Thank you, and good afternoon to everyone. Throughout the fourth quarter, we made further progress on the four strategic pillars we laid out last year that we expect will position Skillz to return to generate consistent top line growth and positive cash flow. These four pillars are: first, enhancing our platform to improve customer developer engagement and retention; second, up-leveling our org; third, improving our go-to-market efficiency; and fourth, demonstrating a clear path to profitability. But before I review the progress we've made on our four strategic pillars, I want to revisit a key topic that we've discussed in our most recent calls, our fair play initiative. We're bringing attention to the disruptive use of bots to fraud players of their hard-earned money. And it’s critical to ensure the long-term viability of our industry. We're standing firm on our commitment to eradicate unfair bots as companies who deploy them are attacking the very essence of fair competition while eroding player trust. With our proprietary platform, every player has ensured fair matchups against real opponents of the same skill level. As part of our patent infringement lawsuit against AviaGames, we uncovered evidence indicating that AviaGames is committing to consumer fraud through their deceptive use of bots, which means the games on their platform are rigged against the player. We know there are other companies acting in a similar manner and believe these companies deceptive use of bots to fraud of consumers of more than $1 billion. Last week, we initiated a lawsuit against Papaya Gaming in regards to the fraudulent use of bots. There's now a federal class action lawsuit brought by players against AviaGames related to its use of bots, and we anticipate more lawsuits like these being brought against our competitors for using bots to engage in fraud. It's important to note that these are not small companies. They engage with millions of players and billions of tournaments and their games are now top ranked in the app stores. And highlighting this issue, we're not trying to reduce competition, but rather ensure that there's a level playing field where all industry players maintain the same level of commitment to fairness and to providing a transparent experience. Since we're the leading company that does not engage in bot fraud, we anticipate the elimination of this practice would dramatically benefit our CAC and LTV, which would greatly accelerate the turnaround of our business. As pioneers and leaders, it's our responsibility to lead the charge for a fair future while building trust of players at scale. I mentioned our patent infringement lawsuit against AviaGames. And in that case, there's been a very positive development for Skillz. Recently, a jury awarded $42.9 million after finding that AviaGames did in fact, willfully infringe on our patents. As the jury found AviaGames acted willfully, our initial damages award may be enhanced to include trouble damages in the attorney's fees. In addition, there's important evidence introduced in that patent lawsuit, which will be useful in the prosecution of our copyright infringement and false advertising claims against AviaGames. We remain dedicated to fostering fair play across our industry. And along those lines, we continue to enhance our trust and safety teams. We also have an expanding portfolio of advertising content that promotes fair play while at the same time, educating consumers. It's important to note that our expectation for achieving positive adjusted EBITDA by late this year is not contingent on the favorable outcome of the AviaGames lawsuit or for that matter, on the eradication of bots by other industry players. Our path to achieving our goal of adjusted positive EBITDA is determined by the continuing success of the turnaround initiatives. So with that, let me turn back to our fourth quarter and first quarter-to-date progress and an update on our four pillars before turning over the call to our CFO, Gaetano, for a review of the financials. Improving retention and monetization along with growing our audience takes time. And while we're making progress, we continue to see an impact on our near-term operating results. Our Q4 results reflect the continued lag in our traffic levels including from our VITs, as paying monthly active users were 137,000 in Q4 compared to 168,000 in Q3. Importantly, we've significantly slowed the audience decline in January and February and are attracting to a more stable audience in March. We believe we've reached a level from which we can grow our paying audience. We're also doing an increasingly better job on expense management as reflected in the 25% decline in operating expenses compared to both the year ago period and Q3 and the continued improvement in our adjusted EBITDA loss. Our focus has been to improve our unit economics, which we believe we have achieved now in the early part of Q1, and we're now transitioning to growing our audience. We've been focusing on new future launches and improved retention engagement, proactively engaging our customers where they are on the platform in reactivating lapsed users as well as continuing to optimize customer acquisition costs to drive profitable growth. We're getting closer to this inflection point as we are approaching our goal of a 6-month payback, and we're beginning to transition our efforts towards scaling in areas where we see positive returns. A key focus in this regard is our VIP engagement. Our retention and reactivation efforts for the segment account for a large part of our profits. We built a unique platform and as we prioritize potential engagement improvements alongside healthy user economics, we believe we can generate significant returns for all of our shareholders. Turning to the highlights of our first pillar. Our efforts to enhance our platform to improve customer and developer engagement retention. Our product team is building on a new future pipeline and on our Q3 call, we highlighted the retention, engagement, virality and monetization uplift generated by the introduction of daily challenges and progressive leads. In Q4, we introduced the Instant Match feature, which offers players immediate results on tournaments as they play via the instant match pop-up, and we're seeing, again, the results in line with expectations. We also released account merge which allows our players to inadvertently create multiple accounts on multiple apps in different games to now merge all of their experience. The purpose of this feature is really to offer a better player experience but also to reduce the number of player support requests. As we look over the balance of 2024, we expect our future lease momentum will continue. To date, in Q1, we've introduced several new features, and we expect to introduce several additional new features by the end of Q2. It's really exciting to see the platform launching meaningful new features for all of our players worldwide. An important part of our ownership to enhance our platform to improve customer engagement attention is our work to improve the experience of our best and most active players, our VIPs. The goal of this program is to increase VIP satisfaction and drive an increase in the number of weekly tournaments played by our VIPs. We're also focusing on reactivating prior VIPs by targeting those that have decreased their play in the platform. We continue to enhance our live ops capabilities, which allow us to look at trends on the platform in real time and initiate offers to drive retention and engagement. This should be particularly beneficial to our efforts to improve the VIP experience. Turning to our second pillar, up-leveling our word. In the past several months, we brought on several new product development management hires. We've also continued to expand our marketing team as well as our data and analytics resources. We've strengthened our finance team with the addition of Gaetano as our new CFO and the hiring of a new Controller and Head of FP&A. Our move in to our new Las Vegas headquarters in late January has reduced our physical footprint and led to an improvement in collaboration, productivity and accountability across the work. Moving on to our third pillar, our go-to-market. We reduced user acquisition in Q4 from Q3, and UA remains at its lowest level since 2018. The payback period for UA in Q4 was sequentially better than prior quarters, and we exited February the payback period that's approaching closer to our stated goal of six months. As such, we're looking to transition our focus to spending to drive profitable growth while maintaining financial discipline on UA spend. As part of this effort, we're now spending more through Aarki, which provides us with better pricing and better transparency and keep some margin within Skillz. Moreover, in Q4, we launched our highest number of price able games since Q2 of last year, which is also the highest since we started turning around our business. As we discussed in Q2 last year, we relaunched our developer revenue share agreement. This means we now share revenue based on entry fees as opposed to a percentage of profits, which is much easier for our developer partners to understand and monitor real time. With this change, we've seen developers, including several of our biggest introduced new games for the first time in quite a while, we see developers reengaging and growing the platform. There are over a dozen new games launched on the platform in Q4, and we expect 2 to 3x that number of gains to launch between Q1 and Q2 this year. New game development typically takes 6 to 18 months to develop and scale. And so, the return profile of these activities will be lagging that's necessary for the future of a healthy platform. Finally, before turning over the call to Gaetano for a review of our Q4 results, I'll talk a little bit about our fourth pillar, which is demonstrating a clear path to profitability. Based on our Q4 performance and the trends to date in Q1, I'm encouraged by the progress we've achieved to become profitable. We remain optimistic that we're on pace to achieve our goal of generating positive adjusted EBITDA on a run rate basis for the end of this year. Our adjusted EBITDA loss continued to improve in Q4 to negative $12 million from negative $18 million in Q3 on $7 million lower revenue. Excluding legal fees for the AviaGames lawsuit, our adjusted EBITDA loss in the quarter was $8 million. In Q4, we continued to improve our cash management as our operating cash burn was negative $12 million compared to negative $18 million in Q3. Given our net cash position of approximately $178 million and the quarter-over-quarter improvement of our operating cash flow, we have significant runway to return our business to sustainable and profitable growth. I also want to highlight that in our view, our current valuation gives no way to either the progress we've made against our plan to improve the business. The trajectory were on to generate a positive adjusted EBITDA run rate by late this year and the value of our operating platform. As such, in the second half of last year, we were active on our $65 million share repurchase authorization. We still have over $50 million remaining in our share repurchase reauthorization program as of the end of December 31, 2023. In closing, while real progress is being made, I hope it's evident we still have a lot of work to do. Skillz Board, management team and the entire organization is firmly dedicated to successfully executing our four pillars and creating a strong foundation to create value for our shareholders. And with that, I'll turn it over to Gaetano.