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Super League Acquires Let's Bounce, Inc. to Accelerate Full Funnel Marketing within Gaming and UGC Channels
Globenewswire· 2026-01-07 14:00
Core Insights - Super League has acquired Let's Bounce, Inc., enhancing its capabilities in marketing technology for gaming and user-generated content (UGC) environments, which is expected to positively impact profitability and shareholder value [1][2][3] Company Overview - Super League is a leader in playable media, focusing on engaging gaming audiences through playable ads and gamified content [1][12] - Bounce, founded in 2023, specializes in scalable and measurable brand engagement within gaming and UGC environments [3][14] Market Trends - Gaming and UGC content are highly popular among Gen Z and Gen Alpha, with 94% and 96% of these demographics playing video games, respectively [2] - Marketers are increasingly seeking reliable attribution models to justify shifts in spending from traditional digital advertising to gaming platforms [2] Strategic Integration - The integration of Bounce into Super League's offerings is aimed at delivering scalable, full-funnel campaigns that meet the performance expectations of marketers [3][4] - Bounce's platform is designed to enhance campaign measurement and efficiency, addressing the need for clarity and repeatability in marketing efforts [5] Performance Metrics - Campaigns that incorporate loyalty mechanics have shown to increase product sales by 20% and reduce cost per acquisition (CPA) by 30% [4] - Loyalty participants tend to spend 12-18% more annually compared to non-members, highlighting the effectiveness of loyalty programs in driving engagement [4] Leadership and Expertise - Barak Chamo and Jasper Degens, co-founders of Bounce, will join Super League as Directors of Product and Engineering, bringing extensive experience in interactive technology and consumer engagement [5][6][7]
Super League Enterprise(SLE) - 2025 Q3 - Earnings Call Transcript
2025-11-13 23:00
Financial Data and Key Metrics Changes - Q3 2025 revenues decreased to $2.4 million, marking a historical low point for the company [12] - Gross margin improved to 45%, up from 44% in Q2 and 39% in Q3 of 2024 [13] - Pro forma operating costs decreased by 29% compared to the respective prior year periods [13] - Operating loss on a cash basis improved by 23% for Q3 2025 despite the decline in revenue [13] - Booked revenue for Q4 is already higher than Q3 revenue, indicating positive momentum [15] Business Line Data and Key Metrics Changes - Roblox opportunities now represent only 42% of the pipeline, down from 57% in 2024 [14] - Playable and in-game mobile advertising now accounts for 20% of the pipeline and 15% of Q3 revenue [15] - The company launched 12 Pop-Up programs by the end of 2025, which are expected to become more meaningful in 2026 [11][12] Market Data and Key Metrics Changes - Total ad spend in connected TV is projected to grow from $33 billion in 2025 to $47 billion by 2028 [9] - The gaming content and media space is gaining recognition, as evidenced by the success of the gaming summit organized by Super League [6] Company Strategy and Development Direction - The company aims to achieve profitability and increase shareholder value as its highest priority [3] - Focus on enabling brands to engage consumers through gaming, targeting a broader audience beyond hardcore gamers [4] - Plans to explore digital asset strategies that could fuel growth, with a target launch in Q1 of the following year [17] Management's Comments on Operating Environment and Future Outlook - Management expressed confidence in the company's stronger position and ability to grow after overcoming previous challenges [2] - There are encouraging signs of budget openings in the advertising market, indicating a potential recovery [21] - The company sees significant growth potential in mobile gaming and connected TV partnerships [23] Other Important Information - The company has eliminated its debt and is fully compliant with Nasdaq listing requirements [3] - A strategic partnership with Evo Fund enhances the company's growth potential through access to a global network [3] Q&A Session Summary Question: Expectations for future operating expenses - Management indicated that current operating expense levels are expected to be a good base moving forward, with no immediate additional reductions anticipated [19] Question: Sentiment around the broader advertising market - Management noted a recent flight to safe havens in advertising budgets but observed that budgets are beginning to open up again [21] Question: Future revenue mix from Roblox and other platforms - Management expects Roblox to remain a significant revenue source, projecting it will not dip below a third of revenue in 2026, while also highlighting growth in mobile and connected TV [22][23] Question: Digital strategy leadership - The company is in the process of finding a board member with deep experience in the digital asset space and plans to bring in advisors with strong track records [24][25] Question: Pop-ups as a lead generation tool - Management confirmed that pop-ups serve as a low-friction entry point for brands, facilitating larger revenue opportunities through successful initial engagements [26]