Super League Gaming, Inc. builds and operates networks of games, monetization tools, and content channels across metaverse gaming platforms that empower developers, energize players, and entertain fans. The company's solutions provide access to an audience consisting of players in the metaverse environments, fans of various gaming influencers, and viewers of gameplay content across social media and digital video platforms. The company's platform includes access to in-game communities, a metaverse advertising platform, and a network of highly viewed channels and original shows on Instagram, TikTok, Snap, YouTube, and Twitch, as well as cloud-based livestream production tools and an esports invitational tournament series. Its properties also deliver opportunities for brands and advertisers to achieve insights and marketing outcomes with gamers of various ages. The company was formerly known as Nth Games, Inc. and changed its name to Super League Gaming, Inc. in June 2015. Super League Gaming, Inc. was incorporated in 2014 and is headquartered in Santa Monica, California.
AI Generated Analysis | Feedback
Here are 1-3 brief analogies for Super League Enterprise (SLE):
A Little League for esports, organizing competitions and creating content for everyday gamers.
A YouTube or Twitch for amateur esports, where everyday gamers can compete, create, and consume content.
AI Generated Analysis | Feedback
- Professional Football Club Management: This service involves overseeing the operations, administration, and performance of professional football clubs.
- Commercial Rights Exploitation: This service focuses on monetizing various commercial assets of football clubs, including sponsorships, broadcasting rights, merchandise sales, and ticketing.
AI Generated Analysis | Feedback
Super League Enterprise (SLE) primarily sells its services to other companies, acting as a B2B (Business-to-Business) provider in the esports and gaming content space. Its major customers are typically brands, game publishers, and media platforms that seek to engage with the gaming audience, promote their products/games, or distribute gaming content.
Based on publicly available information, including partnerships and advertising clients, some of Super League Enterprise's major customers and partners include:
- Microsoft Corporation (Symbol: MSFT) - Engages through its Mojang Studios (Minecraft) and Xbox divisions for community engagement, content, and events.
- Alphabet Inc. (Symbol: GOOGL) - Partners for content distribution and audience engagement, particularly through its YouTube platform.
- Meta Platforms, Inc. (Symbol: META) - Collaborates on content and community initiatives, especially via Facebook Gaming.
- Logitech International S.A. (Symbol: LOGI) - A frequent sponsor and advertising partner, promoting its gaming peripherals to Super League's audience.
- The Coca-Cola Company (Symbol: KO) - Utilizes Super League's platforms for advertising and brand engagement with the gaming demographic.
AI Generated Analysis | Feedback
```html
Ann Hand Executive Chair
Ann Hand co-founded Super League Gaming in 2014. She served as CEO and President of Super League from 2015, guiding it from a pre-revenue business to a publicly traded entity, until transitioning to Executive Chair in March 2025. Prior to Super League, Ms. Hand was CEO and a director of Project Frog, a venture-backed firm, from 2009 to 2015. From 1998 to 2008, she held various senior executive positions at BP plc, including Senior Vice President of Global Brand Marketing & Innovation and Chief Executive of the Global Liquefied Gas Business Unit, which had $3 billion in annual revenue. She also worked at McDonald's and Mobil Oil Corporations.
Matt Edelman President & CEO
Matt Edelman was appointed President & CEO of Super League Enterprise in January 2023. He previously served as President & Chief Commercial Officer, overseeing the company's revenue, marketing, content, and business development. Mr. Edelman is the owner of PickTheBrain, a digital self-improvement business. He has founded and/or served in executive positions at multiple early-stage digital media companies, including as CEO of Glossi (previously ThisNext) from 2010 to 2013. From 2014 to 2017, he was the Head of Digital Operations and Marketing Solutions at WME-IMG (now Endeavor) and assisted with the formation of ELEAGUE. Earlier in his career, he was an entertainment industry executive at Marvel, helping build its film and television business and launching Marvel.com.
Clayton Haynes Chief Financial Officer & Secretary
Clayton Haynes was appointed Chief Financial Officer of Super League Enterprise in August 2018. From 2001 to August 2018, Mr. Haynes served as Chief Financial Officer, Senior Vice President of Finance, and Treasurer of Acacia Research Corporation (NASDAQ: ACTG), an intellectual property licensing and technology investment company. Prior to 2001, he held various positions starting in 1992.
```
AI Generated Analysis | Feedback
The key risks to Super League Enterprise (SLE) primarily revolve around its financial viability and ability to sustain operations in a highly competitive market.
- Going Concern / Financial Instability: Super League Enterprise has consistently incurred significant losses since its inception and continues to face a severe cash shortage. Auditors have raised substantial doubt about the company's ability to continue as a going concern, indicating that without sufficient additional financing, the company may be unable to execute its business strategy and could be required to cease operations. The company also has negative shareholder equity and a low current ratio, further highlighting financial distress.
- Nasdaq Delisting Risk: The company has received notifications from Nasdaq regarding non-compliance with listing requirements, specifically failing to maintain the minimum bid price of $1.00 per share and not holding an annual meeting of stockholders. Failure to resolve these issues by the specified deadlines could lead to the delisting of its common stock, which would significantly impact its ability to raise capital and its public perception.
- Inability to Achieve and Sustain Profitability Amidst Intense Competition: Super League Enterprise operates in a highly competitive and rapidly changing industry, facing intense competition from global technology leaders and entertainment companies. The company's growth strategy requires significant investments in technology, marketing, and international expansion, but there is no guarantee these investments will yield expected benefits or that the company will achieve or sustain profitability. Recent revenue shortfalls, partly attributed to customer hesitance and safety concerns related to platforms like Roblox, further complicate its path to profitability.
AI Generated Analysis | Feedback
One clear emerging threat for Super League Enterprise (Super League Gaming) is the increasing trend of major game publishers to vertically integrate and consolidate control over their game's esports ecosystems. Publishers such as Riot Games (League of Legends, Valorant), Activision Blizzard (Overwatch League, Call of Duty League), and Epic Games (Fortnite) are extensively building out their own amateur leagues, professional circuits, broadcasting operations, and content creation. This direct control over intellectual property, player bases, and fan engagement allows them to offer more integrated and potentially exclusive esports experiences. This trend threatens third-party esports organizers and content producers like Super League Gaming by potentially marginalizing their role, limiting their access to popular game titles, and directly competing for audience attention and sponsorship revenue.
AI Generated Analysis | Feedback
Super League Enterprise (SLE) operates in several addressable markets related to playable media, immersive experiences, gaming content creation, and esports. The estimated sizes for these markets are as follows:
Playable Media and Immersive Experiences
- Global Virtual Content Creation Market: This market, which encompasses immersive experiences, was valued at approximately USD 6.0 billion in 2023 and is projected to reach around USD 47.3 billion by 2032.
- North American Virtual Content Creation Market: In 2022, North America held a significant share, with revenues amounting to USD 1.32 billion.
- Global In-Game Advertising Market: Valued at USD 8.65 billion in 2024, this market is projected to expand to USD 19.64 billion by 2033. Super League Enterprise also notes that the broader in-game advertising market is expected to reach $56 billion in 2024, targeting traditional internet and social media advertising dollars as 3D virtual world platforms behave like the next generations of social media.
Gaming Content Creation and Media Solutions
- Global Digital Content Creation Market: This market was estimated at USD 32.28 billion in 2024 and is projected to grow to USD 69.80 billion by 2030.
- North American Digital Content Creation Market: North America held the largest share, at 33.4%, in 2024.
- Global Gaming Video Content Market: Valued at USD 7.31 billion in 2021, this market is expected to surge to USD 31.63 billion by 2028.
- North American Gaming Video Content Market: North America held the highest market share in this segment.
Esports
- Global Esports Market: The global esports market size was valued at USD 2.08 billion in 2024 and is estimated to reach USD 10.06 billion by 2033. Other estimates for the global market include USD 3.5 billion in 2024, projected to reach nearly USD 9.7 billion by 2034.
- North American Esports Market: This region accounted for over 30% of the global market in 2024 and is projected to dominate with a 38.7% share in 2025.
- U.S. Esports Market: The U.S. esports market is projected to reach an estimated value of USD 289.6 million by 2032.
- Global Youth Esports Industry: This specific segment is on track to reach nearly $1.8 billion in revenue.
AI Generated Analysis | Feedback
Here are the 3-5 expected drivers of future revenue growth for Super League Enterprise (SLE) over the next 2-3 years:
- Expansion into Mobile Gaming and the TikTok Ecosystem: Super League Enterprise is strategically expanding its presence in mobile gaming and the TikTok ecosystem, which are identified as significant growth opportunities. This expansion is expected to diversify revenue streams and capture younger audiences. The company anticipates revenue from its TikTok initiatives to scale across 2026 through various content, commerce, and campaign activations. Mobile gaming has already grown to constitute approximately 15% of total revenue, with projections for further growth.
- Strategic Partnerships and Collaborations: Super League Enterprise is actively pursuing and deepening strategic partnerships and collaborations to enhance its market reach and product offerings. Examples include expanding its partnership with Meta-Stadiums, establishing a partnership with AdArcade to boost mobile gaming revenue, and an exclusive sales deal with ES3 for connected TV platforms. The company's CEO has highlighted that partnerships, such as with Evo Fund, will provide strategic support and access to a global network.
- Development and Launch of New Products and Services: The company is focused on introducing new products and services to create additional revenue streams. A notable example is the launch of "Roadtrends Pro," a subscription product for Roblox trend intelligence. Additionally, Super League is advancing plans to implement a digital asset strategy, indicating a move towards innovative offerings.
- Enhanced Sales Efforts and Market Penetration: Super League Enterprise is demonstrating success in expanding its sales efforts, particularly in key markets. For instance, its East Coast sales revenue increased significantly by 150% through June 30, 2025, compared to the first half of 2024. This growth is attributed to new regional leadership and an expanded sales team, suggesting continued focus on broadening market penetration.
- Focus on Higher-Margin Revenue Streams and Operational Efficiency: The company is prioritizing a shift towards higher-margin revenue and has made substantial progress in improving operational efficiency. This focus has resulted in an increase in gross margin to 44% in Q2 2025, up from 38% in fiscal year 2024. While not a direct revenue driver, this strategy leads to improved profitability, enabling Super League to reinvest in growth initiatives and achieve sustainable expansion.
AI Generated Analysis | Feedback
Share Issuance
- Super League Enterprise completed a private placement financing in October 2025, securing $20 million in total gross proceeds from common stock, pre-funded warrants, and warrants.
- In July 2025, the company secured a $4.5 million convertible note and a $20 million equity line of credit.
- Super League implemented a 1-for-40 reverse stock split in June 2025 to meet Nasdaq listing requirements.
Inbound Investments
- Evo Fund made a $10 million strategic equity investment in October 2025, which anchored a larger private placement for Super League Enterprise.
- The company secured a $4.5 million convertible note in July 2025.
- Super League also obtained a $20 million equity line of credit in July 2025.
Outbound Investments
- Super League Enterprise acquired Supersocial, an award-winning production studio and creative agency focused on the Roblox platform, in May 2025.