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Super League Enterprise(SLE) - 2020 Q3 - Quarterly Report
2020-11-13 22:25
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 Delaware 47-1990734 (State or other jurisdiction of incorporation or organization) (IRS Employer Identification No.) 2912 Colorado Ave., Suite #203 Santa Monica, California 90404 (Address of principal executive offices) Company: (802) 294-2754; Investor Relations: 949-574-3860 (Issuer's telephone number) Indicate by check mar ...
Super League Enterprise(SLE) - 2020 Q2 - Quarterly Report
2020-08-12 21:25
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, 2020 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) Delaware 47-1990734 (State or other jurisdi ...
Super League Enterprise(SLE) - 2020 Q2 - Earnings Call Transcript
2020-08-12 02:35
Super League Gaming, Inc. (SLGG) Q2 2020 Earnings Conference Call August 11, 2020 5:00 PM ET Company Participants Ann Hand - President and CEO Clayton Haynes - CFO Conference Call Participants Pavan Kumar - Northland Capital Brian Kinstlinger - Alliance Global Partners Allen Klee - National Securities Laura Martin - Needham & Company Bill Morison - National Securities Operator Good afternoon, everyone and thank you for participating in today's conference call to discuss Super League Gaming's Financial Resul ...
Super League Enterprise(SLE) - 2020 Q1 - Quarterly Report
2020-05-15 20:47
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, 2020 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 incorporat ...
Super League Enterprise(SLE) - 2020 Q1 - Earnings Call Transcript
2020-05-15 03:25
Financial Data and Key Metrics Changes - First quarter 2020 revenues were $243,000, down from $249,000 in the first quarter of 2019, reflecting the impact of COVID-19 on advertising spending [41] - Cost of revenue increased 58% to $117,000 compared to $74,000 in the prior year quarter, driven by a higher number of live events [44] - Operating expenses decreased to $5.3 million from $6.3 million in the prior year quarter, primarily due to a reduction in non-cash stock compensation expenses [46] Business Line Data and Key Metrics Changes - Sponsorship and advertising revenues comprised approximately 94% of revenues for Q1 2020, down from 96% in Q1 2019 [42] - Direct-to-consumer revenues, including subscription and digital goods, are being emphasized to increase monetization [43] - The company launched micro transaction marketplaces, generating record high days of $1,500 in revenue from paying players [24] Market Data and Key Metrics Changes - Registered users reached 1.6 million, up over 60% year-to-date, with engagement hours at 16 million, surpassing the full year of 2019 [16] - Viewer impressions totaled 225 million in the first four months of 2020, compared to 120 million for all of 2019 [16] Company Strategy and Development Direction - The company is focusing on increasing direct-to-consumer monetization and expanding its advertising inventory [20][43] - There is a strategic emphasis on building partnerships and alliances to capitalize on the growing power of the platform [61] - The company aims to leverage its proprietary technology for content production and distribution beyond esports into traditional sports [37] Management's Comments on Operating Environment and Future Outlook - Management noted that gaming has proven to be recession resilient and is experiencing accelerated growth due to COVID-19 [5][15] - The company is optimistic about its ability to monetize gamers through direct-to-consumer offers and micro transactions [37] - Management expressed confidence in the company's position to capitalize on the current content void left by COVID-19 [33] Other Important Information - The company secured over $6 million in new equity capital to fund growth and maintain a clean balance sheet with no debt [8][9] - As of March 31, 2020, the company had $4.8 million in cash and a current monthly net cash burn rate of $1.1 to $1.2 million [53] Q&A Session Summary Question: Update on Wanda Cinema Games partnership in China - Management confirmed ongoing weekly meetings with partners in China, with excitement about market planning and engagement despite the pandemic [64][66] Question: Industry metrics for micro transactions - Management noted that average gamers in North America spend between $50 to $130 a month on gaming content, with potential for monetization through micro transactions [68][70] Question: Key advertising milestones for 2020 - Management highlighted the focus on viewership impressions, registered users, engagement hours, and top-line growth as critical metrics for the year [86][87] Question: Revenue from platform as a service and brand sponsorship - Approximately 80% of revenues for Q1 2020 were categorized as platform-as-a-service, consistent with previous year trends [90] Question: Details on micro transactions in Minehut - Management provided examples of micro transactions, such as upgrading virtual rooms and purchasing decorations [97][98] Question: Patent monetization timeline - Management discussed the significance of a recently approved patent and its potential to enhance monetization through innovative content production [100][106] Question: Monetization strategies for tournaments - Management acknowledged the potential for monetizing tournaments through nominal fees and emphasized the focus on larger subscription models in the future [120][123]
Super League Enterprise(SLE) - 2019 Q4 - Annual Report
2020-03-20 22:02
Market Growth and Engagement - The company serves a global audience of 2.6 billion gamers, with 69% of competitive gamers expressing interest in out-of-home opportunities to compete and socialize [18]. - Registered users increased from 43,000 in 2017 to 950,000 in 2019, representing a growth of approximately 1,109% [28]. - The number of venues expanded from 20 in 2017 to over 500 in 2019, indicating a significant increase in operational reach [28]. - Annual views of video content surged from 1 million in 2018 to 120 million in 2019, reflecting a growth of 11,900% [28]. - Engagement hours rose dramatically from 61,000 in 2017 to 15 million in 2019, showcasing a substantial increase in user interaction [28]. - The global gaming market is projected to reach approximately $180 billion by the end of 2021, representing an 18% increase from 2019 [32]. - In 2018, esports viewing on Twitch reached approximately 560 billion minutes, a 58% year-over-year increase [41]. - The company aims to expand its player and viewer base, which is approaching critical mass, to capture a global, highly engaged community for monetization opportunities [71]. Revenue Generation and Business Model - The company generates tens of millions of monthly views through its user-generated content platform, Framerate, providing a marketing channel for sponsors and advertisers [47]. - Brand sponsorships remain the largest revenue stream, with opportunities for targeted promotions across various game titles and demographics [69]. - The company incurred net losses of $30.7 million and $20.6 million for the years ended December 31, 2019 and 2018, respectively, with an accumulated deficit of $85.8 million as of December 31, 2019 [89]. - The company relies on advertising and sponsorship for revenue, which is expected to grow as online viewership expands [100]. - The company’s revenue model includes free access to amateur tournaments, with gamers paying fees to compete, but future monetization strategies may not be effective [102]. - The company expects to increase advertising revenue by monetizing the added inventory from its growing audience of registered users and viewership [70]. Intellectual Property and Technology - The company has secured 38 protected logos and wordmarks domestically and two in China, enhancing its brand protection strategy [28]. - The company has established three patent families in the U.S. around multiplayer gameplay and visualization, strengthening its intellectual property portfolio [28]. - The company has developed patent-pending technology for unique content capture, enabling real-time display of gameplay activity and enhancing interactive gaming experiences [76]. - The company has filed three nonprovisional patent applications, all currently pending, to protect its intellectual property and technology innovations [75]. - The company relies on a combination of patent, copyright, trademark, and trade secret laws to protect its intellectual property rights, but these protections may not be sufficient [172]. Operational Challenges and Risks - The company faces potential adverse effects on its business due to public health crises, such as the COVID-19 pandemic, which could decrease attendance at in-person gaming experiences [125]. - Cybersecurity threats pose risks to the company's gaming platform and could lead to significant legal and financial exposure if not adequately addressed [129]. - The company relies on third-party vendors for cloud hosting and broadband services, and any disruptions could negatively impact its operations and user growth [140]. - The company’s operations depend on the continuous functionality of servers, and any significant malfunctions could degrade or interrupt its gaming services [134]. - The company must maintain a vibrant community culture to retain and expand its gamer base, which is critical for business success [106]. Strategic Partnerships and Expansion - The company has established strategic partnerships with game publishers, accessing built-in customer bases and enhancing competitive gameplay experiences [74]. - The platform has expanded its City Club network to 16 major U.S. cities and is also entering Canada, Mexico, and China, enhancing local community engagement [46]. - The company is focused on international expansion to access a larger global gamer audience and unlock greater brand sponsorship and advertising revenue opportunities [74]. Financial and Market Conditions - The ongoing economic recovery is uncertain, and a return to recessionary conditions could adversely affect the company's access to capital markets [157]. - The company expects to seek additional capital from operations or future issuances of common stock or debt financings to fund planned operations [157]. - The trading price of the company's common stock may fluctuate significantly, influenced by various factors including market conditions and competitive pressures [179]. - The company is classified as an emerging growth company, which allows it to take advantage of reduced reporting requirements, potentially affecting its attractiveness to investors [189]. Community and Competitive Landscape - The amateur esports gaming industry is highly competitive, with established leagues and new entrants posing significant challenges [107]. - The company’s success depends on attracting and retaining popular esports game titles, which are essential for maintaining gamer engagement [111]. - Negative gamer perceptions regarding the company’s brand and practices could harm its reputation and business operations [124].
Super League Enterprise(SLE) - 2019 Q4 - Earnings Call Transcript
2020-03-13 02:53
Super League Gaming, Inc. (SLGG) Q4 2019 Earnings Conference Call March 12, 2020 5:00 PM ET Company Participants Ann Hand – President and Chief Executive Officer Clayton Haynes – Chief Financial Officer Conference Call Participants Pavan Kumar - Northland Capital Markets Mark Argento – Lake Street Capital Allen Klee – National Securities Jeff Cohen – Stephens Inc Operator Good afternoon, everyone, and thank you for participating in today’s conference call to discuss Super League Gaming’s Financial Results f ...
Super League Enterprise(SLE) - 2019 Q3 - Quarterly Report
2019-11-14 22:01
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 September 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 incorp ...
Super League Gaming (SLGG) Investor Presentation - Slideshow
2019-09-13 17:05
| --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | |-------|-------|-------|-------|-------|-------|-------|-------|-------|-------| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Forward-Looking Statements Certain statements in this presentation constitute "forward-looking statements" within the meaning of Section 21E of the Securities Exchange Act of 1934, as amended. Any statements that refer to expectations or other characterizati ...
Super League Enterprise(SLE) - 2019 Q2 - Earnings Call Transcript
2019-08-15 03:03
Super League Gaming, Inc. (SLGG) Q2 2019 Results Conference Call August 14, 2019 5:00 PM ET Company Participants Ann Hand - President and CEO Clayton Haynes - CFO Conference Call Participants Mark Argento - Lake Street Capital Markets Ilya Grozovsky - National Securities Mike Latimore - Northland Capital Markets Michael Brcic - National Securities Operator Good afternoon, everyone, and thank you for participating in today's conference call to discuss Super League Gaming Financial Results for the Second Quar ...