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Super League Enterprise(SLE) - 2019 Q2 - Quarterly Report
2019-08-14 20:56
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 FORM 10-Q (Mark One) [X] QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the quarterly period ended June 30, 2019 OR [ ] TRANSITION REPORT UNDER SECTION 13 OR 15(d) OF THE EXCHANGE ACT OF 1934 From the transition period from to Commission File Number 001-38819 SUPER LEAGUE GAMING, INC. (Exact name of small business issuer as specified in its charter) (State or other jurisdiction of incorporati ...
Super League Enterprise(SLE) - 2019 Q1 - Quarterly Report
2019-05-15 20:17
| | UNITED STATES | | --- | --- | | | SECURITIES AND EXCHANGE COMMISSION | | | Washington, D.C. 20549 | | | FORM 10-Q | | | (Mark One) | | [X] | QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 | | | For the quarterly period ended March 31, 2019 | | | OR | | [ ] | TRANSITION REPORT UNDER SECTION 13 OR 15(d) OF THE EXCHANGE ACT OF 1934 | | | From the transition period from to | | | Commission File Number 001-38819 | SUPER LEAGUE GAMING, INC. (Exact name of small busines ...
Super League Enterprise(SLE) - 2019 Q1 - Earnings Call Transcript
2019-05-15 03:00
Financial Data and Key Metrics Changes - First quarter 2019 revenues were $249,000, an increase of 93% compared to $129,000 in the first quarter of 2018 [20] - Total operating expenses for Q1 2019 were $6.3 million, up from $4.1 million in the same quarter last year, resulting in a loss from operations of $6.1 million [20] - The net loss for Q1 2019 was $16.1 million, compared to a net loss of $4.2 million in Q1 2018, which included significant non-cash charges totaling $12.7 million [21] - The company ended Q1 2019 with $21.5 million in cash and no debt, reflecting cash raised from the IPO [23] Business Line Data and Key Metrics Changes - The company has expanded its game title portfolio from four titles at the end of 2018 to five with the addition of Street Fighter 5, with expectations to exceed six titles by year-end 2019 [14] - Active retail venues grew from 46 at the end of 2018 to 59 in Q1 2019, with plans to reach at least 200 venues by the end of 2019 [15] - Registered users increased by 20% in Q1 2019, reaching 366,000, with a current trend of approximately 1,000 registrations per day [15] - Gameplay hours generated through the platform reached 36,000 in Q1, expected to grow to 250,000 hours by the end of 2019 [16] Market Data and Key Metrics Changes - The eSports industry is experiencing rapid growth, with significant increases in viewership and engagement, evidenced by 560 billion minutes of eSports viewed on Twitch in 2018, a 58% increase from 2017 [7] - The company targets competitive amateur gamers, who log over eight hours of gameplay and watch up to nine hours of eSports content weekly, indicating a large addressable market [8] Company Strategy and Development Direction - The company aims to grow its ecosystem rapidly, focusing on building audience and generating content through partnerships with game publishers, brands, and retailers [24] - The strategy includes monetizing experiences through platform as a service and expanding content monetization opportunities [12][13] - The company is positioning itself as a key player in the amateur eSports market, leveraging its unique platform to create community-driven experiences [9] Management's Comments on Operating Environment and Future Outlook - Management expressed confidence in revenue growth as the company expands its user base and venue partnerships, emphasizing the importance of audience and content generation [24] - The company is optimistic about the potential of new partnerships and the impact of advancements in technology, such as 5G, on democratizing competitive gaming [50] Other Important Information - The partnership with NetLevel is expected to provide significant cost savings and enhance the company's financial health by absorbing existing broadband expenditures [17] - The company is actively participating in investor outreach and conferences to communicate its growth strategy and performance [25] Q&A Session Summary Question: How does the company prioritize new game titles, venues, and users? - The company is focusing on expanding its game titles and venue partnerships to drive user engagement and create a low-cost customer acquisition strategy [28] Question: What is the strategy behind the paywall for certain games? - The company is exploring a subscription model that offers access to premium content, gameplay experiences, and tools to enhance personal gameplay [30][31] Question: What is the expected burn rate moving forward? - The monthly burn rate is currently around $1.1 million, expected to remain consistent as the company continues to invest in partnerships and growth opportunities [32] Question: How many registered users have participated in Super League events? - The majority of registered users have participated in some type of Super League experience, with the company expanding its reach to more venues [35] Question: What is the expected attendance for large-scale events? - Attendance can vary, but the company aims to increase participation through more frequent events and partnerships with brands like Samsung [39] Question: How significant was the Samsung partnership in Q1? - The Samsung partnership was a major revenue generator, contributing significantly to the platform as a service revenue stream [42] Question: What is the outlook for brand sponsorships? - The company has a healthy pipeline for brand sponsorships, which is expected to underpin revenue expectations moving forward [52]