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Super League Announces 1-for-40 Reverse Split
Globenewswire· 2025-06-18 15:00
Core Viewpoint - Super League Enterprise, Inc. announced a reverse stock split at a ratio of 1-for-40 to comply with Nasdaq's minimum bid price requirement for continued listing [1][4]. Group 1: Reverse Stock Split Details - The reverse stock split will take effect at 12:01 AM on June 23, 2025, with shares trading on a split-adjusted basis on the same day [2]. - The number of outstanding shares will decrease from approximately 35.4 million to about 884 thousand shares following the split [3]. - Each stockholder's percentage ownership and voting power will remain largely unchanged, with fractional shares rounded up to the nearest whole share [5]. Group 2: Compliance and Listing - The reverse split is a response to a deficiency notice from Nasdaq regarding the $1.00 minimum bid price requirement under Nasdaq Listing Rule 5550(a)(2) [4]. - The company aims to regain compliance with Nasdaq's continued listing standards through this action [9]. Group 3: Company Overview - Super League is a leader in engaging audiences through playable media and experiences within mobile games and immersive platforms [7]. - The company provides global brands with interactive ads and content, enhancing consumer engagement and brand loyalty [7].
GameStop Q1 Earnings Beat Estimates, Collectibles Sales Improve Y/Y
ZACKS· 2025-06-11 15:35
Core Insights - GameStop Corp. (GME) reported first-quarter fiscal 2025 results with mixed performance, where the top line missed estimates while the bottom line exceeded expectations [1][2] Financial Performance - Adjusted earnings per share were 17 cents, surpassing the Zacks Consensus Estimate of 8 cents, compared to an adjusted loss of 12 cents in the prior-year quarter [2][8] - Net sales totaled $732.4 million, falling short of the consensus estimate of $750 million and declining 16.9% from $881.8 million in the same quarter last year [2][8] Sales Breakdown - Hardware and accessories sales decreased by 31.7% to $345.3 million from $505.3 million year-over-year [3] - Software sales were $175.6 million, down 26.7% from $239.7 million in the prior-year quarter [3] - Collectibles sales surged 54.6% to $211.5 million from $136.8 million in the year-ago quarter [3] Regional Sales Performance - U.S. sales fell 12.9% to $537.5 million from $617.3 million year-over-year [4] - Canadian sales declined 10.3% to $38.2 million from $42.6 million [4] - Australian sales increased by 2.9% to $81.9 million from $79.6 million [4] - European sales dropped 47.4% to $74.8 million from $142.3 million [4] Margin and Expense Analysis - Gross profit rose 3.4% to $252.8 million from $244.5 million year-over-year, with gross margin expanding 680 basis points to 34.5% from 27.7% [5] - Adjusted SG&A expenses decreased by 24.8% to $225.3 million from $299.5 million in the prior-year quarter, representing 30.8% of net sales, down 320 basis points from 34% [5] EBITDA and Operating Income - Adjusted EBITDA was $38.6 million, a significant improvement from an adjusted EBITDA loss of $37.6 million in the same quarter last year [6] - Adjusted operating income was $27.5 million compared to an adjusted operating loss of $55 million in the prior-year period [6] Cash Flow and Financial Position - GameStop ended the quarter with cash and cash equivalents of $6.39 billion, net long-term debt of $1.48 billion, and stockholders' equity of $4.99 billion [9] - Net merchandise inventory was $421.3 million, down from $675.8 million in the same period last year [9] - Net cash flow from operations was $192.5 million, with free cash flow totaling $189.6 million [10] Recent Developments - The company completed the sale of its Canadian operations on May 4, 2025, and acquired 4,710 Bitcoin using cash between May 3 and June 10, 2025 [10] - Over the past three months, GME shares increased by 37.1%, outperforming the industry growth of 11.5% [10]
Super League President & CEO, Matt Edelman, to Participate in the “2025 Virtual Tech Conference: Discover the Innovations Reshaping Tomorrow” Virtual Conference Presented by Maxim Group LLC
Globenewswire· 2025-06-02 20:15
Core Insights - Super League Enterprise, Inc. is participating in the "2025 Virtual Tech Conference" where CEO Matt Edelman will discuss the company's innovative media and technology products [1][2] - The conference will focus on technological advancements across various industries, including gaming and entertainment, highlighting the potential for disruption [2] Company Overview - Super League is a leader in engaging audiences through playable media, providing brands with interactive ads, content, and experiences within mobile games and immersive platforms [5] - The company utilizes proprietary technology and a network of creators to enhance brand engagement and loyalty [5] Event Details - The virtual fireside chat is scheduled for June 5, 2025, at 2:00 PM ET, hosted by Maxim Group [1] - Interested participants can register through their Maxim representative or via email [3]
Super League Enterprise, Inc. Announces Closing of Registered Direct Offering
Globenewswire· 2025-06-02 15:19
Core Viewpoint - Super League Enterprise, Inc. has successfully closed a registered direct offering with an institutional investor, raising approximately $670,000 through the sale of shares of Common Stock and Pre-funded Warrants [1][3]. Group 1: Offering Details - The offering included the sale of 5,583,334 shares of Common Stock at a public offering price of $0.12 per share, with Pre-Funded Warrants priced at $0.11999 each [2]. - The Pre-Funded Warrants are immediately exercisable and can be exercised at any time until fully exercised [2]. Group 2: Financial Implications - The aggregate gross proceeds from the offering were approximately $670,000, which the Company plans to use for general corporate purposes and working capital [3]. Group 3: Legal and Regulatory Information - Aegis Capital Corp. acted as the exclusive placement agent for the offering, and the transaction was conducted under an effective shelf registration statement previously filed with the SEC [4].
Super League Announces Exclusive Partnership with AdArcade to Bring High-Performing Native Playable™ Ads to Brands and Media Agencies at Scale Across Mobile Games
Globenewswire· 2025-05-27 12:00
Core Insights - Super League has expanded its partnership with AdArcade to enhance revenue diversification through a patented mobile ad format that delivers three times higher engagement than standard playable ads [1][3] - The partnership allows Super League to provide brands and media agencies with a scalable, full-funnel playable solution, reaching 220 million monthly gamers in the US [1][3] Revenue Diversification Strategy - The expansion into mobile games is a key pillar of Super League's revenue diversification strategy, expected to account for 25% of the company's revenues in 2025 [3] - The company anticipates that the demographic of video game players will continue to grow, with projections indicating that three out of four individuals under 50 will play video games [3] Ad Performance Metrics - Native Playables, the interactive ads developed by AdArcade, achieve a return on ad spend (ROAS) as high as 13 times compared to standard playable ads [2][3] - The ads are designed to match the gameplay experience, leading to superior performance across key metrics [2][3] Audience Engagement - Native Playables target a broad audience, including Millennials, Gen X, Gen Z, and Gen Alpha, who engage with popular mobile games like Roblox, Minecraft, and Fortnite [4][7] - The partnership aims to effectively engage a multi-generational mobile gaming audience, enhancing brand visibility and consumer interaction [4][7] Operational Efficiency - The deployment of Native Playables can be completed in less than two weeks, with ad creation taking just hours due to AdArcade's automated system [3] - This efficiency allows brands to rapidly produce multiple playable ads tailored to specific demographic audiences [3]
Super League Announces Sale of its Minecraft Property InPVP
Globenewswire· 2025-05-22 12:00
Core Insights - Super League has sold its Minecraft property InPVP to Mineville LLC in an all-cash transaction, aimed at streamlining operations and reducing costs while focusing on playable media and content solutions for global brands [1][4] - The acquisition allows Mineville to expand into the Minecraft Bedrock ecosystem, which encompasses a majority of active Minecraft players [2] - Super League will become Mineville's exclusive partner for brand partnerships and advertising sales, increasing audience reach to 8.1 million monthly active Minecraft users [3] Company Overview - Super League is a leader in engaging audiences through playable media, providing global brands with ads, content, and experiences that are interactive and memorable within mobile games and immersive gaming platforms [5] - The company utilizes proprietary technology and a network of native creators to help brands stand out and drive consumer loyalty [5]
Super League Enterprise(SLE) - 2025 Q1 - Earnings Call Transcript
2025-05-15 22:02
Super League Gaming (SLE) Q1 2025 Earnings Call May 15, 2025 05:00 PM ET Company Participants Matt Edelman - CEO & President Conference Call Participants Howard Halpern - Principal Equity AnalystJack Vander Aarde - SVP & Senior Research Analyst Operator These statements involve material risks and uncertainties and actual results could differ from those projected in any forward looking statements due to numerous factors. For a description of these risks and uncertainties, please see Super League's financial ...
Electronic Arts (EA) Beats Q4 Earnings and Revenue Estimates
ZACKS· 2025-05-06 22:25
Core Insights - Electronic Arts (EA) reported quarterly earnings of $1.54 per share, exceeding the Zacks Consensus Estimate of $1.11 per share, and up from $1.37 per share a year ago, representing an earnings surprise of 38.74% [1] - The company generated revenues of $1.8 billion for the quarter ended March 2025, surpassing the Zacks Consensus Estimate by 15.09%, compared to $1.67 billion in the same quarter last year [2] - EA has outperformed the S&P 500, with shares increasing about 5.8% since the beginning of the year, while the S&P 500 has declined by 3.9% [3] Earnings Outlook - The current consensus EPS estimate for the upcoming quarter is $0.50 on revenues of $1.27 billion, and for the current fiscal year, it is $7.53 on revenues of $7.59 billion [7] - The estimate revisions trend for EA is mixed, resulting in a Zacks Rank 3 (Hold), indicating expected performance in line with the market in the near future [6] Industry Context - The Gaming industry, to which EA belongs, is currently ranked in the bottom 45% of over 250 Zacks industries, which may impact stock performance [8] - Another company in the same industry, Super League Enterprise, is expected to report a quarterly loss of $0.37 per share, reflecting a year-over-year change of +63%, with revenues projected at $4.5 million, up 6.9% from the previous year [9]
Super League Acquires Supersocial, Expanding Brand Partnership Portfolio and Bolstering Business Growth
Globenewswire· 2025-05-01 12:00
Core Insights - Super League has acquired Supersocial, enhancing its position as a leading provider of playable media solutions for brands within mobile games and immersive platforms [1][2] - The acquisition aims to connect brands with engaged consumer audiences through innovative gaming experiences [1][3] Company Overview - Super League (Nasdaq: SLE) specializes in engaging audiences through playable media, content, and experiences, redefining brand-consumer connections [5] - The company utilizes proprietary technology and a network of creators to deliver impactful advertising and experiences [5] Acquisition Details - Supersocial, founded in 2020, is recognized for its pioneering work on the Roblox platform and has collaborated with notable brands such as Gucci and Warner Bros [2][3] - Following the acquisition, Supersocial's founder, Yon Raz-Fridman, will serve as an advisor to Super League [3] Market Impact - The combined efforts of Super League and Supersocial have resulted in 49 immersive builds on Roblox, generating over 390 million visits and more than 3 billion impressions [4] - Super League plans to offer Supersocial's partners additional opportunities for targeted audience engagement through playable advertising and content [4]
Super League Enterprise(SLE) - 2024 Q4 - Earnings Call Transcript
2025-03-28 14:26
Financial Data and Key Metrics Changes - The financial results in the latter half of 2024 did not meet expectations, indicating a need for improvement, described as a potential speed bump on the path to profitability [7] - The company aims to achieve EBITDA positivity by Q4 2025, with a focus on larger revenue and higher margin programs [10] Business Line Data and Key Metrics Changes - The company has diversified its revenue streams, with approximately $20 million in active pursuits across 77 unique programs, and has introduced higher margin products to enhance deal size and margin profiles [8] - Mobile games have become a significant growth area, contributing about 16% of revenue in Q4 2024 and projected to reach close to 20% in Q1 2025 [37][38] Market Data and Key Metrics Changes - The gaming market is substantial, with 3.3 billion gamers globally, and a significant demographic shift is expected as millennials take over decision-making roles in companies, leading to increased marketing budgets for gaming [21][28] - The perception of gamers is changing, with brands recognizing that gamers are part of broader consumer demographics, which is expected to drive advertising dollars into gaming channels [26] Company Strategy and Development Direction - The company is focused on becoming a leader in playable advertising, helping brands integrate into gaming platforms and media channels [30] - There is a strategic shift towards mobile gaming and branded content, with an emphasis on aligning with companies that complement Super League's strengths [41] Management's Comments on Operating Environment and Future Outlook - Management acknowledges macroeconomic challenges and structural shifts in the advertising ecosystem but remains optimistic about long-term prospects and the potential for revenue growth [4][8] - The new CEO, Matt Edelman, emphasizes the importance of being lean and scrappy to reduce burn while aiming for profitability [43] Other Important Information - Ann Hand will transition to Executive Chair, passing the CEO role to Matt Edelman, who has extensive experience in digital content and technology [11][12] - The company is exploring strategic alternatives and has identified potential acquisition targets that align with its vision [14][50] Q&A Session Summary Question: Context on discussions with potential acquisition targets - Management is unable to disclose binding agreements but is in touch with multiple companies, including Infinite Reality, and is exploring better-fitting opportunities [48][52] Question: Addressing changes in Roblox's ad ecosystem - The company is part of Roblox's partner program and is focusing on branded content opportunities as Roblox shifts to a more managed ad ecosystem [55] Question: Opportunities in mobile advertising - The company is focused on playable advertising and collaboration with mobile game developers, with quick turnaround times for campaigns [62] Question: Education process for customers regarding gaming advertising - The education process has been ongoing for years, with a focus on demonstrating the value of gaming as a marketing channel and improving data reporting for clients [66][68]