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Super League Enterprise(SLE) - 2019 Q4 - Annual Report

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].