstons for a further
four years. We also divested our prize vend assets in the estate to allow focus on core gaming products with increased margins, which
is the reason for the decline in Other installed base year on year.

During
the year we have deployed several new titles across the pubs estate, including ‘Cops n Robbers Bank Buster’, Space Invaders,
‘Centurion’ ‘Gold Cash Freespins’ and “Party Time Pub Addition’ demonstrating our commitment to leveraging
Inspired’s successful game portfolio for the pub sector.

Leisure,
Results of Operations

For the Twelve-Month Period endedVariance 2022 vs 2021
(In millions)Dec 31, 2022Dec 31, 2021Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$93.2$65.7$(10.9)$38.458.4%41.8%
Product2.33.0(0.3)(0.4)(14.0)%(23.1)%
Total revenue95.568.7(11.2)38.055.3%39.0%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(23.9)(15.9)2.9(10.9)69.0%50.6%
Cost of Product(1.7)(2.0)0.20.1(6.2)%(14.3)%
Total cost of sales(25.6)(17.9)3.1(10.8)60.5%43.3%
Selling, general and administrative expenses(45.8)(35.1)5.2(15.9)45.1%30.3%
Stock-based compensation(0.6)(0.6)0.1(0.1)11.7%0.0%
Depreciation and amortization(13.5)(16.1)1.61.0(6.3)%(16.1)%
Net operating Income (Loss)10.0(1.0)$(1.3)$12.3N/AN/A
Exchange Rate - $ to £1.231.37

Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Leisure results below are on a functional currency (at constant rate) basis, which excludes the impact of
any changes in foreign currency exchange rates.

Leisure
Revenue

For
the twelve-month period, revenue increased by $38.0 million, or 55%, respectively, as our business benefitted from no COVID-19 closures
and fewer social distancing restrictions and growth in Service revenue.

Service
revenue increased by $38.4 million, driven by all markets being open for the whole of the period, particularly Pubs ($14.1 million),
Holiday parks ($12.3 million), Motorway service areas ($8.1 million) and Bingo Halls ($2.3 million).

Leisure
Operating Income/ (Loss)

Operating
income for the twelve-month period improved by $12.3 million, from a loss of $1.0 million to income of $10.0 million. This was primarily
due to the increase in revenue as venues reopened and COVID-19 restrictions were removed, as well as a reduction in depreciation and
amortization of $1.0 million. This was partially offset by increases in Cost of sales ($10.8 million) and SG&A expenses ($15.9 million),
due to staff returning from furlough and to full pay and in the later months from the increase in the UK national living wage.

51

Non-GAAP
Financial Measures

We
use certain non-GAAP financial measures, including EBITDA and Adjusted EBITDA, to analyze our operating performance. We use these financial
measures to manage our business on a day-to-day basis. We believe that these measures are also commonly used in our industry to measure
performance. For these reasons, we believe that these non-GAAP financial measures provide expanded insight into our business, in addition
to standard U.S. GAAP financial measures. There are no specific rules or regulations for defining and using non-GAAP financial measures,
and as a result the measures we use may not be comparable to measures used by other companies, even if they have similar labels. The
presentation of non-GAAP financial information should not be considered in isolation from, or as a substitute for, or superior to, financial
information prepared and presented in accordance with U.S. GAAP. You should consider our non-GAAP financial measures in conjunction with
our U.S. GAAP financial measures.

We
define our non-GAAP financial measures as follows:

EBITDA
is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income tax expense.

Adjusted
EBITDA is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income
tax expense, and other additional exclusions and adjustments. Such additional excluded amounts include stock-based compensation
U.S. GAAP charges where the associated liability is expected to be settled in stock, and changes in the value of earnout liabilities
and income and expenditure in relation to legacy portions of the business (being those portions where trading no longer occurs) including
closed defined benefit pension schemes. Additional adjustments are made for items considered outside the normal course of business, including
(1) restructuring costs, which include charges attributable to employee severance, management changes, restructuring, dual running costs,
costs related to facility closures and integration costs, (2) merger and acquisition costs and (3) gains or losses not in the ordinary
course of business. This does not include any adjustments related to COVID-19.

We
believe Adjusted EBITDA, when considered along with other performance measures, is a particularly useful performance measure, because
it focuses on certain operating drivers of the business, including sales growth, operating costs, selling and administrative expense
and other operating income and expense. We believe Adjusted EBITDA can provide a more complete understanding of our operating results
and the trends to which we are subject, and an enhanced overall understanding of our financial performance and prospects for the future.
Adjusted EBITDA is not intended to be a measure of liquidity or cash flows from operations or a measure comparable to net income or loss,
because it does not take into account certain aspects of our operating performance (for example, it excludes non-recurring gains and
losses which are not deemed to be a normal part of underlying business activities). Our use of Adjusted EBITDA may not be comparable
to the use by other companies of similarly termed measures. Management compensates for these limitations by using Adjusted EBITDA as
only one of several measures for evaluating our operating performance. In addition, capital expenditures, which affect depreciation and
amortization, interest expense, and income tax benefit (expense), are evaluated separately by management.

Functional
Currency at Constant rate. Currency impacts discussed have been calculated as the current-period average GBP: USD rate less the
equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP). The remaining
difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency, multiplied
by the prior-period average GBP: USD rate, as a proxy for functional currency at constant rate movement.

Currency
Movement represents the difference between the results in our reporting currency (USD) and the results on a functional currency
(at constant rate) basis.

Reconciliations
from net loss, as shown in our Consolidated Statements of Operations and Comprehensive Income (Loss), to Adjusted EBITDA are shown
below.

52

Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2022

For the Twelve-Month Period ended Dec 31, 2022
(In millions)Statutory HeadingTotalGamingVirtual SportsInteractiveLeisureCorporate
Net Income/ (loss)Net Income$22.3$24.0$42.5$8.7$10.0$(62.9)
Items Relating to Legacy Activities:
Pension charges (1)SG&A$0.70.7
Items outside the normal course of business:
Acquisition and integration related transaction expenses (2)SG&A$0.5-0.5
Acquisition and integration related transaction expenses (2)Cost of Sale$0.60.30.3-
Litigation Settlement (3)SG&A$0.50.5-
Stock-based compensation expense (4)Stock-based compensation expense$10.81.60.70.70.67.2
Depreciation and amortization (4)Depreciation and amortization$37.616.62.62.913.52.0
Interest expense net (4)Interest expense net$25.425.4
Profit on disposal of trade & assets (5)Profit on disposal of trade & assets$(0.9)(0.9)-
Other finance expenses / (income) (4)Other finance expenses / (income)$(1.1)(1.1)
Income tax (4)Income tax$3.23.2
Adjusted EBITDA$99.6$41.6$46.3$12.3$24.4$(25.0)
Adjusted EBITDA£80.8£33.6£37.7£10.0£19.9£(20.4)
Exchange Rate - $ to £ (6)1.23

Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical; these are shown in the Corporate category.

53

Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2021

For the Twelve-Month Period ended Dec 31,2021
(In millions)Statutory HeadingTotalGamingVirtual SportsInteractiveLeisureCorporate
Net Income/ (loss)$(36.7)$1.8$22.8$9.2$(1.0)$(69.5)
Items Relating to Legacy Activities:
Pension charges (1)SG&A0.80.8
Items outside the normal course of business:
Acquisition and integration related transaction expenses (2)SG&A1.61.6
Refinancing of Company Debt (7)SG&A0.80.8
Italian tax related costs relating to prior years (8)SG&A1.41.4-
Stock-based compensation expense (4)Stock-based compensation expense13.01.80.80.60.69.2
Depreciation and amortization (4)Depreciation and amortization47.022.53.43.216.11.8
Interest expense net (4)Interest expense net44.344.3
Change in fair value of warrant liability (4)Change in fair value of warrant liability(0.9)(0.9)
Other finance expenses / (income) (4)Other finance expenses / (income)(5.7)(5.7)
Income tax (4)Income tax(1.6)(1.6)
Adjusted EBITDA$64.0$26.1$28.4$13.0$15.7$(19.2)
Adjusted EBITDA£46.7£19.2£20.6£9.5£11.4£(14.0)
Exchange Rate - $ to £ (6)1.37

Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical; these are shown in the Corporate category.

Notes
to Adjusted EBITDA reconciliation tables above:

(1)“Pension charges” are profit and loss charges included within selling, general and administrative expenses, relating to a defined benefit scheme which was closed to new entrants in 1999 and to future accrual in 2010. As well as the amortization of net loss, the figure also includes charges relating to the Pension Protection Fund (which were historically borne by the pension scheme) and a small amount of associated professional services expenses. These costs are included within Corporate Functions.
(2)Acquisition and integration related transaction expenses, are as described above in the Results of Operations line item discussions. For 2022 this includes a write-off of inventory items related to the integration of Gaming Technology Group of Novomatic UK Ltd.
(3)“Litigation Settlement” refers to full and final settlement of a contractual dispute relating to a Development Services and Management Agreement.

54

(4)Stock-based compensation expense, Depreciation and amortization, Total other expense, net and Income tax are as described above in the Results of Operations line item discussions. Total expense, net includes interest income, interest expense, change in fair value of earnout liability, change in fair value of derivative liability and other finance income.
(5)“Profit on disposal of trade & assets” — In January 2022, the Company sold its Italian VLT business, including all terminals and other assets, staff costs and facilities and contracts to a non-connected party, recognizing a profit on this disposal.
(6)Exchange rate in the table is calculated by dividing the USD Adjusted EBITDA by the GBP Adjusted EBITDA, therefore this could be slightly different from the average rate during the period depending on timing of transactions.
(7)In May 2021, the Company refinanced its debt. These are outside of the write off of old debt fees recognized in the interest line.
(8)“Italian tax related costs relating to prior years invoicing” relate to a settlement with the Italian Tax Authorities in respect of an audit for the period 2015-2017 in respect of the historic VAT treatment of supplies.

Liquidity
and Capital Resources

Twelve
Months ended December 31, 2022, compared to Twelve Months ended December 31, 2021

Cash
Flow Summary - A Two Year Comparative

Twelve Months endedVariance
(in millions)Dec 31, 2022Dec 31, 20212022 to 2021
Net profit/(loss)$22.3$(36.7)$59.0
Amortization of debt fees1.817.2(15.4)
Change in fair value of derivative and warrant liabilities and stock-based compensation expense11.513.6(2.1)
Foreign currency translation on senior bank debt and cross currency swaps0.0(4.6)4.6
Depreciation and amortization (incl RoU assets)40.050.3(10.3)
Other net cash utilized by operating activities(40.9)(33.6)(7.3)
Net cash provided by operating activities34.76.228.5
Net cash used in investing activities(40.4)(37.9)(2.5)
Net cash used/(generated) by financing activities(11.0)31.2(42.2)
Effect of exchange rates on cash(6.1)1.2(7.3)
Net decrease in cash and cash equivalents$(22.8)$0.7$(23.5)

Net
cash provided by operating activities

For
the twelve months ended December 31, 2022, net cash inflow provided by operating activities was $34.7 million, compared to a $6.2 million
inflow for the twelve months ended December 31, 2021, representing a $28.5 million increase in cash generation. This increase was driven
primarily by trading levels through increases in our online businesses and the worldwide trading restrictions in the previous year resulting
from the COVID-19 pandemic.

Amortization
of debt fees decreased by $15.4 million, to $1.8 million, due to the reduction in the level of capitalized debt fees after May 2021 following
the Company’s refinancing of its debt and the $14.4 million write off of the remaining debt fees from the previous financing arrangement.

Change
in the fair value of derivative and warrant liabilities and stock-based compensation expense decreased by $2.1 million, from $13.6 million
to $11.5 million. A lower stock-based compensation expense ($2.2 million) and a lower gain relating to terminated cross currency swaps
($0.8 million) was partly offset by movements in the fair value of warrant liabilities in the prior year ($0.9 million).

Following
the refinancing in May 2021, there has been no foreign currency translation on senior bank debt and cross currency swaps. In the twelve
months ended December 31, 2021, the foreign currency translation on senior bank debt and cross currency swaps resulted in a loss of $4.6
million as a result of the movement in exchange rates during the period.

Depreciation
and amortization decreased by $10.3 million, to $40.0 million, with reductions of $4.4 million in machine depreciation, $5.0 million
in amortization of intangible assets and $1.0 million in amortization of right of use assets.

Other
net cash utilized by operating activities increased by $7.3 million, to a $40.9 million outflow. The relative movements between the
twelve months ended December 31, 2022 and the twelve months ended December 31, 2021 resulted in a $17.6 million outflow through
increased inventory holding as Inspired made the strategic decision to secure components and protect sales in a challenging global
supply chain market and a $7.0 million increase in receivables due to timing of sales. These were offset by relative
favorable movements between the twelve months ended December 31, 2022 and the twelve months ended December 31, 2021 for prepayments
and accrued income of $10.2 million due to lower trading levels at the start of the previous year, interest accruals of $5.0 million
following the debt refinancing in May 2021 and trade payables and accruals of $1.9 million.

55

Net
cash used in investing activities

Net
cash utilized in investing activities increased by $2.5 million, to $40.4 million in the twelve months ended December 31, 2022. This
was driven by higher spend on plant, property and equipment (an $9.6 million increase compared to 2021) and capitalized software (a $4.8
million increase compared to 2021) due to spending in the previous year being low as a result of the pandemic. These were largely offset
by the $12.5 million acquisition of Sportech Lotteries, LLC on December 31, 2021 for which the twelve months ended December 31, 2022
included the final payment of $0.6 million.

Net
cash (used)/generated by financing activities

During
the twelve months ended December 31, 2022, net cash utilized by financing activities was $11.0 million, $10.4 million of which related
to the Company’s repurchase of its common shares under the Share Repurchase Program and $0.6 million of which related to finance
lease spend. During the twelve months ended December 31, 2021, financing activities generated $31.2 million of cash following the receipt
of $30.5 million proceeds from the warrant exercise and a net $1.3 million from the refinancing in May 2021 after payment of associated
fees less a spend of $0.6 million on finance leases.

Funding
Needs and Sources

To
fund our obligations, historically we have relied on a combination of cash flows provided by operations and the incurrence of additional
debt or the refinancing of existing debt. As of December 31, 2022, we had liquidity consisting of $25.0 million in cash and cash equivalents
and a further $24.1 million of undrawn revolver facility. This compares to $47.8 million of cash and cash equivalents as of December
31, 2021, with a further $27.0 million of revolver facilities undrawn. We had a working capital outflow of $40.9 million for the twelve
months ended December 31, 2022, compared to a $33.6 million outflow for the twelve months ended December 31, 2021.

The
level of our working capital surplus or deficit varies with the level of machine production we are undertaking and our capitalization
as well as the seasonality evident in some of the businesses. In periods with minimal machine volumes and capital spend, our working
capital is typically more stable. In periods where significant numbers of machines are being produced, the levels of inventory and creditors
are typically higher and there is a natural timing difference between converting the stock into sellable or capitalized plant and settling
payments to suppliers. These factors, along with movements in trading activity levels which were seen   during 2021 following
the COVID-19 closures, can result in significant working capital volatility. In periods of low activity, our working capital volatility
is reduced. Working capital is reviewed and managed with the aim of ensuring that current liabilities are covered by the level of cash
held and the expected level of short-term receipts.

Some
of our business operations require cash to be held within the machines. As of December 31, 2022, $2.5 million of our $25.0 million of
cash and cash equivalents were held as operational floats within the machines. At December 31, 2021, $2.7 million of
our $47.8 million of cash and cash equivalents were held as operational floats within the machines

Management
currently believes that the Company’s cash balances on hand, cash flows expected to be generated from operations, and the ability
to control and defer capital projects will be sufficient to fund the Company’s net cash requirements through March 2024.

56

Long
Term and Other Debt

(In millions)December 31, 2022December 31, 2021
Cash held£20.8$25.0£35.4$47.8
Original principal senior debt(235.0)(282.9)(235.0)(316.7)
Cash interest accrued(1.5)(1.8)(1.6)(2.1)
Finance lease creditors(1.8)(2.2)(2.1)(2.8)
Total£(217.6)$(261.9)£(203.3)$(273.8)

Debt
Covenants

Under
our debt facilities in place as of December 31, 2022, we are not subject to covenant testing on the Senior Secured Notes. We are, however,
subject to covenant testing at the level of Inspired Entertainment Inc., the ultimate holding company, on our Super Senior Revolving
Credit Facility which requires the Company to maintain a maximum consolidated senior secured net leverage ratio of 6.25x on the test
date for the relevant period ending June 30, 2021, stepping down to 6.0x on March 31, 2022, 5.75x on March 31, 2023 and 5.50x from March
31, 2024 and thereafter (the “RCF Financial Covenant”). The RCF Financial Covenant is calculated as the ratio of consolidated
senior secured net debt to consolidated pro forma EBITDA (defined as net loss excluding depreciation and amortization, interest expense,
interest income and income tax expense) for the 12-month period preceding the relevant quarterly testing date and is tested quarterly
on a rolling basis, subject to the Initial Facility (as defined in the RCF Agreement) being drawn on the relevant test date. The RCF
Financial Covenant does not include a minimum interest coverage ratio or other financial covenants. Covenant testing at December 31,
2022 showed covenant compliance.

There
were no breaches of the debt covenants in the periods ended December 31, 2022 or December 31, 2021.

Liens
and Encumbrances

As
of December 31, 2022, our senior bank debt was secured by the imposition of a fixed and floating charge in favor of the lender over all
the assets of the Company and certain of the Company’s subsidiaries.

Share
Repurchases

The
Board of Directors has authorized that the Company may use up to $25.0 million to repurchase Inspired shares of common stock, subject
to repurchases being effected on or before May 10, 2025. Management has discretion as to whether to repurchase shares of the Company
and as of December 31, 2022, an aggregate of $10.5 million of our shares of common stock had been repurchased.

Contractual
Obligations

As
of December 31, 2022, our contractual obligations were as follows:

Less thanMore than
Contractual Obligations (in millions)Total1 yr1-2 years3-5 years5 yrs
Operating activities
Interest on long term debt$77.9$22.2$44.6$11.1$-
Financing activities
Senior bank debt - principal repayment282.9--282.9-
Finance lease payments2.21.01.2--
Operating lease payments8.72.83.31.21.4
Interest on non-utilization fees1.00.30.7--
Total$372.7$26.3$49.8$295.2$1.4

Off-Balance
Sheet Arrangements

As
of December 31, 2022, there were no off-balance sheet arrangements, as defined in Item 303(a)(4)(ii) of Regulation S-K, promulgated by
the U.S. Securities and Exchange Commission.

Critical
Accounting Policies and Accounting Estimates

The
preparation of our audited consolidated financial statements in conformity with accounting principles generally accepted
in the United States (“U.S. GAAP”) requires management to make estimates and assumptions. We exercise considerable judgment
with respect to establishing sound accounting policies and in making estimates and assumptions that affect the reported amounts of our
assets and liabilities, our recognition of revenue and expenses, and our disclosure of commitments and contingencies at the date of the
consolidated financial statements. On an on-going basis, we evaluate our estimates and judgments. We base our estimates and judgments
on a variety of factors, including our historical experience, knowledge of our business and industry and current and expected economic
conditions, that are believed to be reasonable under 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. We periodically re-evaluate our estimates
and assumptions with respect to these judgments and modify our approach when circumstances indicate that modifications are necessary.
While we believe that the factors we evaluate provide us with a meaningful basis for establishing and applying sound accounting policies,
we cannot guarantee that the results will always be accurate. Since the determination of these estimates requires the exercise of judgment,
actual results could differ from such estimates.

For
a discussion of other recently issued accounting standards, and assessments as to their impacts on the Company, see Nature of Operations,
Management’s Plans and Summary of Significant Accounting Policies, Note 1 to the consolidated financial statements included elsewhere
in this report.

57

FY 2021 10-K MD&A

SEC filing source: 0001493152-22-008568.

Extracted from Item 7 to the first post-MD&A boundary after HTML sanitization. Confidence: high. Filing date: 2022-03-31. Report date: 2021-12-31.

ITEM
7. MANAGEMENT’S DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF OPERATIONS

The
following discussion and analysis of our financial condition and results of operations should be read in conjunction with the financial
statements and related notes thereto included elsewhere in this report. This discussion contains forward-looking statements that involve
risks and uncertainties. Our actual future results could differ materially from the historical results discussed below. Factors that
could cause or contribute to such differences include, but are not limited to, those identified below and those discussed in the section
titled “Risk Factors” included elsewhere in this report.

Forward-Looking
Statements

We
make forward-looking statements in this Management’s Discussion and Analysis of Financial Condition and Results of Operations.
For definitions of the term Forward-Looking Statements, see the definitions provided in the Cautionary Note Regarding Forward-Looking
Statements at the start of this Annual Report on Form 10-K for the year ended December 31, 2021.

COVID-19
Operating Restrictions During 2021

Governments
in all of the major jurisdictions in which our land-based customers operate have now allowed the reopening of land-based venues, in certain
circumstances subject to restrictions.

United
Kingdom

Between
April 12, 2021 and May 16, 2021, licensed betting offices in England and Wales were permitted to reopen with certain restrictions,
including a limitation on operating only two of four gaming machines per venue, limited dwell time of 15 minutes, a maximum of two
visits per day per patron and an 8:00pm curfew - these restrictions were removed on May 17, 2021. Gaming machines in pubs, holiday parks,
motorway services, Scottish betting offices and adult gaming centers across the United Kingdom were permitted to reopen on May 17, 2021,
with social distancing restrictions in place. On July 19, 2021, all social distancing restrictions were removed in England. On August
9, 2021, all remaining restrictions in the remainder of the United Kingdom were removed. In November 2021, the United Kingdom
put in place further measures (that remained in place for the balance of 2021), but none of these measures resulted in the closure of
any premises in which our land-based customers operate.

Other
Jurisdictions

On
August 20, 2021, Italy put in place restrictions such that only fully vaccinated people could enter our customers’ venues. On September
13, 2021, Greece put similar restrictions in place. These restrictions continue to be in force in both Italy and Greece.

36

It
remains uncertain as to whether and when further restrictions or closures could be implemented in each jurisdiction and how long they
may last to the extent they were implemented. We continue to protect our existing available liquidity by pro-actively managing capital
expenditures and working capital as well as identifying both immediate and longer-term opportunities for cost savings.

Revenue

We
generate revenue in four principal ways: i) on a participation basis, ii) on a fixed rental fee basis, iii) through product sales and
iv) through software license fees. Participation revenue generally includes a right to receive a share of our customers’ gaming
revenue, typically as a share of net win but sometimes as a share of the handle or “coin in” which represents the total amount
wagered.

Geographic
Range

Geographically,
a majority of our revenue is derived from, and majority of our non-current assets are attributable to our UK operations. The remainder
of our revenue is derived from, and non-current assets attributable to, Greece and the rest of the world (including North America).

For
the twelve months ended December 31, 2021, we derived approximately 71% of our revenue from the UK, 9% from Greece and the remaining
20% across the rest of the world. During the twelve months ended December 31, 2020, we derived approximately 76%, 9% and 15% of our revenue
from those regions, respectively.

As
of December 31, 2021, our non-current assets (excluding goodwill) were attributable as follows: 73% to the UK, 9% to Greece and 18% across
the rest of the world.

Foreign
Exchange

Our
results are affected by changes in foreign currency exchange rates as a result of the translation of foreign functional currencies into
our reporting currency and the re-measurement of foreign currency transactions and balances. The impact of foreign currency exchange
rate fluctuations represents the difference between current rates and prior-period rates applied to current activity. The geographic
region in which the largest portion of our business is operated is the UK and the British pound (“GBP”) is considered to
be our functional currency. Our reporting currency is the U.S. dollar (“USD”). Our results are translated from our functional
currency of GBP into the reporting currency of USD using average rates for profit and loss transactions and applicable spot rates for
period-end balances. The effect of translating our functional currency into our reporting currency, as well as translating the results
of foreign subsidiaries that have a different functional currency into our functional currency, is reported separately in Accumulated
Other Comprehensive Income.

During
the twelve months ended December 31, 2021, we derived approximately 29% of our revenue from sales to customers outside the UK, compared
to 24% during the twelve months ended December 31, 2020.

In
the section “Results of Operations” below, currency impacts shown have been calculated as the current-period average GBP:USD
rate less the equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP).
The remaining difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency,
multiplied by the prior-period average GBP:USD rate. This is not a U.S. GAAP measure, but is one which management believes gives a clearer
indication of results. In the tables below, variances in particular line items from period to period exclude currency translation movements,
and currency translation impacts are shown independently.

Non-GAAP
Financial Measures

We
use certain financial measures that are not compliant with U.S. GAAP (“Non-GAAP financial measures”), including EBITDA and
Adjusted EBITDA, to analyze our operating performance. In this discussion and analysis, we present certain non-GAAP financial measures,
define and explain these measures and provide reconciliations to the most comparable U.S. GAAP measures. See “Non-GAAP Financial
Measures” below.

37

Results
of Operations

Our
results are affected by changes in foreign currency exchange rates, primarily between our functional currency (GBP) and our reporting
currency (USD). During the twelve-month periods ended December 31, 2021 and December 31, 2020, the average GBP:USD rates were 1.37 and
1.29, respectively.

The
following discussion and analysis of our results of operations has been organized in the following manner:

a discussion and analysis of the Company’s results of operations for the twelve-month period ended December 31, 2021, compared to the same period in 2020;
a discussion and analysis of the results of operations for each of the Company’s segments (Gaming, Virtual Sports, Interactive and Leisure) for the twelve-month period ended December 31, 2021, compared to the same period in 2020, including KPI analysis.

In
the discussion and analysis below, certain data may vary from the amounts presented in our consolidated financial statements due to rounding.
Year-on-year comparisons may not be meaningful due to COVID-19 impacts in both the current and prior periods, as noted above.

For
all reported variances, refer to the overall company and segment tables shown below. All variances discussed in the overall company and
segment results are on a functional currency (at constant rate) basis, which excludes the impact of any changes in foreign currency exchange
rates.

Overall
Company Results

Twelve
Months ended December 31, 2021, compared to Twelve Months ended December 31, 2020

For the Twelve-MonthVariance
(In millions)Period ended2021 vs 2020
December 31, 2021December 31, 2020Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$183.3$178.7$10.5$(5.9)(3.3)%2.6%
Product25.621.11.53.014.4%21.5%
Total revenue208.9199.812.0(2.9)(1.4)%4.6%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(34.3)(30.1)(2.1)(2.1)6.8%13.7%
Cost of Product(16.4)(14.4)(0.9)(1.1)7.9%14.2%
Selling, general and administrative expenses(97.2)(84.8)(5.9)(6.5)7.7%14.7%
Stock-based compensation(13.0)(4.8)(0.8)(7.4)155.7%171.7%
Acquisition and integration related transaction expenses(1.6)(7.0)(0.2)5.7(79.2)%(77.4)%
Depreciation and amortization(47.0)(52.3)(3.3)8.6(16.3)%(10.1)%
Net operating Income (Loss)(0.6)6.4(1.2)(5.7)(103.5)%(109.3)%
Other income (expense)
Interest expense, net(44.3)(30.0)(3.2)(11.2)37.0%47.9%
Change in fair value of warrant liability0.9(3.2)0.23.9(150.4)%(127.6)%
Other finance income (expense)5.7(4.7)0.110.4(208.4)%(221.2)%
Loss from equity method investee-(0.5)(0.0)0.5(100.0)%(100.0)%
Total other income (expense), net(37.7)(38.4)(2.9)3.6(9.5)%(1.9)%
Net Income (loss) from continuing operations before income taxes(38.3)(32.1)(4.1)(2.1)6.5%19.4%
Income tax expense1.6(0.4)0.11.9(518.4)%(554.0)%
Net Income (Loss)$(36.7)$(32.4)$(4.0)$(0.3)0.8%13.2%
Exchange Rate - $ to £1.371.29

See
“Segments Results” below for a more detailed explanation of the significant changes in our components of revenue within the
individual segment results of operations.

Revenue

Consolidated
Reported Revenue by Segment

For
the twelve months ended December 31, 2021, revenue on a functional currency (at constant rate) basis decreased by $2.9 million, or 1.4%.

Gaming
revenue decreased by $33.4 million, due to $38.6 million of VAT-related revenue during 2020, excluding this, Gaming revenue would have
grown by $5.2m. Virtual Sports, Interactive and Leisure grew by $1.3 million, $8.1 million, and $21.0 million, respectively.

38

Cost
of Sales, excluding depreciation and amortization

Cost
of Sales, excluding depreciation and amortization, for the twelve months ended December 31, 2021 increased by $3.2 million, or
7.2%. Of this increase, $2.1 million was attributable to cost of Service and $1.1 million was attributable to cost of Product.

Selling,
general and administrative expenses

Selling,
general and administrative (“SG&A”) expenses for the twelve months ended December 31, 2021 increased by $6.5 million,
or 7.7%. The increase was driven primarily by the return of furloughed staff for the majority of the period of $5.9 million, lower labor
capitalization of $1.4 million, and $1.2 million of additional cost following a settlement with the Italian Tax Authorities in respect
of an audit of the Italian Branch of Inspired Gaming (International) Limited for the period 2015-2017 in respect of the historic VAT
treatment of supplies. This was partly offset by lower facility and marketing costs of $2.2 million.

Stock-based
compensation

During
the twelve months ended December 31, 2021, the Company recorded an expense of $13.0 million with respect to outstanding awards. The expense
included $5.3 million related to awards made under the 2018 Plan, $6.6 million (including $1.4 million of upfront recognition) respectively
related to awards made under the 2021 Plan and $1.1 million related to the vesting of awards from the 2018 Plan. The charge for stock-based
compensation for the twelve months ended December 31, 2020, was $4.8 million. The expense included $4.5 million related to awards made
under the 2018 Plan, $0.2 million, related to costs from awards made under a 2016 long term incentive plan and $0.1 million related to
the vesting of awards in December 2020.

Acquisition
and integration related transaction expenses

Acquisition
and integration related transaction expenses decreased by $5.7 million, to $1.6 million. All expenses were integration costs in relation
to the NTG acquisition.

Depreciation
and amortization

Depreciation
and amortization decreased for the twelve-month period by $8.6 million, driven primarily by a decrease in Gaming due to certain assets
being fully depreciated.

Net
operating income/(loss)

During
the twelve-month period, net operating loss was $0.6 million, a decrease of $5.7 million. This was attributable primarily
to the decrease in Gaming revenue driven by the recognition of VAT-related income in 2020. This was partially offset by increases in
revenue in each of our Interactive, Virtuals and Leisure segments, as well as the decrease in acquisition and integration related transaction
expenses, facility and marketing costs and depreciation and amortization.

Interest
expense, net

Interest
expense, net increased by $11.2 million in the twelve-month period ended December 31, 2021. This increase was due primarily to a $14.4
million write-off of previously capitalized debt fees following the refinancing in May 2021. Interest on term indebtedness increased
by $1.8 million, but this was offset by currency movement of $3.2 million, reduction of revolver interest charges of $0.8 million and
lower amortization of capitalized debt fees of $0.9 million following the refinancing.

Change
in fair value of warrant liability

Change
in fair value of warrant liability for the twelve-months ended December 31, 2021, resulted in a $0.9 million gain. The gain related to
changes in liability accounting pursuant to the statement made by the Office of Chief Accountant of the SEC, released on April 12, 2021,
informing market participants that warrants issued by special purpose acquisition companies may require classification as a liability
of the entity measured at fair value, with changes in fair value each period reported in earnings. The credit reflects the decrease in
the value of the warrants, driven by a decrease in the Company’s share price and a decrease in the time to warrant expiry, respectively.
The warrants expired on December 23, 2021.

Other
finance income

Other
finance income for the twelve-months ended December 31, 2021, was $5.7 million. This compares to a $4.7 million expense in the twelve-months
ended December 31, 2020, giving a year-on-year movement of $10.4 million. Of this increase, $10.3 million related to the retranslation
of the principal balance of our senior debt facilities in place at that time.

39

Income
tax expense

Our
effective tax rate for the twelve months ended December 31, 2021, was (4.2%), compared to 1.1% for the twelve months ended December 31,
2020.

Net
Income/ (loss)

During
the twelve-month period, we had a net loss of $36.7 million, a decrease of $0.3 million, primarily due to the decrease
in net operating income ($5.7 million) and the increase in interest expense net ($11.2 million), partially offset by the decreases
in other finance expense of $10.4 million, change in fair value of warrant liability of $3.9 million and income tax expense of $1.9 million.

Segment
Results (for the twelve months ended December 31, 2021, compared to the twelve months ended December 31, 2020)

Gaming

We
generate revenue from our Gaming segment through the sales and rentals of our gaming machines. We receive rental fees for machines, typically
in conjunction with long-term contracts, on both a participation and fixed fee basis. Our participation contracts are typically structured
to pay us a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free bets or plays
and any relevant regulatory levies) from gaming terminals placed in our customers’ facilities. Typically, we recognize revenue
from these arrangements on a daily basis over the term of the contract.

Revenue
growth for our Gaming business is principally driven by changes in (i) the number of operator customers we have, (ii) the number of Gaming
machines in operation, (iii) the net win performance of the machines and (iv) the net win percentage that we receive pursuant to our
contracts with our customers.

Gaming,
Key Performance Indicators

For the Twelve-Month Period endedVariance
Dec 31,Dec 31,2021 vs 2020
Gaming20212020%
End of period installed base (# of terminals)31,89131,5153761.2%
Total Gaming - Average installed base (# of terminals)31,89432,069(174)(0.5)%
Participation - Average installed base (# of terminals)29,18930,165(976)(3.2)%
Fixed Rental - Average installed base (# of terminals)2,7051,90380242.1%
Service Only - Average installed base (# of terminals)21,56321,0155482.6%
Customer Gross Win per unit per day (1) (2)£50.7£46.7£4.08.5%
Customer Net Win per unit per day (1) (2)£37.7£34.6£3.29.1%
Inspired Blended Participation Rate6.4%6.5%(0.1)%(2.1)%
Inspired Fixed Rental Revenue per Gaming Machine per week£26.3£26.3£0.00.0%
Inspired Service Rental Revenue per Gaming Machine per week£3.4£3.3£0.14.4%
Gaming Long term license amortization (£’m)£5.0£5.1£(0.1)(1.9)%
Number of Machine sales3,3722,83254019.1%
Average selling price per terminal£4,436£4,337£1002.3%
Column 1Column 2
(1)Includes all SBG terminals in which the company takes a participation revenue share across all territories
Column 1Column 2
(2)Includes all days of the year, including the days during which the Gaming terminals were not operating due to COVID-19 closures.

In
the table above:

“End
of Period Installed Base” is equal to the number of deployed Gaming terminals at the end of each period that have been placed on
a participation or fixed rental basis. Gaming participation revenue, which comprises the majority of Gaming Service revenue, is directly
related to the participation terminal installed base. This is the medium by which our customers generate revenue and distribute a revenue
share to the Company. To the extent all other KPIs and certain other factors remain constant, the larger the installed base, the higher
the Company’s revenue would be for a given period. Management gives careful consideration to this KPI in terms of driving growth
across the segment. This does not include Service Only terminals.

Revenue
is derived from the performance of the installed base as described by the Gross and Net Win KPIs.

40

If
the End of Period Installed Base is materially different from the Average Installed Base (described below), we believe this gives an
indication as to potential future performance. We believe the End of Period Installed Base is particularly useful for assessing new customers
or markets, to indicate the progress being made with respect to entering new territories or jurisdictions.

“Total
Gaming - Average Installed Base” is the average number of deployed Gaming terminals during the period split by Participation terminals
and Fixed Rental terminals. Therefore, it is more closely aligned to revenue in the period. We believe this measure is particularly useful
for assessing existing customers or markets to provide comparisons of historical size and performance. This does not include Service
Only terminals.

“Participation
- Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a participation basis.

“Fixed
Rental - Average Installed Base” is the average number of deployed Gaming terminals that generated revenue on a fixed rental basis.

“Service
Only - Average Installed Base” is the average number of terminals that generated revenue on a Service only basis.

“Customer
Gross Win per unit per day” is a KPI used by our management to (i) assess impact on the Company’s revenue, (ii) determine
changes in the performance of the overall market and (iii) evaluate the impacts of regulatory change and our new content releases on
our customers. Customer Gross Win per unit per day is the average per unit cash generated across all Gaming terminals in which the Company
takes a participation revenue share across all territories in the period, defined as the difference between the amounts staked less winnings
to players divided by the Average Installed Base in the period, then divided by the number of days in the period.

Gaming
revenue accrued in the period is derived from Customer Gross Win accrued in the period after deducting gaming taxes (defined as a regulatory
levy paid by the Customer to government bodies) and applying the Company’s contractual revenue share percentage.

Our
management believes Customer Gross Win measures are meaningful because they represent a view of customer operating performance that is
unaffected by our revenue share percentage and allow management to (1) readily view operating trends, (2) perform analytical comparisons
and benchmarking between customers and (3) identify strategies to improve operating performance in the different markets in which we
operate.

“Customer
Net Win per unit per day” is Customer Gross Win per unit per day after giving effect to the deduction of gaming taxes.

“Inspired
Blended Participation Rate” is the Company’s average revenue share percentage across all participation terminals where revenue
is earned on a participation basis, weighted by Customer Net Win per unit per day.

“Inspired
Fixed Rental Revenue per Gaming Machine per week” is the Company’s average fixed rental amount across all fixed rental terminals
where revenue is generated on a fixed fee basis, per unit per week.

“Inspired
Service Rental Revenue per Gaming Machine per week” is the Company’s average service rental amount across all service only
rental terminals where revenue is generated on a service only fixed fee basis, per unit per week.

“Gaming
Long term license amortization” is the upfront license fee per terminal which is typically spread over the life of the terminal.

Our
overall Gaming revenue from terminals placed on a participation basis can therefore be calculated as the product of the Participation
- Average Installed Base, the Customer Net Win per unit per day, the number of days in the period, and the Inspired Blended Participation
Rate, which is equal to “Participation Revenue”.

“Number
of Machine sales” is the number of terminals sold during the period.

“Average
selling price per terminal” is the total revenue in GBP of the Gaming terminals sold divided by the “number of Machine sales”.

41

Gaming,
Recurring Revenue

Set
forth below is a breakdown of our Gaming recurring revenue. Gaming recurring revenue principally consists of Gaming participation revenue
and fixed rental revenue.

For the Twelve-Month Period endedVariance
December 31,December 31,2021 vs 2020
(In £ millions)20212020%
Gaming Recurring Revenue
Total Gaming Revenue£59.4£85.1£(25.8)(30.3)%
Gaming Participation Revenue£27.7£25.1£2.610.2%
Gaming Other Fixed Fee Recurring Revenue£6.9£7.5£(0.6)(8.3)%
Gaming Long-term license amortization£5.2£5.1£0.00.7%
Total Gaming Recurring Revenue *£39.8£37.8£2.05.2%
Gaming Recurring Revenue as a % of Total Gaming Revenue †67.0%44.4%22.6%
Total Gaming excluding VAT related-revenue£57.1£53.1
Gaming Recurring Revenue as a % of Total Gaming Revenue (excluding VAT related-revenue)69.7%71.2%
*Does not reflect VAT-related revenue.
Total Gaming Revenue for the twelve-month period ended December 31, 2021, includes the £2.3 million for VAT-related revenue, which is not reflected in Gaming Recurring Revenue for that period. Excluding VAT-related revenue, Gaming Recurring Revenue was 70.9% of Total Gaming Revenue for such period.

In
the table above:

“Gaming
Participation Revenue” includes our share of revenue generated from (i) our Gaming terminals placed in gaming and lottery venues;
and (ii) licensing of our game content and intellectual property to third parties.

“Gaming
Other Fixed Fee Recurring Revenue” includes service revenue in which the Company earns a periodic fixed fee on a contracted basis.

“Gaming
Long term license amortization” – see the definition provided above

“Total
Gaming Recurring Revenue” is equal to Gaming Participation Revenue plus Gaming Other Fixed Fee Recurring Revenue.

Gaming,
Service Revenue by Region

Set
forth below is a breakdown of our Gaming service revenue by geographic region. Gaming Service revenue consists principally of Gaming
participation revenue, Gaming other fixed fee revenue, Gaming long-term license amortization and Gaming other non-recurring revenue.
See “Gaming Segment Revenue” below for a discussion of gaming service revenue between the periods under review.

42

For the Twelve-Month
Period endedVariance
(In millions)December 31, 2021December 31, 20202021 vs 2020Total Functional Currency %
Service Revenue:
UK LBO$30.3$26.7$3.713.7%5.7%
UK VAT - Related Income3.142.2$(39.1)(92.6)%(92.8)%
UK Other7.96.41.524.2%17.9%
Italy2.22.10.13.9%(2.0)%
Greece14.914.30.64.0%(2.5)%
Rest of the World0.40.6(0.2)(32.6)%(36.0)%
Total Service revenue$58.8$92.2$(33.4)(36.2)%(39.6)%
Exchange Rate - $ to £1.371.30

Note:
Exchange rate in the table is calculated by dividing the USD total service revenue by the GBP total service revenue, therefore this could
be slightly different from the average rate during the period depending on timing of transactions.

Gaming,
key events

Total
Gaming Customer Gross Win per unit per day (in our functional currency, GBP) for the period increased by £3.94, or 8.4%. The increase
was due primarily to strong UK performance in the three-month period ending June 30, 2021, following the reopening of land-based venues
(as more fully described in “COVID-19 Operating Restrictions During 2021” above). Revenues from Greece also grew,
primarily driven by our release of new content in the market.

During
the period, our land-based customers’ venues in the UK LBO estate exhibited strong year-over-year growth which accounted for the
majority of the overall Gross Win per unit per day increase. When venues were operational, revenue performance generally returned to
prior year levels in the Greek and Italian markets. During the twelve-month period, land-based venues of our customers across the business
were in operation for approximately 65 percent of the time in each of 2020 and 2021.

The
overall participation rate for our installed base decreased from 6.5 percent in 2020 to 6.4 percent in 2021. This was due primarily to
the COVID-19 restrictions in place in UK venues in 2020 compared to those in place during 2021, as UK share terms typically are lower
than the total blended Gaming average.

During
the period ended December 31, 2020, Inspired received VAT-related revenue of $42.2 million from two major UK customers. During the period
ended December 31, 2021, Inspired received VAT-related revenue of $2.9 million from one major UK customer. Receipts in each of 2020 and
2021 were recorded as revenue in our results.

During
2021, we sold 424 VLTs to a major UK customer resulting in revenue of $2.5 million.

We
also upgraded our UK Gaming estate with the installation of 418 “Flex” and 573 “Prismatic” terminals through
a combination of outright sales and lease agreements.

43

Inspired
furthered its relationship with a major customer in the Dutch market with the sale and delivery of an additional 415 terminals during
2021.

Inspired
also secured a three-year contract extension with a major UK LBO customer for the service of self-service betting terminals (SSBTs),
which are placed on a rental basis. Inspired recognized hardware sales for an additional 150 SSBTs during the period, generating revenue
of $0.6 million.

Inspired
recognized a 944 VLT hardware sale to a major Italian customer in 2021, generating revenue of $1.1 million. This completed a 1,624 VLT
hardware sale. As part of this transaction, Inspired expects to transition to a content supplier only model during 2022 resulting in
meaningful operating expense savings. In conjunction with this transition, Inspired transferred a portion of its operation, including
customer contracts and “in country” staff to a major Italian customer at the end of 2021. Inspired expects to continue to
provide platform and content services to the customer.

In
the North America market, Inspired sold an aggregate of 274 Valor™ terminals to a number of customers in Illinois which increased
cumulative North American unit sales to 703 since the December 2019 launch. Land-based venues in Illinois experienced Covid-related shutdowns
during January 2021, which negatively impacted sales throughout the year. As of February 2021, each of the eleven regions in Illinois
were no longer subject to COVID-related shutdowns.

During
the period, Inspired made its first sales to Western Canada Lottery Corporation (WCLC), our second jurisdiction in North America. Inspired
recorded the sale of 100 Valor™ terminals to WCLC during March 2021, generating revenue of $1.5 million.

On
December 31, 2021 Inspired completed the acquisition of a lottery business based in the Dominican Republic. The business operates more
than 2,500 terminals in various locations. In conjunction with this acquisition, Inspired secured a ten year extension to the agreement
to supply the lottery terminals which now runs until March 9, 2035.

Gaming,
Results of Operations

For the Twelve-MonthVariance
(In millions)Period ended2021 vs 2020
December 31, 2021December 31, 2020Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$58.8$92.2$3.0$(36.5)(39.6)%(36.2)%
Product22.618.3$1.33.016.5%23.8%
Total revenue81.4110.54.4(33.4)(30.3)%(26.3)%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(12.8)(15.7)$(0.8)3.8(23.8)%(18.9)%
Cost of Product(14.4)(12.4)$(0.8)(1.2)9.9%16.6%
Total cost of sales(27.2)(28.1)(1.6)2.5(9.0)%(3.3)%
Selling, general and administrative expenses(28.1)(24.5)$(1.7)(1.8)7.4%14.5%
Stock-based compensation(1.8)(0.8)$(0.1)(1.0)127.1%140.0%
Depreciation and amortization(22.5)(27.6)$(1.6)6.6(23.7)%(18.3)%
Net operating Income (Loss)$1.8$29.5$(0.6)$(27.1)(93.7)%(93.8)%
Exchange Rate - $ to £1.371.30

44

Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Gaming results below are on a functional currency (at constant rate) basis, which excludes the impact of any
changes in foreign currency exchange rates.

Gaming
Revenue

During
the twelve-month period, Gaming revenue was impacted by COVID-19 closures and restrictions which were imposed upon certain of our customers,
with land-based venues across the business being operational for approximately 65% of the time for each of the current and prior year
periods. Our UK LBO customers operated at an average of 69% of the time across 2020 and 68% of the time in 2021 with our customers in
other UK business lines operating at an average of 62% of the time across both periods. Our Italian and Greek operated at an average
of 54% of the time and 57% of the time in 2021 and 2020, respectively.

During
the twelve-month period, Gaming revenue decreased by $33.4 million, or 30.3%. This was driven primarily by a $38.6 million decrease in
VAT-related revenue compared to the prior period. Excluding the VAT-related revenue, Gaming revenue during the twelve-month period increased
by $5.2 million.

During
the twelve-month period, Gaming Service revenue (excluding VAT-related revenue) increased by $2.1 million. This was driven by an increase
in the UK market (including LBOs and UK other) of $2.7 million primarily driven by the timing of COVID-19 closures, with closures and
restrictions coming during the first and fourth quarter of the year in 2021 versus the second and fourth quarter in 2020. This was partially
offset by declines in Greece of $0.4 million and Rest of World of $0.2 million.

Product
revenue increased in the twelve-month period by $3.0 million. This increase was primarily driven by Product sales of $1.9 million of
Valor terminal sales in North America, $1.0 million in the UK markets, $0.7 million sales to Italy, partially offset by lower spare sales
in Belgium of $0.4 million.

Gaming
Operating Income

Operating
Income decreased during the twelve-month period by $27.1 million.

The
decrease in Operating Income in the twelve-month period was primarily due to the decrease of $37.5 million in VAT-related income compared
to the prior period and an increase of $1.8 million in SG&A as staff returned from furlough or to full salary for a higher proportion
of 2021. This was partially offset by the decrease in Cost of Sales of $2.5 million and a $6.6 million decrease in depreciation
and amortization driven by a decrease in depreciation in the UK LBO and Greece markets. Excluding the VAT-related Income, Operating Income
would have increased by $10.4 million in the period.

Virtual
Sports

We
generate revenue from our Virtual Sports segment through the licensing of our products. We receive fees in exchange for the licensing
of our products, typically on a long-term contract basis, on a participation basis. Our participation contracts are typically structured
to pay us a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free bets or plays
and other promotional costs and any relevant regulatory levies) from Virtual Sports content placed on our customers’ websites or
in our customers’ facilities. Typically, we recognize revenue from these arrangements on a daily basis over the term of the contract.

45

Revenue
growth for our Virtual Sports segment is principally driven by the number of customers we have, the net win performance of the games
and the net win percentage that we receive pursuant to our contracts with our customers.

Virtual
Sports, Key Performance Indicators

For the Twelve-Month Period endedVariance
Dec 31,Dec 31,2021 vs 2020
Virtuals20212020%
No. of Live Customers at the end of the period6155610.9%
Average No. of Live Customers605812.6%
Total Revenue (£’m)£26.2£25.2£1.03.9%
Total Revenue £’m - Retail£7.2£9.5£(2.3)(23.9)%
Total Revenue £’m - Online Virtuals£19.0£15.7£3.320.7%

In
the table above:

“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Virtual Sports revenue at the end of the period and the average number of customers from which there is Virtual Sports
revenue during the period, respectively.

“Total
Revenue (£m)” represents total revenue for the Virtual Sports segment, including recurring and upfront service revenue. Total
revenue is also divided between “Total Revenue (£m) – Retail,” which consists of revenue earned through
players wagering at Virtual Sports venues, “Total Revenue (£m) – Online Virtuals,” which consists of revenue
earned through players wagering on Virtual Sports online.

Virtual
Sports, Recurring Revenue

Set
forth below is a breakdown of our Virtual Sports recurring revenue, which consists of Retail Virtuals and Online Virtuals recurring
revenue as well as long-term license amortization. See “Virtual Sports Segment Revenue” below for a discussion of Virtual
Sports Service revenue between the periods under review.

For the Twelve-Month Period endedVariance
December 31,December 31,2021 vs 2020
(In £ millions)20212020%
Virtual Sports Recurring Revenue
Total Virtual Sports Revenue£26.2£25.2£1.03.9%
Recurring Revenue - Retail Virtuals£6.8£8.4£(1.6)(18.7)%
Recurring Revenue - Online Virtuals£18.1£13.8£4.431.3%
Total Virtual Sports Long-term license amortization£0.8£1.5£(0.7)(48.1)%
Total Virtual Sports Recurring Revenue£25.7£23.7£2.28.5%
Virtual Sports Recurring Revenue as a Percentage of Total Virtual Sports Revenue98.1%93.9%4.2%

46

“Recurring
Revenue” includes our share of revenue generated from (i) our Virtual Sports products placed with operators; (ii) licensing our
game content and intellectual property to third parties; and (iii) our games on third-party online gaming platforms that are interoperable
with our game servers.

“Virtual
Sports Long term license amortization” is the upfront license fee which is typically spread over the life of the contract.

Virtual
Sports, key events

During
the twelve months ended December 31, 2021, we launched our Virtual Sports suite of products with BetMGM in New Jersey and OPAP and Novibet
in Greece via our new proprietary Virtuals Plug & Play (VPP) platform.

In
Greece, US Basketball was deployed into the OPAP retail estate of approximately 3,500 venues.

In
Poland, we launched soccer and a mixed sports channel on 250 self serving betting terminals (SSBTs) with Fortuna, which complements our
over the counter offer that was previously available. We also launched our Virtual Sports products on their Croatian retail estate
consisting of approximately 200 venues and expect this to extend to a further 1,200 SSBTs during 2022.

In
Ireland, we deployed our new Horses and Greyhounds products in the approximately 750 venue Paddy Power UK and Irish retail estates.

In
Italy, multiple Italian clients, including Snaitech, launched with our new products Penalty Shootout, Matchday Ultra and Marbles. They
also made various upgrades to existing products. We also deployed a suite of new content with Eurobet, part of Entain, across its retail
and online channels which include approximately 790 retail venues.

A
new 5-year contract for a global distribution of Virtual Sports was signed with Entain covering both retail and online channels
across multiple jurisdictions.

Our
largest online customer, Bet365, launched four channels of our brand-new V-Play Soccer 3 product and we renewed our contract with Bet365
to include the provision of additional products including Baseball, U.S Horses and Women’s Soccer.

We
signed new contracts with Mozzarbet (Serbia), Betplay (Colombia), Novibet (Greece), Betshop (Greece), iBet and Fonbet to deliver Virtuals
via our new VPP (Virtual Plug and Play) platform, and with Scientific Games for distribution of Virtual Sports via its Open Arena platform.

We
also signed a new four-year contract with the Major League Baseball Players Alumni Association (MLBPAA) to allow Inspired to produce
a suite of betting and gaming products utilizing the brand and image of MLBPAA members.

During
the last twelve-month period, Inspired’s Virtual products were shortlisted for the following awards:

Global Gaming Awards London 2021, in the Retail Supplier of the Year category
Virtual Sports Supplier and Virtual Sports Innovation at the 2021 SBC Awards
EGR B2B 2021 in the Lottery Supplier category
Virtual Sports Supplier and Casino Content Supplier at the 2022 EGR Nordics Awards.

Virtual
Sports, Results of Operations

For the Twelve-MonthVariance
(In millions)Period ended2021 vs 2020
December 31, 2021December 31, 2020Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Service Revenue$36.0$32.4$2.4$1.33.9%11.2%
Cost of Service(1.9)(2.9)(0.1)1.1(39.2)%(34.8)%
Selling, general and administrative expenses(7.1)(4.4)(0.4)(2.3)53.8%63.3%
Stock-based compensation(0.8)(0.4)(0.1)(0.3)72.6%84.7%
Depreciation and amortization(3.4)(3.7)(0.2)0.5(14.7)%(8.1)%
Net operating Income (Loss)$22.8$21.0$1.5$0.31.5%8.6%
Exchange Rate - $ to £1.371.28

Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Virtual Sports results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.

Virtual
Sports revenue

During
the twelve-month period, revenue increased by $1.3 million, or 3.9%. This increase was driven by a $4.2 million increase in Online Virtuals,
primarily driven by the growth of one of our major online customers, which was partially offset by a decline in recurring Retail
Virtuals of $2.0 million - driven by the implementation of COVID restrictions in the Italian and Greek markets, allowing only fully vaccinated
people to enter our venues, slower UK recovery after venues reopened, regulatory changes in China and Belgium which resulted in no revenue
for 2021 and a decline of $0.9 million from historical license fee amortization related to contracts which expired.

Virtual
Sports operating income

Operating
Income increased by $0.3 million during the twelve-month period.

The
increase in the period was primarily due to the increase in revenue of $1.3 million, the decrease in Cost of Sales of $1.1 million and
the decrease in Depreciation and Amortization of $0.5 million. This was partly offset by the increase in SG&A expenses of $2.3 million,
driven by the $1.2 million expense from the settlement with the Italian Tax Authorities, an increase in staff costs as staff returned
from furlough and to full pay and an increase in technology costs driven by the growth of Online Virtuals.

Interactive

We
generate revenue from our Interactive segment through the licensing of our products. Typically, we receive fees in exchange for the licensing
of our products, typically on a long-term contract basis, on a participation basis. Our participation contracts are typically structured
to pay us a percentage of net win (defined as net revenue to our operator customers, after deducting player winnings, free bets or plays
and other promotional costs and any relevant regulatory levies) from Interactive content placed on our customers’ websites. Typically,
we recognize revenue from these arrangements on a daily basis over the term of the contract.

47

Revenue
growth for our Interactive segment is principally driven by the number of customers we have, the number of live games, the net win performance
of the games and the net win percentage that we receive pursuant to our contracts with our customers.

Interactive,
Key Performance Indicators

For the Twelve-Month Period endedVariance
Dec 31,Dec 31,2021 vs 2020
Interactive20212020%
No. of Live Customers at the end of the period109921718.5%
Average No. of Live Customers100802025.4%
No. of Live Games at the end of the period2322082411.5%
Average No. of Live Games2161962010.0%
Total Revenue (£’m)£16.6£10.3£6.360.6%

In
the table above:

“No.
of Live Customers at the end of the period” and “Average No. of Live Customers” represent the number of customers from
which there is Interactive revenue at the end of the period and the average number of customers from which there is Interactive revenue
during the period, respectively.

“No.
of Live Games at the end of the period” and “Average No. of Live Games” represents the number of games from which there
is Interactive revenue at the end of the period and the average number of games from which there is Interactive revenue during the period,
respectively.

“Total
Revenue (£m)” represents total revenue for the Interactive segment, including recurring and upfront service revenue.

Interactive,
Recurring Revenue

Set
forth below is a breakdown of our Interactive recurring revenue which consists principally of Interactive participation revenue. See
“Interactive Segment Revenue” below for a discussion of Interactive service revenue between the periods under review.

For the Twelve-Month Period endedVariance
December 31,December 31,2021 vs 2020
(In £ millions)20212020%
Interactive Recurring Revenue
Total Interactive Revenue£16.6£10.3£6.360.6%
Total Recurring Revenue - Interactive£16.6£10.2£6.462.3%
Interactive Recurring Revenue as a Percentage of Total Interactive Revenue100.0%98.9%1.1%

Interactive,
key events

We
undertook 44 new brand launches during 2021, including with BetMGM in New Jersey and Michigan, Golden Nugget in Michigan, Gamesys, DraftKings
in Michigan, Rush Street Interactive in New Jersey and four brands under The Stars Group. We also launched with Luckia, 888 and Leo Vegas
as our first operators in Spain.

48

During
the twelve-month period, we were shortlisted for 15 iGaming awards including: -

SBC Awards for “Casino / Slots Developer of the Year”
Gaming Intelligence Awards, “Best iGaming Supplier” and “Best Game of the Year”
Global Gaming Awards for “Digital Industry Supplier of the Year”
EGR Operator Awards for “Game of the Year”
EKG Slot Awards for Top Performing Online Slot
International Gaming Awards for “Best Game of the Year” and “Best Slot Provider of the Year”
Global Gaming Awards Las Vegas, for “Digital Industry Supplier of the Year”
Sigma Europe Gaming Awards for “Online Casino Supplier of the Year” and “Online Slot Games”
EGR North America Awards for “Casino Content Supplier”
EGR Nordic Awards for “Casino Content Supplier”
CasinoBeats Game Developer Awards for “Game Retro Style”
|Women in Gaming Awards for “Leader of the Year” and “Innovator”
iGB Most Influential Women in 2021, which Claire Osborne, our VP of Interactive, won

We
deployed 34 new games in 2021 across the estate including three seasonal titles, four operator-branded games and our own new branded
games, including “Space Invaders” and “Big Fishing Fortune”.

Interactive,
Results of Operations

For the Twelve-MonthVariance
(In millions)Period ended2021 vs 2020
December 31, 2021December 31, 2020Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Service Revenue$22.8$13.3$1.5$8.160.6%71.6%
Cost of Service(3.7)(1.9)(0.2)(1.6)87.4%99.4%
Selling, general and administrative expenses(6.1)(3.9)(0.4)(1.8)47.0%55.8%
Stock-based compensation(0.6)(0.3)(0.0)(0.3)113.5%128.2%
Depreciation and amortization(3.2)(2.3)(0.2)(0.6)27.3%36.7%
Net operating Income (Loss)$9.2$4.9$0.6$3.774.2%87.1%
Exchange Rate - $ to £1.371.29

Note:
Exchange rate in the table is calculated by dividing the USD service revenue by the GBP service revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

49

All
variances discussed in the Interactive results below are on a functional currency (at constant rate) basis, which excludes the impact
of any changes in foreign currency exchange rates.

Interactive
revenue

During
the twelve-month period, revenue increased by $8.1 million, primarily driven by recurring revenue growth due to the consistent launch
of new content across the estate, growth in the customer base in new, emerging and core markets and increased promotional activity through
exclusive deals with tier-one customers.

Interactive
operating income

Operating
Income increased in the twelve-month period by $3.7 million.

The
increase was primarily due to the increase in revenue (detailed above), partially offset by an increase in cost of sales ($1.6 million)
driven by an increase in third party platform provider costs (in line with the revenue increase for the period) as well as an increase
in SG&A expenses ($1.8 million) driven by the investment in the segment to help drive the increasing revenues.

Leisure

We
typically generate revenue from our Leisure segment through the rental of our gaming and amusement machines. We receive rental fees for
machines, typically on a long-term contract basis, on both a participation and fixed fee basis, with our newer digital pub machines typically
contracted on a fixed fee basis. Our participation contracts are typically structured to pay us a percentage of net win (defined as net
revenue to our operator customers, after deducting player winnings, free bets or plays and any relevant regulatory levies) from gaming
terminals placed in our customers’ facilities. Typically, we recognize revenue from these arrangements on a daily basis over the
term of the contract.

Revenue
growth for our Leisure segment is principally driven by the number of customers we have, the number of gaming machines in operation,
the net win performance of the machines and the net win percentage that we receive pursuant to our contracts with our customers.

Leisure,
Key Performance Indicators

For the Twelve-Month Period endedVariance
Dec 31,Dec 31,2021 vs 2020
Leisure20212020%
End of period installed base Gaming machines (# of terminals)11,41811,667(249)(2.1)%
Average installed base Gaming machines (# of terminals)11,57612,083(507)(4.2)%
End of period installed base Other (# of terminals)6,8387,193(355)(4.9)%
Average installed base Other (# of terminals)7,0807,925(845)(10.7)%
Pub Digital Gaming Machines - Average installed base (# of terminals)6,0875,7723155.5%
Pub Analogue Gaming Machines - Average installed base (# of terminals)2,0922,570(478)(18.6)%
MSA and Bingo Gaming Machines - Average installed base (# of terminals)(1)3,2043,461(257)(7.4)%
Inspired Leisure Revenue per Gaming Machine per week£36.9£29.2£7.726.4%
Inspired Pub Digital Revenue per Gaming Machine per week£36.2£32.8£3.410.3%
Inspired Pub Analogue Revenue per Gaming Machine per week£22.5£18.7£3.820.1%
Inspired MSA and Bingo Revenue per Gaming Machine per week£50.3£32.4£17.955.4%
Inspired Other Revenue per Machine per week£11.0£6.9£4.159.0%
Total Leisure Parks Revenue (Gaming and Non Gaming) (£’m)£21.1£9.1£12.0132%
Column 1Column 2
(1)Motorway Service Area machines

In
the table above:

“End
of period installed base Gaming” and “Average installed base Gaming” represent the number of gaming machines installed
(excluding Leisure park machines) that are Category B and Category C only, from which there is participation or rental revenue at the
end of the period or as an average over the period.

50

“End
of period installed base Other” and “Average installed base Other” represent the number of all other category machines
installed (excluding Leisure park machines) from which there is participation or rental revenue at the end of the period or as an average
over the period.

“Revenue
per machine unit per week” represents the average weekly participation or rental revenue recognized during the period.

Leisure,
Recurring Revenue

Set
forth below is a breakdown of our Leisure recurring revenue which consists principally of Leisure participation revenue and Leisure other
fixed fee revenue. See “Leisure Segment Revenue” below for a discussion of leisure service revenue between the periods under
review.

For the Twelve-Month Period endedVariance
December 31,December 31,2021 vs 2020
(In £ millions)20212020%
Leisure Recurring Revenue
Total Leisure Revenue£50.0£33.7£16.348.3%
Total Leisure Recurring Revenue£47.9£31.6£16.351.6%
Leisure Recurring Revenue as a Percentage of Total Leisure Revenue95.7%93.5%2.1%

Leisure,
key events

During
the twelve-month period ending December 31, 2021, all major components of the Leisure segment (Pubs, Holiday Parks, Motorway Service
Areas and Bingo Halls) remained closed due to the COVID-19 closures in the UK until May 17th, 2021. Venues subsequently reopened
with social distancing and other restrictions imposed due to COVID-19. All significant COVID-19 restrictions were removed on July 19,
2021.

After
the removal of restrictions, further measures continued to result in frequent amendments to overseas travel policies in the UK.
The additional costs and COVID testing requirements added to the uncertainty of overseas travel, resulting in a strong end to the season
for our Leisure Parks business. A significant number of locations remained open into November due to increased demand for out-of-season
holiday breaks.

The
MSA sector also continued to trade strongly due to increased travel within the UK and increasing volume of road transport.

51

Leisure,
Results of Operations

For the Twelve-MonthVariance
(In millions)Period ended2021 vs 2020
December 31, 2021December 31, 2020Variance Attributable to Currency MovementVariance on a Functional currency basisTotal Functional Currency Variance %Total Reported Variance %
Revenue:
Service$65.7$40.8$3.8$21.051.5%60.9%
Product3.02.80.20.00.2%7.2%
Total revenue68.743.64.021.048.3%57.5%
Cost of Sales, excluding depreciation and amortization:
Cost of Service(15.9)(9.6)(1.0)(5.3)55.7%65.7%
Cost of Product(2.0)(2.0)(0.1)0.1(4.1)%(0.2)%
Total cost of sales(17.9)(11.6)(1.0)(5.2)45.3%54.3%
Selling, general and administrative expenses(35.1)(30.8)(2.1)(2.3)7.4%14.3%
Stock-based compensation(0.6)(0.1)(0.0)(0.4)283%307%
Depreciation and amortization(16.1)(16.9)(1.1)1.9(11.1)%(4.7)%
Net operating Income (Loss)(1.0)(15.8)$(0.3)$15.0(93.9)%(93.4)%
Exchange Rate - $ to £1.371.29

Note:
Exchange rate in the table is calculated by dividing the USD total revenue by the GBP total revenue, therefore this could be slightly
different from the average rate during the period depending on timing of transactions.

All
variances discussed in the Leisure results below are on a functional currency (at constant rate) basis, which excludes the impact of
any changes in foreign currency exchange rates.

Leisure
Revenue

For
the twelve-month period, revenue increased by $21.0 million, or 48.3%, as our business benefitted from fewer COVID closures and social
distancing restrictions during the period than in the prior year.

Service
revenue increased by $21.0 million, to $65.7 million. This was driven primarily by leisure park reopenings and the removal of COVID-19
restrictions. Product revenue remained in line with the prior period.

Leisure
Operating Loss

Operating
Loss for the twelve-month period improved by $15.0 million, to a loss of $1.0 million. This was primarily due to the increase in revenue
as venues reopened and COVID-19 restrictions were removed, as well as a reduction in depreciation and amortization of $1.9 million. This
was partially offset by increases in cost of sales, of $5.2 million, and SG&A expenses, of $2.3 million, due to staff returning from
furlough and to full pay.

Non-GAAP
Financial Measures

We
use certain non-GAAP financial measures, including EBITDA and Adjusted EBITDA, to analyze our operating performance. We use these financial
measures to manage our business on a day-to-day basis. We believe that these measures are also commonly used in our industry to measure
performance. For these reasons, we believe that these non-GAAP financial measures provide expanded insight into our business, in addition
to standard U.S.

52

GAAP
financial measures. There are no specific rules or regulations for defining and using non-GAAP financial measures, and as a result the
measures we use may not be comparable to measures used by other companies, even if they have similar labels. The presentation of non-GAAP
financial information should not be considered in isolation from, or as a substitute for, or superior to, financial information prepared
and presented in accordance with U.S. GAAP. You should consider our non-GAAP financial measures in conjunction with our U.S. GAAP financial
measures.

We
define our non-GAAP financial measures as follows:

EBITDA
is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income tax expense.

Adjusted
EBITDA is defined as net income (loss) excluding depreciation and amortization, interest expense, interest income and income
tax expense, and other additional exclusions and adjustments. Such additional excluded amounts include stock-based compensation
U.S. GAAP charges where the associated liability is expected to be settled in stock, and changes in the value of earnout liabilities
and income and expenditure in relation to legacy portions of the business (being those portions where trading no longer occurs) including
closed defined benefit pension schemes. Additional adjustments are made for items considered outside the normal course of business, including
(1) restructuring costs, which include charges attributable to employee severance, management changes, restructuring, dual running costs,
costs related to facility closures and integration costs, (2) merger and acquisition costs and (3) gains or losses not in the ordinary
course of business. This does not include any adjustments related to COVID-19.

We
believe Adjusted EBITDA, when considered along with other performance measures, is a particularly useful performance measure, because
it focuses on certain operating drivers of the business, including sales growth, operating costs, selling and administrative expense
and other operating income and expense. We believe Adjusted EBITDA can provide a more complete understanding of our operating results
and the trends to which we are subject, and an enhanced overall understanding of our financial performance and prospects for the future.
Adjusted EBITDA is not intended to be a measure of liquidity or cash flows from operations or a measure comparable to net income or loss,
because it does not take into account certain aspects of our operating performance (for example, it excludes non-recurring gains and
losses which are not deemed to be a normal part of underlying business activities). Our use of Adjusted EBITDA may not be comparable
to the use by other companies of similarly termed measures. Management compensates for these limitations by using Adjusted EBITDA as
only one of several measures for evaluating our operating performance. In addition, capital expenditures, which affect depreciation and
amortization, interest expense, and income tax benefit (expense), are evaluated separately by management.

Functional
Currency at Constant rate. Currency impacts discussed have been calculated as the current-period average GBP: USD rate less the
equivalent average rate in the prior period, multiplied by the current period amount in our functional currency (GBP). The remaining
difference, referred to as functional currency at constant rate, is calculated as the difference in our functional currency, multiplied
by the prior-period average GBP: USD rate, as a proxy for functional currency at constant rate movement.

Currency
Movement represents the difference between the results in our reporting currency (USD) and the results on a functional currency
(at constant rate) basis.

Reconciliations
from net loss, as shown in our Consolidated Statements of Operations and Comprehensive Loss, to Adjusted EBITDA are shown below.

Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2021

(In millions)For the Twelve-Month Period ended December 31, 2021
TotalGamingVirtual SportsInteractiveLeisureCorporate
Net Income/ (loss)$(36.7)$1.8$22.8$9.2$(1.0)$(69.5)
Items Relating to Legacy Activities:
Pension charges (1)0.8----0.8
Items outside the normal course of business:
Acquisition and integration related transaction expenses (3)1.6----1.6
Refinancing of Company Debt (4)0.8----0.8
Italian tax related costs relating to prior years (5)1.4-1.4---
Stock-based compensation expense13.01.80.80.60.69.2
Depreciation and amortization47.022.53.43.216.11.8
Interest expense net44.3----44.3
Change in fair value of warrant liability(0.9)----(0.9)
Other finance expenses / (income)(5.7)----(5.7)
Income tax(1.6)----(1.6)
Adjusted EBITDA$64.0$26.1$28.4$13.0$15.7$(19.2)
Adjusted EBITDA£46.7
Exchange Rate - $ to £ (7)1.37

Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical, these are shown in the Corporate category.

53

Reconciliation
to Adjusted EBITDA by segment for the Twelve Months ended December 31, 2020

(In millions)For the Twelve-Month Period ended December 31, 2020
TotalGamingVirtual SportsInteractiveLeisureCorporate
Net Income/ (loss)$(32.4)$29.5$21.0$4.9$(15.8)$(72.0)
Items Relating to Legacy Activities:
Pension charges (1)0.6----0.6
Items outside the normal course of business:
Costs of group restructure (2)0.8----0.8
Acquisition and integration related transaction expenses (3)7.0----7.0
Impairment on interest in equity method investee(6)0.7----0.7
Stock-based compensation expense4.80.80.40.30.13.2
Depreciation and amortization52.327.63.72.316.91.8
Interest expense net30.0----30.0
Change in fair value of warrant liability3.2----3.2
Other finance expenses / (income)4.7----4.7
Income tax0.4----0.4
Adjusted EBITDA$72.1$57.9$25.1$7.5$1.3$(19.7)
Adjusted EBITDA£55.5
Exchange Rate - $ to £ (7)1.30

Note:
Certain unallocated corporate function costs have not been allocated to the Company’s reportable operating segments because these
costs are not allocable and to do so would not be practical, these are shown in the Corporate category.

Notes
to Adjusted EBITDA reconciliation tables above:

(1)“Pension charges” are profit and loss charges included within selling, general and administrative expenses, relating to a defined benefit scheme which was closed to new entrants in 1999 and to future accrual in 2010. As well as the amortization of net loss, the figure also includes charges relating to the Pension Protection Fund (which were historically borne by the pension scheme) and a small amount of associated professional services expenses. These costs are included within Corporate Functions.
(2)“Costs of group restructure” include redundancy costs, Payments In Lieu of Notice costs, any associated employer taxes and costs associated with onerous property leases. To qualify as being an adjusting item, costs must be part of a large restructuring project, which will net save ongoing future costs. These costs were primarily incurred in connection with the property consolidation.
(3)Acquisition and integration related transaction expenses, Stock-based compensation expense, Depreciation and amortization, Total other expense, net and Income tax are as described above in the Results of Operations line item discussions. Total expense, net includes interest income, interest expense, change in fair value of earnout liability, change in fair value of derivative liability and other finance income.
(4)In May 2021, the Company refinanced its debt. These are the one-off fees as a result of the refinance.
(5)“Italian tax related costs relating to prior years invoicing” relate to a settlement with the Italian Tax Authorities in respect of an audit of the Italian Branch of Inspired Gaming (International) Limited for the period 2015-2017 in respect of the historic VAT treatment of supplies.
(6)In April 2020, the Company disposed of its 40% non-controlling equity interest in Innov8 Gaming Limited which resulted in the investment of $0.7 million being written off.
(7)Exchange rate in the table is calculated by dividing the USD Adjusted EBITDA by the GBP Adjusted EBITDA, therefore this could be slightly different from the average rate during the period depending on timing of transactions.

54

Liquidity
and Capital Resources

Twelve
Months ended December 31, 2021, compared to Twelve Months ended December 31, 2020

12 Months endedVariance
(in millions)Dec 31,Dec 31,
202120202021 to 2020
Net loss$(36.7)$(32.4)$(4.3)
Amortization of debt fees17.23.413.8
Change in fair value of derivative and warrant liabilities and stock-based compensation expense13.68.94.7
Impairment expense0.00.7(0.7)
Foreign currency translation on senior bank debt and cross currency swaps(4.6)5.6(10.2)
Depreciation and amortization (incl RoU assets)50.355.9(5.6)
Other net cash (utilized)/generated by operating activities(33.6)10.8(44.4)
Net cash provided by operating activities6.252.9(46.7)
Net cash used in investing activities(38.1)(29.9)(8.2)
Net cash generated/(used) by financing activities31.2(8.2)39.4
Effect of exchange rates on cash1.43.2(1.8)
Net increase in cash and cash equivalents$0.7$18.0$(17.3)

Net
cash provided by operating activities

For
the twelve months ended December 31, 2021, net cash inflow provided by operating activities was $6.2 million, compared to a $52.9 million
inflow for the twelve months ended December 31, 2020, representing a $46.7 million decrease in cash generation. This decrease was driven
primarily by interest timing differences resulting in interest payments of $30.8 million, compared to $13.3 million in the prior period,
and that the prior period included $41.9 million of VAT-related income, compared to $3.2 million in 2021.

Amortization
of debt fees increased by $13.8 million, to $17.2 million, due to the write-off of capitalized debt fees totaling $14.4 million in May
2021 in conjunction with the Company’s refinancing.

Change
in fair value of derivative and warrant liabilities and stock-based compensation expense increased by $4.7 million, from $8.9 million
to $13.6 million. Of the increase, $8.2 million related to stock-based compensation expense and $0.6 million related to the movement
in cross-currency swaps. Movements in the fair valuation of warrant liabilities decreased by $4.1 million.

Foreign
currency translation on senior bank debt and cross currency swaps resulted in a loss of $4.6 million for the twelve months ended December
31, 2021, as a result of the movement in exchange rates during the period, compared to a $5.6 million gain for the twelve months ended
December 31, 2020.

Depreciation
and amortization decreased by $5.6 million, to $50.3 million, with reductions of $3.6 million in machine depreciation, $1.5 million in
amortization of intangible assets and $0.3 million in both non-machine deprecation and right of use asset amortization.

Other
net cash utilized by operating activities decreased by $44.4 million, to a $33.6 million outflow following the impact of the COVID-19
closures. Movements due to different timing of interest payments following the May 2021 refinancing have resulted in a $16.2 million
higher outflow in the twelve-months ended December 31, 2021. A higher VAT accrual level at the start of 2021 resulted in a $11.0 million
net adverse movement in the twelve-months ended December 31, 2021. Further adverse movements were also seen on income accrual levels
($8.4 million), long term receivables ($2.6 million), prepaid expenses and other current assets ($3.1 million), deferred revenue ($2.9
million) and payroll and corporation taxes ($3.6 million). COVID-19 trading levels have resulted in adverse movements on trade receivables
($2.1 million) but these were offset by favorable movements on trade payables ($5.5 million).

55

Net
cash used in investing activities

Net
cash used in investing activities increased by $8.0 million, to $37.9 million in the twelve-months ended December 31, 2021. This was
driven primarily by the $12.5 million acquisition of Sportech Lotteries LLC which was partially offset by lower spend on plant, property
and equipment ($3.8 million decrease compared to 2020) and capitalized software ($0.7 million decrease compared to 2020).

Net
cash generated by financing activities

During
the twelve-months ended December 31, 2021, net cash generated by financing activities was $31.2 million, compared to a $8.2 million outflow
in the twelve-months ended December 31, 2020. The inflow in the twelve-months ended December 31, 2021, related primarily to the proceeds
generated from warrant exercise ($30.5 million), the net movement from the May 2021 refinancing and finance lease spend of $0.6 million.
During the twelve-months ended December 31, 2020, changes in the level of revolver drawn provided a $4.2 million outflow as well as $3.1
million of debt fees incurred and $0.9 million of finance lease spend.

Funding
Needs and Sources

To
fund our obligations, historically we have relied on a combination of cash flows provided by operations and the incurrence of additional
debt or the refinancing of existing debt. As of December 31, 2021, we had liquidity consisting of $47.6 million in cash and cash equivalents
and a further $27.0 million of undrawn revolver facility. This compares to $47.1 million of cash and cash equivalents as of December
31, 2020, with a further $27.2 million of revolver facilities undrawn. We had a working capital outflow of $33.6 million for the twelve-months
ended December 31, 2021, compared to an $10.9 million inflow for the twelve-months ended December 31, 2020.

The
level of our working capital surplus or deficit varies with the level of machine production we are undertaking and our capitalization
as well as the seasonality evident in some of the businesses purchased as part of the NTG Acquisition. In periods with minimal machine
volumes and capital spend, our working capital is typically more stable. In periods where significant numbers of machines are being produced,
the levels of inventory and creditors are typically higher and there is a natural timing difference between converting the stock into
sellable or capitalized plant and settling payments to suppliers. These factors, along with movements in trading activity levels which
have been seen during 2020 and 2021 following the COVID-19 closures, can result in significant working capital volatility. In periods
of low activity, our working capital volatility is reduced. Working capital is reviewed and managed with the aim of ensuring that current
liabilities are covered by the level of cash held and the expected level of short-term receipts.

Some
of our business operations require cash to be held within the machines. As of December 31, 2021, $2.7 million of our $47.6 million of
cash and cash equivalents were held as operational floats within the machines.

Management
currently believes that the Company’s cash balances on hand, cash flows expected to be generated from operations, and the ability
to control and defer capital projects will be sufficient to fund the Company’s net cash requirements through March 2023.

Long
Term and Other Debt

See
Note 13 Long Term and Other Debt of the Financial Statements for detail of the debts held during 2020 and 2021.

Debt
Covenants

Under
our debt facilities in place as of December 31, 2021, we are not subject to covenant testing on the Senior Secured Notes. We are, however,
subject to covenant testing at the level of Inspired Entertainment Inc., the ultimate holding company, on our Super Senior Revolving
Credit Facility which requires the Company to maintain a maximum consolidated senior secured net leverage ratio of 6.25x on the test
date for the relevant period ending June 30, 2021, stepping down to 6.0x on March 31, 2022, 5.75x on March 31, 2023 and 5.50x from March
31, 2024 and thereafter (the “RCF Financial Covenant”). The RCF Financial Covenant is calculated as the ratio of consolidated
senior secured net debt to consolidated pro forma EBITDA (defined as net loss excluding depreciation and amortization, interest expense,
interest income and income tax expense) for the 12-month period preceding the relevant quarterly testing date and is tested quarterly
on a rolling basis, subject to the Initial Facility (as defined in the RCF Agreement) being drawn on the relevant test date. The RCF
Financial Covenant does not include a minimum interest coverage ratio or other financial covenants. Covenant testing at December 21,
2021 showed covenant compliance.

56

Under
our debt facilities in place as of December 31, 2020, we were subject to covenant testing on the Senior Secured Notes. The covenant testing
was set at the level of Inspired Entertainment Inc., the ultimate holding company, and consisted of a test on Leverage (Consolidated
Total Net Debt/Consolidated Pro Forma EBITDA) and a test on the level of capital expenditure. These were measured under U.S. GAAP. Leverage
was tested at quarterly intervals commencing for the period ending June 30, 2020, and capital expenditure was tested annually commencing
on December 31, 2019.

Prior
to reaching our first leverage covenant test on June 30, 2020, the covenants were reset as a direct result of the impact of COVID-19
on the global economy and subsequent loss of trading as a result of government lockdowns in many key trading countries around the world.
Formal agreement of the revised covenants was achieved on June 25, 2020.

There
were no breaches of the debt covenants in the periods ended December 31, 2021 or December 31, 2020.

Liens
and Encumbrances

As
of December 31, 2021, our senior bank debt was secured by the imposition of a fixed and floating charge in favor of the lender over all
the assets of the Company and certain of the Company’s subsidiaries.

Contractual
Obligations

As
of December 31, 2021, our contractual obligations were as follows:

Less thanMore than
Contractual Obligations (in millions)Total1 yr1-3 years3-5 years5 yrs
Operating activities
Interest on long term debt$112.2$24.9$49.8$37.5$-
Financing activities
Senior bank debt - principal repayment316.7--316.7-
Finance lease payments2.81.01.30.5-
Operating lease payments10.73.33.71.81.9
Interest on non-utilisation fees1.60.40.80.4-
Total$444.0$29.6$55.6$356.9$1.9

Off-Balance
Sheet Arrangements

As
of December 31, 2021, there were no off-balance sheet arrangements, as defined in Item 303(a)(4)(ii) of Regulation S-K, promulgated by
the U.S. Securities and Exchange Commission.

Critical
Accounting Policies

The
preparation of our unaudited condensed consolidated financial statements in conformity with accounting principles generally accepted
in the United States (“U.S. GAAP”) requires management to make estimates and assumptions. We exercise considerable judgment
with respect to establishing sound accounting policies and in making estimates and assumptions that affect the reported amounts of our
assets and liabilities, our recognition of revenue and expenses, and our disclosure of commitments and contingencies at the date of the
consolidated financial statements. On an on-going basis, we evaluate our estimates and judgments. We base our estimates and judgments
on a variety of factors, including our historical experience, knowledge of our business and industry and current and expected economic
conditions, that are believed to be reasonable under 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. We periodically re-evaluate our estimates
and assumptions with respect to these judgments and modify our approach when circumstances indicate that modifications are necessary.
While we believe that the factors we evaluate provide us with a meaningful basis for establishing and applying sound accounting policies,
we cannot guarantee that the results will always be accurate. Since the determination of these estimates requires the exercise of judgment,
actual results could differ from such estimates.

57

For
a discussion of other recently issued accounting standards, and assessments as to their impacts on the Company, see Nature of Operations,
Management’s Plans and Summary of Significant Accounting Policies, Note 1 to the consolidated financial statements included elsewhere
in this report.