UNITED STATES
SECURITIES AND EXCHANGE COMMISSION
Washington, D.C. 20549
FORM 8-K
CURRENT REPORT
PURSUANT TO SECTION 13 OR 15(d) of the SECURITIES EXCHANGE ACT OF
1934
Date of Report (Date of earliest event reported): August 12, 2021
Super League Gaming, Inc.
(Exact name of registrant as specified in its charter)
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DELAWARE
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001-38819
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47-1990734
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(State or other jurisdiction of incorporation)
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(Commission File Number)
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(IRS Employer Identification Number)
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2912 Colorado Avenue, Suite #203
Santa Monica, California 90404
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(Address of principal executive offices)
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(802) 294-2754
(Registrant’s telephone number, including area
code)
Not Applicable
(Former name or former address, if changed since last
report)
Check the appropriate box below if the Form 8-K filing is intended
to simultaneously satisfy the filing obligation of the registrant
under any of the following provisions:
☐ Written communications pursuant to Rule 425 under
the Securities Act (17 CFR 230.425)
☐ Soliciting material pursuant to Rule 14a-12 under
the Exchange Act (17 CFR 240.14a -12)
☐ Pre-commencement communications pursuant to Rule
14d-2(b) under the Exchange Act (17 CFR 240.14d
-2(b))
☐ Pre-commencement communications pursuant to Rule
13e-4(c) under the Exchange Act (17 CFR 240.13e
-4(c))
Indicate by check mark whether the Registrant is an emerging growth
company as defined in Rule 405 of the Securities Act of 1933
(§230.405 of this chapter) or Rule 12b-2 of the
Securities Exchange Act of 1934 (§240.12b-2 of this
chapter).
Emerging growth
company ☒
If an emerging growth company, indicate by check
mark if the Registrant has elected not to use the extended
transition period for complying with any new or revised financial
accounting standards provided pursuant to Section 13(a) of the
Exchange Act. ☐
Securities registered pursuant to Section 12(b) of the
Act:
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Title of each class
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Trading Symbol(s)
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Name of each exchange on which
registered
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Common Stock,
par value $0.001 per share
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SLGG
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Nasdaq Capital
Market
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Item 2.02 Results of Operations and Financial
Condition.
On August 12, 2021, Super League Gaming, Inc. (the
"Company") hosted a conference call announcing the
financial results for the fiscal quarter ended June 30. 2021. A
copy of the press release announcing the financial results for the
fiscal quarter ended June 30, 2021 is attached hereto as Exhibit
99.1.
Item 7.01 Regulation FD
On August 12, 2021, the Company issued a press
release announcing the formation of the Company’s Young Gamer
Network and Core Gamer Network to
continue driving elevated levels of audience engagement and
awareness for the company’s roster of high-profile
advertisers, sponsors, and partners.
In
addition, the Company announced the acquisition of Bannerfy,
an intelligent technology platform that enables digital video and
live streaming creators to collaborate with tier one sponsors on
their social media channels including YouTube through scalable and
custom premium placements.
A copy of
the press release is attached hereto as Exhibit 99.2. Additional
information regarding the Company’s acquisition of Bannerfy
will be provided in the Company’s Quarterly Report on Form
10-Q for the period ended June 30, 2021, which the Company expects
to file on or before August 16, 2021.
Item 9.01 Financial Statements
and Exhibits.
(d) Exhibits Index
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Exhibit No.
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Description
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Earnings
Release issued by Super League Gaming, Inc., dated August 12,
2021.
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Press Release
issued by Super League Gaming, Inc., dated August 12,
2021.
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Disclaimer
The information furnished in Items 2.01 and 7.01
of this Current Report on Form 8-K, as well as the information set
forth in Exhibits 99.1 and 99.2, shall not be deemed
“filed” for purposes of Section 18 of the Securities
Exchange Act of 1934, as amended (the “Exchange
Act”), or otherwise
subject to the liabilities of that Section, or incorporated by
reference in any filing under the Exchange Act or the Securities
Act of 1933, as amended, except as shall be expressly set forth by
specific reference in such filing.
This
Current Report on Form 8-K may contain, among other things, certain
forward-looking statements within the meaning of the Private
Securities Litigation Reform Act of 1995, including, without
limitation, (i) statements with respect to the Company's plans,
objectives, expectations and intentions; and (ii) other statements
identified by words such as "may", "could", "would", should",
"believes", "expects", "anticipates", "estimates", "intends",
"plans" or similar expressions. These statements are based upon the
current beliefs and expectations of the Company's management and
are subject to significant risks and uncertainties.
Signatures
Pursuant to the
requirements of the Securities Exchange Act of 1934, the registrant
has duly caused this report to be signed on its behalf by the
undersigned thereunto duly authorized.
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Super League
Gaming, Inc.
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Date:
August 12, 2021
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By:
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/s/ Clayton Haynes
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Clayton
Haynes
Chief Financial
Officer
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Exhibit 99.1
SUPER LEAGUE GAMING REPORTS RECORD SECOND QUARTER 2021
RESULTS
Santa Monica, Calif. –
(August 12, 2021) -
Super League
Gaming (Super League or the
Company) (Nasdaq: SLGG), a global leader in video gaming and
esports experiences and entertainment for everyday players of all
ages, reported recent operational developments and financial
results for the second quarter ended June 30,
2021.
Q2 Highlights and Recent Operational Developments
●
Second quarter revenues
reach record $1.1 million in 2021, up 235% compared to Q2 2020 with
increases in all primary revenue streams.
●
Gross margin continues to
be healthy at 51% for Q2 2021.
●
Balance sheet remains
strong with $31.5 million of cash on hand as of June 30, 2021 and
no debt.
●
Successful shareholder
support for the acquisition of Mobcrush, which was completed on
June 1st
and brings synergies that will drive future revenue
growth.
●
In July 2021, Pixel
Paradise launched as the first ever Minecraft Bedrock server
focused on role-playing, joining our property Mineville as two of
seven official Minecraft servers.
●
And today, we announced the
acquisition of Bannerfy, a creator monetization and ad technology
platform, augmenting our offers to brands and
advertisers.
Management Commentary
“In the second quarter, we continued to execute on our
mission of building a world-class gaming-centric media and
entertainment platform, delivering record quarterly revenue,”
said Ann Hand, Chief Executive Officer of Super League Gaming.
“We closed the transformative acquisition of Mobcrush and
have already begun to see tremendous synergies with our combined
technology stack and advertising inventory. We are well-positioned
to take advantage of the mega trends in gaming and esports and
expect to continue growing our scale at an accelerated pace. We are
quite optimistic about the opportunities that lie ahead for Super
League and its network of gamers and creators.”
Second Quarter 2021 Financial Results
Revenues in the
second quarter of 2021 increased 235% to $1.1 million compared to
$324,000 in the comparable prior year quarter. Advertising and
sponsorship revenues comprised approximately 45% of revenues for
the second quarter of 2021 as compared to 15% for the comparable
prior year quarter, and increased 890% compared to the prior year
quarter, due to significant increases in direct sales and
programmatic advertising revenues on our owned, operated and
partners’ digital channels. Content sales revenues comprised
approximately 34% of revenues for the second quarter of 2021 as
compared to 73% for the comparable prior year quarter, and
increased 55% compared to the prior year quarter, due to an
increase in revenues generated in connection with our curation and
distribution of esports and entertainment content for our own
network of digital channels and our media and entertainment partner
channels. This includes the syndication and licensing of original
programming content, user generated content, including online
gameplay and gameplay highlights, and the creation of content for
third parties utilizing our Virtualis remote production and
broadcast technology. Direct-to-consumer revenues comprised
approximately 22% of revenues for the second quarter of 2021 as
compared to 12% for the comparable prior year quarter, and
increased 500% compared to the prior year quarter. The increase in
direct-to-consumer revenues primarily reflects one month of
Mobcrush-related Mineville digital goods sales revenues and the
continued increase in Minehut-related subscription and digital
goods sales revenues.
Second quarter
2021 cost of revenue increased to $533,000 compared to $116,000 in
the comparable prior year quarter due primarily to the increase in
related revenues. As a percent of revenue, gross profit in the
second quarter of 2021 was 51% compared to 64% in the prior year
quarter. The decrease primarily reflects lower actual costs
incurred for certain contracted activations in the second quarter
of 2020, as we transitioned certain projects online in response to
the COVID-19 pandemic.
Total operating
expense in the first quarter of 2021 was $6.9 million compared to
$4.8 million in the comparable prior year quarter due to an
increase in technology platform infrastructure costs, selling,
marketing and advertising expense in support of the increased
revenue, personnel costs related to employees acquired in
connection with the acquisition of Mobcrush, noncash amortization
of intangible assets acquired in connection with the acquisition of
Mobcrush, and Mobcrush transaction-related expenses. Non-cash stock
compensation charges for the second quarter of 2021 totaled
$561,000 compared to $397,000 in the second quarter of 2020.
Mobcrush acquisition-related transaction costs, which are required
to be expensed in period incurred, totaled $417,000 in the second
quarter of 2021.
Included in
other income (expense), net, for the second quarter of 2021 is a
$1.2 million gain recognized in connection with the forgiveness and
extinguishment of the May 2020 PPP Loan and accrued interest, which
was forgiven in May 2021, pursuant to the applicable provisions of
the Cares Act.
In addition, in
connection with the application of the acquisition method of
accounting to the Mobcrush acquisition transaction, the net
deferred tax liability resulting from the merger created a source
of income to utilize against the Company’s existing net
deferred tax assets. Accordingly, the valuation allowance on a
portion of the Company's net deferred tax assets was released,
resulting in an income tax benefit of $2.8 million, recorded as a
credit to income tax benefit for the second quarter of
2021.
On a
GAAP-basis, which includes the impact of noncash charges and
credits, net loss in the second quarter of 2021 was $2.3 million or
$(0.08) per share, compared to a net loss of $4.6 million or
$(0.48) per share in the comparable prior year quarter. The
weighted average diluted share count for the second quarter of 2021
was 27.2 million compared to 9.5 million for the second quarter of
2020. The weighted average diluted share count for the second
quarter of 2021 reflects the issuance of 12,067,571 shares of the
Company’s common stock to the former shareholders of Mobcrush
as merger consideration in the all-common stock transaction, which
closed on June 1, 2021.
Proforma net
loss for the second quarter of 2021, which excludes the impact of
noncash charges and credits, was $5.5 million, or $(0.20) per
share, compared to a proforma net loss of $4.1 million, or $(0.41)
per share in the comparable prior year quarter.
Liquidity
As of June 30, 2021, the Company had cash
of $31.5 million and no debt, compared to $36.7 million and no debt
as of March 31, 2021.
Conference Call
The Company will hold a conference call on
Thursday, August 12
at 5:00 p.m. Eastern time to
discuss its second quarter 2021 results and provide a business
update.
Date: Thursday, August 12, 2021
Time: 5:00 p.m. Eastern time (2:00 p.m. Pacific time)
Toll-free dial-in number: (866) 987-6716
International dial-in number: (630) 652-5945
Conference ID: 2093596
Please call the conference telephone number 5-10 minutes prior to
the start time. An operator will register your name and
organization. If you have any difficulty connecting with the
conference call, please contact Gateway Investor Relations at (949)
574-3860.
The conference call will be broadcast live and
available for replay here
and via the investor relations section
of the Company’s website at www.SuperLeague.com.
A replay of the conference call will be available after 8:00 p.m.
Eastern time on the same day through 8:00 p.m. Eastern time on
August 19, 2021.
Toll-free replay number: (855) 859-2056
International replay number: (404) 537-3406
Replay ID: 2093596
About Super League Gaming
Super League
Gaming (Nasdaq: SLGG) is a leading video game entertainment and
experiences company that gives tens of millions of players multiple
ways to create, connect, compete, and enjoy the video games they
love. Fueled by proprietary and patented technology systems, the
company’s offerings include gameplay properties in which
young gamers form vibrant in-game communities, content creation
platforms that power live broadcasts and on-demand video series
that generate billions of views annually across the world’s
biggest distribution channels, and competitive gaming tournaments
featuring many of the most popular global titles. Through
partnerships with top consumer brands, in-game player and brand
monetization, and a fully virtual cloud-based video production
studio, Super League is building a broadly inclusive business at
the intersection of content creation, creator monetization, and
both casual and competitive gameplay. For more, go to superleague.com.
Forward-Looking Statements
Safe Harbor Statement under the Private Securities Litigation
Reform Act of 1995. Statements in this press release that are not
strictly historical are “forward-looking” statements
within the meaning of Section 27A of the Securities Act of 1933, as
amended, and Section 21E of the Securities Exchange Act of 1934, as
amended. These statements involve substantial risks, uncertainties
and assumptions that could cause actual results to differ
materially from those expressed or implied by such statements.
Forward-looking statements in this communication include, among
other things, statements about our possible or assumed business
strategies, potential growth opportunities, new products and
potential market opportunities. Risks and uncertainties include,
among other things, our ability to implement our plans, forecasts
and other expectations with respect our business; our ability to
realize the anticipated benefits of events that took place during
and subsequent to the quarter ended June 30, 2021, including the
possibility that the expected benefits will not be realized or will
not be realized within the expected time period; unknown
liabilities that may or may not be within our control; attracting
new customers and maintaining and expanding our existing customer
base; our ability to scale and update our platform to respond to
customers’ needs and rapid technological change; increased
competition on our market and our ability to compete effectively;
expansion of our operations and increased adoption of our platform
internationally; whether the merger transaction with Mobcrush will
prove beneficial to the Company; and our ability to consummate the
acquisition transaction with Bannerfy and, if consummated, whether
the acquisition of Bannerfy will prove beneficial to the Company.
Additional risks and uncertainties that could affect our financial
results are included in the section titled “Risk
Factors” and “Management’s Discussion and
Analysis of Financial Condition and Results of Operations” in
our Annual Report on Form 10-K for the year ended December 31, 2020
and other filings that we make from time to time with the
Securities and Exchange Commission which, once filed, are available
on the SEC’s website at www.sec.gov. In addition, any
forward-looking statements contained in this communication are
based on assumptions that we believe to be reasonable as of this
date. Except as required by law, we assume no obligation to update
these forward-looking statements, or to update the reasons if
actual results differ materially from those anticipated in the
forward-looking statements.
Information About Non-GAAP Financial Measures
As used herein, “GAAP” refers to accounting principles
generally accepted in the United States of America. To supplement
our financial statements included in our annual and quarterly
reports filed with the SEC, which financial statements are prepared
and presented in accordance with GAAP, this earnings release
includes proforma net loss, a financial measure that is considered
a non-GAAP financial measure as defined in Rule 101 of Regulation G
promulgated by the Securities and Exchange Commission. Generally, a
non-GAAP financial measure is a numerical measure of a
company’s historical or future performance, financial
position, or cash flows that either excludes or includes amounts
that are not normally excluded or included in the most directly
comparable measure calculated and presented in accordance with
GAAP. The presentation of this non-GAAP financial information is
not intended to be considered in isolation or as a substitute for,
or superior to, the financial information prepared and presented in
accordance with GAAP.
We use proforma net loss, proforma earnings per share (EPS) and
other non-GAAP financial measures for internal financial and
operational decision-making purposes and to evaluate
period-to-period comparisons of the performance and results of
operations of our business. Our management believes these non-GAAP
financial measures provide meaningful supplemental information
regarding the performance of our business by excluding non-cash
stock compensation charges, non-cash interest charges on
convertible debt, and non-cash prepaid in-kind advertising charges
that may not be indicative of our recurring core business operating
results. These non-GAAP financial measures also facilitate
management’s internal planning and comparisons to our
historical performance and liquidity. We believe these non-GAAP
financial measures are useful to investors as they allow for
greater transparency with respect to key metrics used by management
in its financial and operational decision making and are used by
our institutional investors and the analyst community to help them
analyze the performance and operational results of our core
business.
Proforma Net Loss and
EPS. We define Proforma
Net Loss as net loss calculated in accordance with GAAP, but
excluding non-cash stock compensation charges, non-cash interest
charges on convertible debt (including accrued periodic interest,
periodic or accelerated amortization of debt discount charges and
charges related to convertible debt related beneficial conversion
features), and noncash amortization on noncash intangible assets.
Proforma EPS is defined as Proforma net income divided by the
weighted average outstanding shares, on a fully diluted basis,
calculated in accordance with GAAP, for the respective reporting
period.
Due to the inherent volatility in stock prices, the use of
estimates and assumptions in connection with the valuation and
expensing of share-based awards and the variety of award types that
companies can issue under FASB ASC Topic 718, management believes
that providing a non-GAAP financial measure that excludes non-cash
stock compensation allows investors to make meaningful comparisons
between our recurring core business operating results and those of
other companies period to period, as well as providing our
management with a critical tool for financial and operational
decision making and for evaluating our own period-to-period
recurring core business operating results.
Non-cash interest charges related to convertible debt outstanding,
if any, including accrued periodic interest, periodic or
accelerated amortization of debt discount charges and charges
related to convertible debt related beneficial conversion features,
primarily reflects the attribution of value to common stock
purchase warrants and the beneficial conversion feature embedded in
the convertible debt instruments, and the expensing of these
amounts on a straight-line basis over the term of the convertible
debt as additional interest cost related to the debt. These
non-cash amounts are reflected in other expense and are not
expenses associated with our core business operations. Management
believes that providing a non-GAAP financial measure that excludes
non-cash interest charges allows investors to make meaningful
comparisons between our recurring core business operating results
and those of other companies period to period, as well as providing
our management with a critical tool for financial and operational
decision making and for evaluating our own period-to-period
recurring core business operating results.
Due to the use of estimates and assumptions pursuant to the
guidance set forth in FASB ASC Topic 805 in connection with the
valuation of assets acquired and liabilities assumed in connection
with business combinations, for all stock purchase consideration
transactions management believes that providing a non-GAAP
financial measure that excludes non-cash amortization related to
these assets acquired allows investors to make meaningful
comparisons between our recurring core business operating results
and those of other companies period to period, as well as providing
our management with a critical tool for financial and operational
decision making and for evaluating our own period-to-period
recurring core business operating results.
There are several limitations related to the use of proforma net
loss and EPS versus net loss EPS calculated in accordance with
GAAP. For example, non-GAAP net loss excludes the impact of
significant non-cash stock compensation and debt related interest
charges that are or may be recurring, and that may or will continue
to be recurring for the foreseeable future. In addition, non-cash
stock compensation is a critical component of our employee
compensation and retention programs and the cost associated with
common stock purchase warrants and beneficial conversion features
embedded in convertible debt outstanding is a critical component of
the cost of debt financings. Management compensates for these
limitations by providing specific information regarding the GAAP
amounts excluded from non-GAAP net loss and evaluating non-GAAP net
loss in conjunction with net loss and EPS calculated in accordance
with GAAP.
The accompanying table below titled
“Reconciliation of GAAP to Non-GAAP Financial
Information” provides a reconciliation of the non-GAAP
financial measures presented to the most directly comparable
financial measures prepared in accordance with
GAAP.
Investor Relations:
Cody Slach and Sophie Pearson
Gateway Investor Relations
(949) 574-3860
Media Contact:
Gillian Sheldon
(213) 718-3880
SUPER LEAGUE GAMING, INC.
CONDENSED BALANCE SHEETS
(Unaudited)
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Assets
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Cash
|
$31,455,000
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$7,942,000
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Accounts
receivable
|
1,721,000
|
588,000
|
|
Prepaid
expenses and other current assets
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900,000
|
837,000
|
|
Total current assets
|
34,076,000
|
9,367,000
|
|
|
|
|
|
Property
and Equipment, net
|
122,000
|
138,000
|
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Intangible
and Other Assets, net
|
20,221,000
|
1,907,000
|
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Goodwill
|
46,804,000
|
2,565,000
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Total assets
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$101,223,000
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$13,977,000
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|
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Liabilities
|
|
|
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Accounts
payable and accrued expenses
|
$2,808,000
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$1,829,000
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Deferred
Revenue
|
142,000
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-
|
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Total current liabilities
|
2,950,000
|
1,829,000
|
|
|
|
|
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Long-term
note payable
|
-
|
1,208,000
|
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Deferred
tax liability
|
-
|
-
|
|
Total Liabilities
|
2,950,000
|
3,037,000
|
|
|
|
|
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Stockholders’ Equity
|
|
|
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Common
Stock
|
45,000
|
25,000
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Additional
paid-in capital
|
209,703,000
|
115,459,000
|
|
Accumulated
deficit
|
(111,475,000)
|
(104,544,000)
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|
Total stockholders’ equity
|
98,273,000
|
10,940,000
|
|
Total liabilities and stockholders’ equity
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$101,223,000
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$13,977,000
|
SUPER LEAGUE GAMING, INC.
CONDENSED STATEMENTS OF OPERATIONS
(Unaudited)
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|
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REVENUE
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$1,084,000
|
$324,000
|
$1,872,000
|
$567,000
|
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COST OF REVENUE
|
(533,000)
|
(116,000)
|
(875,000)
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(233,000)
|
|
|
|
|
|
|
|
GROSS PROFIT
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551,000
|
208,000
|
997,000
|
334,000
|
|
|
|
|
|
|
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OPERATING EXPENSES
|
|
|
|
|
|
Selling,
marketing and advertising
|
1,934,000
|
1,256,000
|
3,417,000
|
2,529,000
|
|
Technology
and platform development
|
2,497,000
|
1,685,000
|
4,100,000
|
3,590,000
|
|
General and
administrative
|
2,433,000
|
1,826,000
|
4,419,000
|
3,922,000
|
|
Total
operating expenses
|
6,864,000
|
4,767,000
|
11,936,000
|
10,041,000
|
|
|
|
|
|
|
|
NET OPERATING LOSS
|
(6,313,000)
|
(4,559,000)
|
(10,939,000)
|
(9,707,000)
|
|
|
|
|
|
|
|
OTHER INCOME (EXPENSE)
|
|
|
|
|
|
Interest
expense
|
(2,000)
|
(2,000)
|
(5,000)
|
(2,000)
|
|
Other
|
1,216,000
|
1,000
|
1,220,000
|
15,000
|
|
OTHER INCOME (EXPENSE)
|
1,214,000
|
(1,000)
|
1,215,000
|
13,000
|
|
|
|
|
|
|
|
LOSS BEFORE BENEFIT FROM INCOME TAXES
|
(5,099,000)
|
(4,560,000)
|
(9,724,000)
|
(9,694,000)
|
|
|
|
|
|
|
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BENEFIT FOR INCOME TAXES
|
2,793,000
|
-
|
2,793,000
|
-
|
|
|
|
|
|
|
|
NET LOSS
|
$(2,306,000)
|
$(4,560,000)
|
$(6,931,000)
|
$(9,694,000)
|
|
|
|
|
|
|
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Net loss attributable to common stockholders - basic and
diluted
|
|
|
|
|
|
Basic and
diluted loss per common share
|
$(0.08)
|
$(0.48)
|
$(0.29)
|
$(1.07)
|
|
Weighted-average
number of shares outstanding, basic and diluted
|
$27,165,755
|
$9,548,000
|
$23,525,528
|
$9,066,000
|
SUPER LEAGUE GAMING, INC.
Reconciliation of GAAP to Non-GAAP Financial
Information
(Unaudited)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
GAAP net loss
|
$(2,306,000)
|
$(4,560,000)
|
$(6,931,000)
|
$(9,694,000)
|
|
Add
back:
|
|
|
|
|
|
Non-cash
stock compensation
|
561,000
|
397,000
|
972,000
|
1,099,000
|
|
Non-cash
amortization of intangibles
|
251,000
|
-
|
251,000
|
-
|
|
Noncash
benefit for income taxes
|
(2,793,000)
|
-
|
(2,793,000)
|
-
|
|
Other
noncash items
|
(1,213,000)
|
107,000
|
(1,213,000)
|
413,000
|
|
Proforma net loss
|
$(5,500,000)
|
$(4,056,000)
|
$(9,714,000)
|
$(8,182,000)
|
|
|
|
|
|
|
|
Pro forma
non-GAAP net earnings (loss) per common share —
diluted
|
$(0.20)
|
$(0.42)
|
$(0.41)
|
$(0.90)
|
|
Non-GAAP
weighted-average shares — diluted
|
27,165,755
|
9,548,000
|
23,525,528
|
9,066,000
|
SUPER LEAGUE GAMING, INC.
CONDENSED STATEMENT OF CASH FLOWS
(Unaudited)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Operating Activities
|
|
|
|
Net
loss
|
$(6,931,000)
|
$(9,694,000)
|
|
Adjustments
to reconcile net loss to net cash used in operations:
|
|
|
|
Depreciation
and amortization
|
801,000
|
854,000
|
|
Stock-based
compensation
|
972,000
|
1,099,000
|
|
Gain on
loan forgiveness
|
(1,213,000)
|
-
|
|
Change in
valuation allowance
|
(2,793,000)
|
-
|
|
Changes in assets and liabilities
|
|
|
|
Accounts
Receivable
|
134,000
|
(204,000)
|
|
Prepaid
Expenses and Other Assets
|
79,000
|
(484,000)
|
|
Accounts
payable and accrued expenses
|
(991,000)
|
(5,000)
|
|
Deferred
Revenue
|
12,000
|
(151,000)
|
|
Accrued
interest on notes
|
5,000
|
-
|
|
Net Cash Used in Operating Activities
|
(9,925,000)
|
(8,585,000)
|
|
|
|
|
|
Investing Activities
|
|
|
|
Cash
acquired in connection with Mobcrush Acquisition
|
586,000
|
-
|
|
Purchase of
property and equipment
|
(11,000)
|
(6,000)
|
|
Capitalization
of software development costs
|
(437,000)
|
(691,000)
|
|
Acquisition
of other intangibles
|
(137,000)
|
(72,000)
|
|
Net Cash Used in Investing Activities
|
1,000
|
(769,000)
|
|
|
|
|
|
Financing Activities
|
|
|
|
Proceeds
from issuance of common stock, net
|
33,399,000
|
5,953,000
|
|
Proceeds
from long-term note payable
|
-
|
1,200,000
|
|
Proceeds
from stock option exercises
|
38,000
|
-
|
|
Net Cash Provided by Financing Activities
|
33,437,000
|
7,153,000
|
|
|
|
|
|
Net Cash
Increase (decrease) for the Period
|
23,513,000
|
(2,201,000)
|
|
Cash at Beginning of the Period
|
7,942,000
|
8,442,000
|
|
Cash at End of the Period
|
$31,455,000
|
$6,241,000
|
Super League Establishes Young
Gamer and
Core Gamer Audience Networks;
Bolstered by Acquisition of Bannerfy,
a Creator Monetization Platform
Santa Monica, Calif. - (August
12, 2021) - Super
League Gaming (Nasdaq: SLGG), a
global leader in video gaming and esports experiences and
entertainment for players of all ages, announced today the
formation of its Young Gamer Network
and Core Gamer Network
to continue driving elevated levels of
audience engagement and awareness for the company’s roster of
high-profile advertisers, sponsors, and partners. In addition, the
company announced the acquisition of Bannerfy,
an intelligent technology platform that enables digital video and
live streaming creators to collaborate with tier one sponsors on
their social media channels including YouTube through scalable and
custom premium placements.
Recent brand partners focused on reaching young
gamers through Super League programs include Moose Toys, ASTRO
Gaming, Logitech G, and DTS Sound Space, all of whom participated
in the Company’s Summer Moonjam digital music event and live
stream, hosted within Minehut,
the hub of Super League’s Minecraft community. The company
also created a custom in-game Roblox campaign for Nickelodeon to
promote the launch of the Patrick Star Show. Recent sponsors
choosing to grow awareness and engagement with 18-34 year-old
gamers through Super League have included Hyundai, Sega, and Square
Enix.
“The increased level of excitement about Super League from
ongoing and new partners since closing the acquisition of Mobcrush
has been remarkable,” said Matt Edelman, Chief Commercial
Officer of Super League Gaming. “After integrating Mobcrush
into the company, we saw a natural opportunity to establish clear
audience segments around distinct demographics of gamers we now
reach across every critical touch point - in-game, in-stream,
in-content, and through compelling digital, and hopefully soon
again, in-person experiences.”
Super League’s Young Gamers Network
enables unique reach to gamers under
18 and includes:
●
Minehut,
the largest Minecraft server community host in North America with
more than 4 million registered users
●
Mineville,
an official Minecraft Bedrock server reaching more than 20 million
players annually
●
Pixel
Paradise, the recently launched first-ever official Minecraft
Bedrock server to prioritize role playing
●
Multiple original series on Snapchat,
including Taking Shape
featuring Minecraft gameplay,
and Sticks
N Stones featuring Animal
Crossing
●
Partnerships
with a growing number of Roblox game developers and media
platforms
●
An expanding presence on Tik Tok highlighted by
the Super League
Gaming and Minehut
channels
The company’s Core Gamers Network
presents opportunities to engage
gamers 18-34 and includes:
●
Mobcrush’s
reach across digital live streaming
platforms to a Nielsen-verified U.S. audience of 85 million monthly
(December 2020) through more than 7.7 billion annual
views
●
Access to
more than 200,000 AI-generated gameplay highlights featuring many
of the world’s most popular titles
●
Super League’s esports invitational
tournament series, Super League
Arena, which has inspired more
than 65 million views year-to-date across Twitch, YouTube, and Tik
Tok, featuring semi-pro and top amateur players competing in titles
such as League of Legends, Valorant, Rocket League, Apex Legends,
CS:GO, and more.
●
The Framerate social media network comprised of
eight channels across Instagram
and Tik Tok
featuring user generated gameplay
highlights spanning more than a dozen popular games, delivering
more than 30 million social video views per
month
The acquisition of Bannerfy reinforces Super League’s
commitment to helping creators monetize their fan base as they seek
to turn their passion into their livelihood. Brands now will be
able to access additional premium inventory from creators through
Super League to establish an organic connection with their fans and
followers. Bannerfy’s industry-leading solution reduces the
friction between creators and sponsors by delivering a seamless way
for sponsors to be present in the creator’s native
environment. Based in the United Kingdom and having already
onboarded a healthy roster of European gaming creators and brand
partners, and as the first international acquisition by Super
League, Bannerfy represents an immediate path to expanding Super
League’s advertising and sponsorship partner
base.
“The Bannerfy technology platform will be a revenue
accelerator for Super League. Mobcrush creators globally will be
able to monetize an additional component of their channels, and
brands targeting creators outside of the US now will have access to
the video inventory available through Mobcrush’s Sponsored
Live Breaks product offering,” said Mike Wann, Chief Strategy
Officer of Super League. “Regardless of size, qualified
creators can begin cherry-picking the brands they want to work with
and have transparent visibility into their inventory value across
social platforms.”
“We are thrilled to be part of the Super League
family,” said Bill Roberts, Founder of Bannerfy. “They
share our mission to empower creators to monetize their passions.
Now creators have access to a suite of tools like never before
– including homepage takeovers, custom product placement, and
more. The way our platform integrates into Super League’s
existing networks is a win for creators - and the brands that love
them - everywhere.”
About Super League Gaming
Super League Gaming (Nasdaq: SLGG) is a
leading video game entertainment and experiences company that gives
tens of millions of players multiple ways to create, connect,
compete, and enjoy the video games they love. Fueled by proprietary
and patented technology systems, the company’s offerings
include gameplay properties in which young gamers form vibrant
in-game communities, content creation platforms that power live
broadcasts and on-demand video series that generate billions of
views annually across the world’s biggest distribution
channels, and competitive gaming tournaments featuring many of the
most popular global titles. Through partnerships with top consumer
brands, in-game player and brand monetization, and a fully virtual
cloud-based video production studio, Super League is building a
broadly inclusive business at the intersection of content creation,
creator monetization, and both casual and competitive gameplay. For
more, go to superleague.com.
About Bannerfy
Bannerfy brings creators and audiences together. Our automated
platform helps brands quickly and seamlessly connect across social
assets and reach a global audience.
Investor Relations:
Cody Slach and Sophie Pearson
Gateway Investor Relations
(949) 574-3860
SLG@gatewayir.com
Media Contact:
Gillian Sheldon
Super League
Forward-Looking Statements
Safe Harbor Statement under the Private Securities Litigation
Reform Act of 1995. Statements in this press release that are not
strictly historical are “forward-looking” statements
within the meaning of Section 27A of the Securities Act of 1933, as
amended, and Section 21E of the Securities Exchange Act of 1934, as
amended. These statements involve substantial risks, uncertainties
and assumptions that could cause actual results to differ
materially from those expressed or implied by such statements.
Forward-looking statements in this communication include, among
other things, statements about our possible or assumed business
strategies, potential growth opportunities, new products, potential
market opportunities, statements about the acquisition of Bannerfy,
the anticipated results of the Company after the acquisition of
Bannerfy, and the rise in revenue due to the Company's acquisition
of Bannerfy. Risks and uncertainties include, among other things,
changes that may prohibit the closing of the Bannerfy acquisition;
inability to realize the anticipated benefits of the acquisition of
Bannerfy; the existence of unknown liabilities that may or may not
be within our control; attracting new customers and maintaining and
expanding our existing customer base; our ability to scale and
update our platform to respond to customers’ needs and rapid
technological change; increased competition on our market and our
ability to compete effectively, and expansion of our operations and
increased adoption of our platform internationally. Additional
risks and uncertainties that could affect our business are included
in the section titled “Risk Factors” and
“Management’s Discussion and Analysis of Financial
Condition and Results of Operations” in our Annual Report on
Form 10-K for the year ended December 31, 2020, and other filings
that we make from time to time with the Securities and Exchange
Commission which, once filed, are available on the SEC’s
website at www.sec.gov. In addition, any forward-looking statements
contained in this communication are based on assumptions that we
believe to be reasonable as of this date. Except as required by
law, we assume no obligation to update these forward-looking
statements, or to update the reasons if actual results differ
materially from those anticipated in the forward-looking
statements.