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8-K - CURRENT REPORT - Super League Gaming, Inc. | slgg8k_aug122021.htm |
EX-99.1 - EARNINGS RELEASE - Super League Gaming, Inc. | ex99-1.htm |
Exhibit 99.2

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
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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
●
And now,
Bannerfy!
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.”
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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
gillian.sheldon@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, 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.
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