Super League Enterprise, Inc. - Annual Report: 2020 (Form 10-K)
UNITED
STATES
SECURITIES
AND EXCHANGE COMMISSION
Washington,
D.C. 20549
FORM 10-K
(Mark One)
[X] ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES
EXCHANGE ACT OF 1934
For the fiscal year ended December 31, 2020
OR
[ ] TRANSITION REPORT UNDER
SECTION 13 OR 15(d) OF THE EXCHANGE ACT OF 1934
From the transition period
from to
Commission File Number 001-38819
SUPER LEAGUE GAMING, INC.
(Exact name of small business issuer as specified in its
charter)
Delaware
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47-1990734
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(State or other jurisdiction of incorporation or
organization)
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(IRS Employer Identification No.)
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2912 Colorado Ave., Suite #203
Santa Monica, California 90404
(Address of principal executive offices)
Company: (802) 294-2754; Investor Relations:
949-574-3860
(Issuer’s telephone number)
Securities registered pursuant to Section 12(b) of the
Act:
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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Indicate by check mark if the registrant is a well-known seasoned
issuer, as defined in Rule 405 of the Securities
Act. Yes [
] No [X]
Indicate by check mark if the registrant is not required to
file reports pursuant to Section 13 or Section 15(d) of the
Act. Yes [ ] No
[X]
Indicate by check mark whether the registrant (1) has filed
all reports required to be filed by Section 13 or 15(d) of
the Securities Exchange Act of 1934 during the preceding 12 months
(or for such shorter period that the registrant was required to
file such reports), and (2) has been subject to such
filing requirements for the past 90 days. Yes [X] No [
]
Indicate by check mark whether the registrant has submitted
electronically every Interactive Data File required to be submitted
pursuant to Rule 405 of Regulation S-T (§ 232.405 of this
chapter) during the preceding 12 months (or for such shorter period
that the registrant was required to submit such
files). Yes
[X] No [ ]
Indicate
by check mark if disclosure of delinquent filers pursuant to Item
405 of Regulation S-K is not contained herein, and will not be
contained, to the best of registrant’s knowledge, in
definitive proxy or information statements incorporated by
reference in Part III of this Form 10-K or any amendment to this
Form 10-K. [ ]
Indicate by check mark whether the registrant is a large
accelerated filer, an accelerated filer, a
non-accelerated filer, a smaller reporting company, or an
emerging growth company. See the definitions of “large
accelerated filer,” “accelerated
filer,” “smaller reporting company,” and
"emerging growth company" in Rule 12b-2 of the Exchange
Act.
Large
accelerated filer
|
☐
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Accelerated
filer
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☐
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Non–Accelerated
filer
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☐
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Small
reporting company
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☒
|
|
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Emerging
growth company
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☒
|
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. [ ]
Indicate by check mark whether the registrant is a shell company
(as defined in Rule 12b-2 of the Act). [ ] Yes [X] No
The
aggregate market value of the common stock of the registrant held
by non-affiliates of the registrant on June 30, 2020, the last
business day of the registrant's second fiscal quarter was
approximately $24,097,000.
As of March 15, 2021, there
were 21,608,144 shares of the
registrant’s common stock, $0.001 par value, issued and
outstanding.
DOCUMENTS INCORPORATED BY REFERENCE
Items 10, 11, 12, 13 and 14 of Part III incorporate by
reference certain information from Super League Gaming,
Inc.’s definitive proxy statement, to be filed with the
Securities and Exchange Commission on or before April 30,
2021.
TABLE OF CONTENTS
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F-26
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References in this Annual Report on Form 10-K to “Super
League Gaming, Inc.” “Company,” “we,”
“us,” “our,” or similar references mean
Super League Gaming, Inc. References to the “SEC” refer
to the U.S. Securities and Exchange Commission.
i
This Annual Report on Form 10-K (this “Report”)
contains forward-looking statements that involve substantial risks
and uncertainties. The forward-looking statements are contained
principally in the sections of this Report entitled
“Risk Factors,” “Management’s
Discussion and Analysis of Financial Condition and Results of
Operations” and “Business,” but are also
contained elsewhere in this Report. In some cases, you can identify
forward-looking statements by the words “anticipate,”
“believe,” “continue,” “could,”
“estimate,” “expect,” “intend,”
“may,” “might,” “objective,”
“ongoing,” “plan,” “predict,”
“project,” “potential,”
“should,” “will,” or “would,”
or the negative of these terms, or other comparable terminology
intended to identify statements about the future. These statements
involve known and unknown risks, uncertainties and other factors
that may cause our actual results, levels of activity, performance
or achievements to be materially different from the information
expressed or implied by these forward-looking statements. Although
we believe that we have a reasonable basis for each forward-looking
statement contained in this Report, we caution you that these
statements are based on a combination of facts and factors
currently known by us and our expectations of the future, about
which we cannot be certain. Forward-looking statements include
statements about:
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overall strength and stability of general economic conditions and
of the electronic video game sports (“esports”)
industry in the United States and globally;
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changes in consumer demand for, and acceptance of, our services and
the games that we license for our tournaments and other
experiences, as well as online gaming in general;
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changes in the competitive environment, including adoption of
technologies, services and products that compete with our
own;
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our ability to generate consistent revenue;
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our ability to effectively execute our business plan;
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changes in the price of streaming services, licensing fees, and
network infrastructure, hosting and maintenance;
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changes in laws or regulations governing our business and
operations;
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our ability to maintain adequate liquidity and financing sources
and an appropriate level of debt on terms favorable to
us;
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our ability to effectively market our services;
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costs and risks associated with litigation;
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our ability to obtain and protect our existing intellectual
property protections, including patents, trademarks and
copyrights;
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our ability to obtain and enter into new licensing agreements with
game publishers and owners;
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●
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changes in accounting principles, or their application or
interpretation, and our ability to make estimates and the
assumptions underlying the estimates, which could have an effect on
earnings;
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●
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interest rates and the credit markets; and
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●
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other risks described from time to time in periodic and current
reports that we file with the SEC.
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ii
This list of factors that may affect future performance and the
accuracy of forward-looking statements is illustrative, but not
exhaustive. New risk factors and uncertainties not described here
or elsewhere in this Report, including in the sections entitled
“Risk Factors,” may emerge from time to time. Moreover,
because we operate in a competitive and rapidly changing
environment, it is not possible for our management to predict all
risk factors and uncertainties, nor can we assess the impact of all
factors on our business or the extent to which any factor, or
combination of factors, may cause actual results to differ
materially from those contained in any forward-looking statements
we may make. The forward-looking statements are also subject to the
risks and uncertainties specific to our Company, including but not
limited to the fact that we have a limited operating history as a
public company. In light of these risks, uncertainties and
assumptions, the future events and trends discussed in this Report
may not occur, and actual results could differ materially and
adversely from those anticipated or implied in the forward-looking
statements.
You should not rely upon forward-looking statements as predictions
of future events. Although we believe the expectations reflected in
the forward-looking statements are reasonable, we cannot guarantee
that the future results, levels of activity, performance and events
and circumstances reflected in the forward-looking statements will
be achieved or occur. Moreover, neither we nor any other person
assume responsibility for the accuracy and completeness of the
forward-looking statements. Except as required by applicable
law, including the securities laws of the United States, we do not
intend to update any of the forward-looking statements to conform
these statements to actual results.
You should read this Reports, any documents referenced herein and
those documents filed as exhibits to this Report with the
understanding that our actual future results, levels of activity,
performance and achievements may be materially different from what
we expect.
Use
of Market and Industry Data
This Report includes market and industry data that we have obtained
from third party sources, including industry publications, as well
as industry data prepared by our management on the basis of its
knowledge of and experience in the industries in which we operate
(including our management’s estimates and assumptions
relating to such industries based on that knowledge). Management
has developed its knowledge of such industries through its
experience and participation in these industries. While our
management believes the third-party sources referred to in this
Report are reliable, neither we nor our management have
independently verified any of the data from such sources referred
to in this Report or ascertained the underlying economic
assumptions relied upon by such sources. Furthermore, references in
this Report to any publications, reports, surveys or articles
prepared by third parties should not be construed as depicting the
complete findings of the entire publication, report, survey or
article. The information in any such publication, report, survey or
article is not incorporated by reference in this
Report.
Forecasts and other forward-looking information obtained from these
sources involve risks and uncertainties and are subject to change
based on various factors, including those discussed in sections
entitled “Forward-Looking Statements,” “Item 1A.
Risk Factors” and “Item 7. Management’s
Discussion and Analysis of Financial Condition and Results of
Operations” in this Report.
iii
PART
I
Item 1. Business.
Overview
Super League Gaming is a leading gaming community and content
platform that gives everyday gamers and creators multiple ways to
connect and engage with others while enjoying the video games they
love. Powered by patented, proprietary technology systems, Super
League offers players the ability to create gameplay-driven
experiences they can share with friends, the opportunity to watch
live streaming broadcasts and gameplay highlights across digital
and social channels, and the chance to compete in events and
challenges designed to celebrate victories and achievements across
multiple skill levels. With gameplay and content offerings
featuring more than a dozen of the top video game titles in the
world, Super League is building a broadly inclusive, global brand
at the intersection of gaming, experiences and entertainment.
Whether to access its expanding direct audience of young gamers,
creators and esports players, or to leverage the company’s
remote video production division, Virtualis Studios, third parties
ranging from consumer brands, video game publishers, professional
esports teams, traditional sports organizations, video content
producers, and more, are turning to Super League to provide
integrated solutions that drive business growth.
Super League has a mission to empower passionate players and
creators through proprietary tools to create gaming-centric content
that inspires connectivity and engagement for the greater good of
gaming. We offer brands and advertisers the opportunity to create
meaningful connections with one of the most sought-after audiences
in today’s media landscape – the engaged young gamer.
We generate revenues from (i) advertising, serving as a
marketing channel for brands and advertisers to reach their target
audiences of gamers across our network, (ii) content, curating and
distributing esports and entertainment content for our own network
of digital channels and media and entertainment partner channels,
and (iii) direct to consumer offers
including digital subscriptions, digital goods, gameplay access
fees and merchandise sales.
Our Business
We are a leading gaming community and content platform that gives
everyday players and creators multiple ways to connect and engage
with others while enjoying the video games they love. Our platform
offers competitive video gaming experiences, esports entertainment
and social connections to the large and underserved global audience
of what is estimated by Statista to be approximately three billion
gamers by the end of 2021. Our
focus is the avid, everyday, competitive amateur player and
related audience, representing the middle of the esports player
pyramid, as follows:
The
Esports Player Pyramid
______________________
* Based
on the average esports viewer, Nielsen Esports Playbook,
2017.
As a first-mover in defining the esports category for the everyday
gamer since 2015, we believe Super League is on the leading edge of
the rapidly growing competitive video gaming industry, which has
become an established and vital part of the entertainment
landscape. We believe there is a significant opportunity for the
world of mainstream competitive players who want their own esports
experience. These gamers are players who enjoy the competition, the
social interaction and community, and the entertainment value
associated with playing and watching others play.
Super League is a critically important component in providing the
infrastructure for mainstream competitive video gaming content and
gameplay, that is synergistic and accretive to the greater esports
ecosystem. Over the past five years, we believe we have become the
preeminent brand for gamers, by providing a proprietary software
platform that allows them to create, compete, socialize and
spectate gameplay and entertainment, both physically and digitally
online. In addition, our creator and player platform generates a
significant amount of derivative gameplay content for further
syndication beyond our own digital channels.
The fundamental driver of our business model and monetization
strategy is creating deep community engagement through our highly
personalized experiences that, when coupled with the critical mass
of our large digital audiences, provides the depth and volume for
premium content and offer monetization differentiated from a more
traditional, commoditized advertising model. The combination of our
physical venue network and digital programming channels, with Super
League’s cloud-based, digital products platform technology at
the hub, creates the opportunity for not just a share of the
player’s wallet, but also the advertiser’s wallet. We
do this by offering brand sponsors and advertisers a premium
marketing channel to reach elusive Generation Z and Millennial
gamers and creators and offering players ways to access exclusive
tournaments and programming.
Our
products range from offers that speak to a wide market of
competitive gamers through always on, highly participatory and
social gameplay, as well as offers that ladder to our more
heightened competitions and broadcasts. We work closely with
top-tier game publishers and brands to bring premium esports
entertainment to this under-served market of Generation Z and
Millennial for both the players and the viewers.
-1-
Digital Properties and Offerings
We have
created and grown our proprietary audience network, comprised of
our expanding content and creator-centric digital properties.
Collectively, Super League has more than 5.0 million registered
users and followers combined, and generated more than 169.0 million
average video views and impressions per month in fiscal
2020.
Our network and media platform includes social media, live
streaming, video-on-demand and website-based offerings that provide
players and creators with multiple forms of content designed to
celebrate their love of play and to support their limitless
creativity. Whether through gameplay highlights, live streamed
esports competitions, original lifestyle programming or custom
designed digital gameplay environments, Super League’s
audience is constantly creating, watching and engaging, making this
otherwise elusive demographic accessible at scale to ourselves and
our partners. In addition, our digital properties provide a level
of scale that can complement our physical esports events, which
bring players and spectators together across the U.S., both
digitally and physically. Live experiences provide another source
of content to augment our digital content library for what we
believe can be a next generation esports and entertainment content
network.
Our
primary digital properties and offerings include:
●
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Minehut: Attracting younger gamers and creators, Minehut is
an "always on" social and gaming portal for hundreds of thousands
of avid Minecraft players with on average, approximately 350,000
monthly unique users during 2020. Within Minehut is a vibrant
Minecraft community in which players create their own Minecraft
worlds where friends share, socialize and play together. The
Children’s Online Privacy and
Protection Act of 1998 (“COPPA”) compliant
platform offers a way for parents to secure private spaces for
their children’s gameplay to control who they are playing
with along with offering a unique marketing channel for
age-appropriate content. Equally , Minehut is a platform to allow
budding future creators an opportunity to share their content and
build their own player audiences.
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●
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Framerate: Framerate is one of the fastest growing social
video networks in gaming, with multiple channels on Instagram,
Facebook and Tik Tok, as well as original content series on
InstagramTV and FacebookWatch. Targeting more competitive,
young-adult gamers and creators, Framerate, enables any gamer
playing any game, anywhere to submit their own user-generated
highlight reel for recognition. Once submitted, the content becomes
ours to promote, repackage and monetize across other digital
channels. Combined with our proprietary digital channels, we
generate tens of millions of monthly views providing a marketing
channel for sponsors and advertisers to authentically reach gamers
and creators.
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SLG.TV: Focused on the widest breadth of gamers and creators
across all genres, ages and skill levels, SLG.TV offers esports
competitions and entertainment programming following the leagues,
the teams, and players. Content is available in both livestream and
on-demand video on superleague.com along with our branded Twitch,
YouTube and Facebook channels.
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Virtualis Studios: Virtualis Studios is our fully virtual
production studio providing proprietary, state-of-the-art, scalable
solutions for video, television, and branded content. Production
companies in need of experienced teams with a deep understanding of
remote production technologies and systems can rely on Virtualis
Studios’ expertise, developed through years of broadcasting
multi-location esports events. Whether for the creation and
broadcast of premium content, or for monitoring productions from
remote locations, Virtualis Studios supports a broad spectrum of
critical needs in today’s production
environment.
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City Clubs: A network of 24 city clubs in the US, Canada and
Mexico that aggregates gamers and creators across different genres
of games, ages and skill levels for digital and physical
competitions. Our city clubs currently consist of the
following:
|
-2-
Super League’s City Clubs
Key Performance Indicators (“KPIs”)
The
KPIs driving our business model are related to scalable offers
across our digital and physical footprint of gaming-centric offers
and entertainment. The significant growth we achieved in 2020 in
part, reflects the advancement of our technology platform, and the
acceleration of our audience growth through the expansion of our
digital network of online gameplay and viewing channels. A summary
of KPIs, and related growth for fiscal year 2020, compared to
fiscal year 2019 is as follows:
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2019
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2020
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Growth
|
Views and impressions (1)
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120,000,000
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2,031,615,000
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+17X Increase
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Registered users (2)
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950,000
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2,919,000
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+3X Increase
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Engagement hours (3)
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15,000,000
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72,205,000
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+4.8X Increase
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(1)
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Views
and impressions represent number of views of our video content
which is distributed on several platforms.
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(2)
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Registered
users represent individuals who have registered on our platform,
providing applicable identifying information, that have engaged
with our platform at some point.
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(3)
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Engagement
hours represent time spent engaging with Super League in the form
of participating in our experiences, viewing our content, and/or
spending time on our website.
|
-3-
Monetization
Advertising and Sponsorships
The
highly sought after Millennial and Generation Z audience is
increasingly difficult for brands to reach due to the proliferation
of new content distribution channels, ad-blocking technology and a
sentiment against overt marketing and promotion. Our ability to
uniquely aggregate a diverse user base across age ranges, skill
levels and game titles and embed direct authentic brand
integrations creates a base of high-quality, premium advertising
inventory attractive to brands and advertisers. We stand for
inclusive, fair and fun gameplay and entertainment and believe that
our brand is at the forefront of the mainstreaming of competitive
gaming and esports entertainment, which provides a positive access
point for both endemic and non-endemic brands to reach these
audiences.
Throughout
2020, we experienced significant growth in our audience, increasing
viewership and registered users, and expanded our premium
advertising inventory. We further developed our in-house direct
sales capability to monetize this ad inventory, as well as
increasing revenues generated from programmatic display and video
advertising units. We expect to continue to grow our adverting
pipeline across various verticals with the capability to give
brands and advertisers with targeted, high quality integrations
that warrant premium costs per impressions (“CPM”)
advertising rates.
Advertising and sponsorship revenue primarily consists of direct
sales activity along with programmatic advertising. The various
forms of advertising campaigns for competitive video gaming and
esports entertainment, digitally and physically,
include:
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Master
brand sponsorships;
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Tournament
and game specific sponsorships;
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City
Club sponsorships;
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Custom
digital programs for brands and advertisers both in-stream and
in-game; and
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Video
and display programmatic advertising.
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-4-
Content
Content related revenue is generated in connection with our
curation and distribution of esports and entertainment content for
our own network of digital channels and media and entertainment
partner channels. We distribute three primary types of content for
syndication and licensing, including: (1) our own original
programming content, (2) user generated content
(“UGC”), including online gameplay and gameplay
highlights, and (3) the creation of content for third parties
utilizing our remote production and broadcast
technology.
We generate revenues from our proprietary content by utilizing this
content to drive audience growth across our network and expand our
premium advertising inventory. In addition, the UGC can be
repackaged for further syndication and monetization to
third-parties seeking esports and entertainment content for their
own distribution channels. Tens of millions of hours of proprietary
content is generated through our platform per year providing us
with a sizable library of esports entertainment
content.
Additionally, we generate revenues from third-party partners who
seek our patented remote production and broadcast technology to
create content for their own digital channels to drive audience
engagement. From consumer brands and media companies, to game
publishers and professional esports teams, Virtualis Studios offers
a fully virtual, cloud-based production and broadcast studio
providing proprietary, state-of-the-art, scalable solutions
for video, television, and branded content. Virtualis
Studios’ is designed to enable thousands of simultaneous
gameplay and player cam feeds to be live streamed across dozens of
endpoints, and the integration of multiple technology solutions to
ensure any given project can be produced and monitored successfully
on a partially or fully-remote basis.
Direct to Consumer
Direct to consumer revenues are primarily comprised of revenues
generated from our Minehut digital property, which provides various
Minecraft server hosting services on a subscription basis, and
other digital goods to the Minecraft gaming
community. Gamers
and creators typically begin their relationship with Super League
by viewing content on our digital network, registering an email
address, and/or by participating in a free-to-play experience.
Users become more engaged by creating a profile to join our network
of players and creators and share more information about their
gaming interests and other attributes. Joining Super League and
Minehut is free, but we continue to focus on the monetization of
gamers as activity grows, with premium digital offers experiences
to expand their gameplay experience in
the form of digital subscriptions, digital goods and gameplay
access fees.
Our Vision
Our
vision is to make Super League Gaming a vital brand in the lives of
everyday gamers and creators. While the games are digital, our
players are human. In a world of increasing de-socialization, we
believe players and creators are increasingly seeking new ways to
create and share their content and deepen their bonds to each other
in their preferred virtual worlds. Our community platform provides
the tools to allow our players and creators around the world to
compete, socialize, share and spectate competitive video gaming and
esports entertainment.
Industry
The
consumer appetite for esports continues to grow at a rapid pace
with passionate fans across the globe. According to Grandview
Research (2020), the overall value of the global gaming market was $168.0 billion in 2020
and is forecasted to grow to approximately $300.0 billion by 2027,
representing a CAGR of 8% from 2020 to 2027. Key trends
fueling this growth include:
●
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the
democratization of content creation and rise of live
streaming;
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●
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game
design that is inherently competitive and
cross-platform;
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●
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increased
accessibility through cloud-based gaming and 5G
broadband;
|
●
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the
further establishment of professional esports teams and leagues;
and
|
●
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multi-generational
and mass participatory gaming.
|
Esports,
a term generally used to refer to competitive video game play by
professional players, have been around for as long as the video
game industry itself. However, recent growth in the gaming audience
and player engagement has elevated esports into mainstream culture
with a massive global following that, in some instances, exceeds
the monthly audience of large professional sports leagues.
According to Grandview Research the professional esports market
totaled $1.5 billion in 2020 and is expected to grow to $6.8
billion by 2027, representing a 24% CAGR over the period from 2020
to 2027. The significant growth in viewership, audience reach and
engagement activities, increasing infrastructure for the esports
tournaments, the growth in live streaming of games, and investments
in the space are key factors driving the market growth.
Professionalization in the industry has created value and
opportunities for game developers, gamers, influencers, creators
and event organizers. Millennials are increasingly considering
esports as a professional career and universities and colleges are
starting dedicated esports curriculums to develop skilled
professionals.
Additionally,
there has been significant growth in the global esports audience
since 2017, primarily due to growing awareness, the rise of live
streaming platforms like Twitch and YouTube Gaming Live,
infrastructure developments and the growth of mobile. According to
Newzoo the global esports audience was 454.0 million in 2019, and
is expected to grow to 645.0 million in 2022, representing a 14%
CAGR from 2017 to 2022. In 2020, 93.0 billion minutes were watched
per month on Twitch, and increase of 69%, compared to 2019
(TwitchTracker). In the third quarter of 2020, 33.6 billion minutes
were watched per month on YouTube Gaming Live
(Statista).
-5-
Our Opportunity
Despite
the significant growth potential outlined above, there are several
key challenges facing stakeholders in the esports and entertainment
landscape:
●
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Sponsors and Advertisers are limited in their channels to
reach the “cord cutting” Generation Z and Millennials
due to the increasing fragmentation of content distribution and use
of advertising-blocking technology. Given these demographic groups
consume most content online, brands are challenged to target these
audiences in an authentic way and achieve efficient marketing
spend.
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●
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Mainstream Competitive Players and Creators are a highly
fragmented, often anonymous community with limited ways to find
gamers and creators of similar skill-level and gaming interest
online and locally. In addition, the limited recreational esports
infrastructure results in few experiences with limited clear paths
to the professional esports level for players and creators who wish
to develop and test their skills while forging social
connections.
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●
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Game Publishers must find alternative methods to attract new
gamer and creator audiences to their game titles and offer premium
experiences that drive greater retention. The lack of diversity in
gaming, along with increased competition amongst titles, requires
marketing partnerships to extend the lifecycle and franchise value
of their intellectual property.
|
●
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Venue Operators, including restaurants and retailers, must
grow same-store sales in order to capture new sources of
foot-traffic and deeper customer loyalty. Millennials and
Generation Z generally value experiences, but tend to purchase more
content and products online, making them an attractive demographic
to widen a venue’s customer base and improve asset
utilization.
|
●
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Professional Esports Teams and Owners have made significant
investments in their teams and must rapidly develop a fanbase to
achieve franchise values similar to traditional sports teams.
However, there is no formal structure to identify the next
generation of esports professionals to build their long-term
rosters to support long-term fan loyalty.
|
Our
platform offers the following solutions for these key
stakeholders:
●
|
For Sponsors and Advertisers, our platform provides a highly targeted marketing
channel that offers a relevant path for brands to build affinity
with the hard to reach, yet highly sought after, Generation Z and
Millennial demographics. Based on our player data, we will have the
ability to target audiences based on preferred game titles and
other profile information for more efficient marketing
spend.
|
●
|
For Mainstream Competitive Players and
Creators, our technology and
tools enable gameplay experiences, social connections and
gaming-centric entertainment for the everyday gamer seeking new
ways to compete or share their content and build their
audience.
|
●
|
For Game Publishers, our
platform introduces their game titles to new audiences and drives
retention by providing an immersive, premium way to play games,
leading to deeper player engagement.
|
●
|
For Venue Operators we
provide access to our platform in order to operate esports
experiences that enable these enterprises to attract new foot
traffic, improve day-part utilization and drive same-store sales.
In addition, we expect to provide venue operators with predictive
customer activity information for more targeted offers to existing
customers and our users.
|
●
|
For Professional Esports Teams and Owners, we cultivate the future professional esports
fanbase through recreational competitive youth and young adult
leagues, while providing an amateur feeder system as a path to the
professional leagues. Looking forward, we will have a comprehensive
set of data and tools to provide player analytics and progress
skill levels.
|
-6-
Our Scalable Technology Platform
Our proprietary cloud-based platform provides competitive video
gamers and content creators a modernized way to connect, play and
view games in real-time and on-demand. We believe our platform will
allow us to capture a large audience of gamers and their gameplay
and viewing hours. Our platform aggregates a diverse audience of
gamers and creators across multiple game titles and provides users
with access to digital and physical competitive experiences and
broadcasts that are accessible to a broad range of ages and
demographics. Through our platform, we have three core components
that enable differentiated and immersive gameplay at scale for both
online and in-person experiences.
Super League’s Scalable Technology
Components
Our
platform is focused on the customer journey and player discovery.
Gamers and creators are introduced to Super League through our
online digital channels and marketing or through our distributed
network of venue partners, at which point they are encouraged to
register for their profile and/or for an event through
superleague.com or minehut.com. The platform allows for
match-making, statistics and leaderboard management as well as the
ultimate output of a livestream or on-demand broadcasts digitally
and in-venue.
Furthermore
our platform enables digital tools for scale including, but not
limited to data services, event creation and management, ecommerce,
advertising technology, COPPA compliance, search engine
optimization, email and mobile marketing, and our HUD automated,
production and streaming technology. With respect to data services,
the platform ingests from multiple data sources, including game
publisher application programming interfaces (“API”),
and offer a wide variety of gameplay experiences across multiple
environments, often simultaneously, with a vast array of resulting
content publishing opportunities.
Early
in our inception, we utilized a local hardware solution to create
interactive physical spaces, to create in-person gaming experiences
for mainstream competitive gamers. We had two opportunities ahead
of us for both scale and differentiation. Firstly, we further
advanced our in-person event technology to be entirely cloud-based
for scale and more rapid venue partner expansion. Secondly, we
created a second-screen perspective that would make the experience
more immersive for players and entertaining for spectators much
like professional sporting events resulting in our Virtualis
Studios, our patented, fully-remote visualization, production and
broadcast technology.
-7-
Virtualis
Studios technology automates and scales various gameplay processes
and functions that would otherwise need to be accomplished
manually. These processes and functions primarily include ways to
ensure that visualizations of gameplay and other value-added data
and graphics are both captured and delivered efficiently and
timely. For example, our proprietary software is used during our
experiences to ensure that we are showing the most interesting
aspects of gameplay, as well as switching to matches that are most
relevant to the competition. Further, we use computer vision
to glean key events, graphics or data from the game screen,
especially when the game publisher might not make such information
available via an API:
Super League’s Gameplay Content Capture and Broadcast
Technology
-8-
A more
technical view of Virtualis Studios’ solution, which solves
for minimal latency and lag for a high-quality gaming experience
for both players and viewers is provided below. This level of
broadcast performance makes Virtualis Studios a scalable,
affordable solution for media and entertainment partners for
content product beyond competitive gaming and esports
entertainment.
Super League’s Virtualis Studios
Our Strengths
We differentiate ourselves from potential competition by being a
game and location agnostic software platform with a material
digital audience reach, a large and growing registered user base of
young, highly engaged players and creators, and strong brand,
gaming and venue partners all targeting avid gamers. Our core
strengths include the following:
●
|
Game Publisher Agreements provide access to existing user
bases via partnerships with some of the largest game publishers.
These partnerships bring players into our customer funnel providing
direct to consumer sales opportunities. Our ability to interact
with this highly attractive, engaged user base draws brands and
sponsors to us to reach this otherwise hard-to-reach
demographic.
|
●
|
Proprietary and Curated Content, reaching in the tens of
millions of hours being generated through our platform per year,
provides us with a unique perspective and library of recreational
esports and entertainment content. This content is currently absent
from the esports and entertainment ecosystem and is highly
complementary and valuable to the needs of large on-demand and
streaming video providers. Furthermore, the majority of this
content is user-generated (“UGC”) with minimal
production costs and can be easily ingested into our library via
tools on our platform.
|
●
|
Patented Technology allows for intelligent,
scalable content capture enabling us to display the most relevant
gameplay activity in real time along with broad visualization of
active gameplay to facilitate a high quality playing and viewing
experience.
|
●
|
Over Five Years of Brand and Technology Development provides
us a strong, distinctive lead on followers with no obvious
competitors in the holistic community, league operations and media
platform category that also currently and directly own the
relationship with the gamer.
|
●
|
A Growing Player, Creator and Viewer Base approaching
critical mass that when coupled with highly customized gaming,
creator and viewing experiences allows us to capture a global,
highly engaged, yet somewhat elusive community that will provide
many new ways to monetize over time.
|
●
|
Creation of Intangible Brand Value in the quality of our
offer, game titles, brand partners and investor base that validates
our trusted, premium brand and distinctive positioning to drive
value in the fragmented, burgeoning esports landscape.
|
-9-
Our Growth Strategy
Our
core strategy is to pursue initiatives that promote the viral
growth of our audience, player and creator base, and in doing so,
drive direct to consumer, advertising, and content revenue streams.
Our customer acquisition and retention funnel provide the primary
lens for community growth, engagement and long-term brand
equity.
●
|
Audience and engagement growth driven organically through
compelling proprietary and user-generated content supplemented by
direct marketing, partner and influencer promotion, and search
engine optimization overtime leveraging a network effect as we
reach critical mass across our digital properties.
|
●
|
Monetizable advertising inventory expansion in addition to
increasing our direct sales force effectiveness, complemented with
quality programmatic advertising, allowing us to both scale and
gain a greater share of large advertisers’ marketing spend
while preserving our premium CPM advertising model.
|
●
|
Servable market expansion through new partnerships with game
publishers and venues partners, along with the amplification from
our brand and advertising partners, for access to new gamers
domestically and internationally.
|
●
|
Direct to consumer revenue improvement through a further
expansion of compelling, digital offerings and funnel optimization
to convert more free-to-play gamers into paying consumers for
greater revenue per user to drive up lifetime customer value while
driving down customer acquisition cost.
|
●
|
Platform licensing exploration allowing media and retail
partners to license our proprietary broadcast and esports
venue-based technology, respectively.
|
●
|
Opportunistic Acquisitions. We intend to pursue
opportunistic acquisitions that will allow us to add complementary
users, revenues, and/or technology components to accelerate our
gaming-centric community and content platform.
|
Intellectual Property and Patents
Similar
to other interactive entertainment and esports companies, our
business depends heavily on the creation, acquisition, licensing,
use and protection of intellectual property. We have developed and
own various intellectual properties, including pending and issued
trademarks, patents, and copyrights. For example, each of our
City Clubs have pending trademarks related to naming and logo. We
also have obtained licenses to valuable intellectual property with
game publishers. We leverage these licenses and service
agreements to operate online and location-based competitions, and
in parallel, use them to generate a wide array of
content.
To
protect our intellectual property, we rely on a combination of
patent applications, published and issued patents,
copyrights, pending and issued trademarks, confidentiality
provisions and procedures, other contractual provisions, trade
secret laws, and restrictions on disclosure. We intend to
vigorously protect our technology and proprietary rights; however,
no assurances can be given that our efforts will be successful.
Even if our efforts are successful, we may incur significant costs
in defending our rights. From time to time, third parties may
initiate litigation against us, alleging infringement of their
proprietary rights or claiming they have not infringed our
intellectual property rights. See the section entitled “Risk
Factors” for additional information regarding the risks we
face with respect to litigation related to intellectual property
claims. As of the date hereof, we have two pending patent
applications and two issued patents, and various trademark
applications, some granted and most of which are currently pending,
covering our technologies and brands, as more specifically set
forth below. We intend to file additional applications for the
grant of patents and registration of our trademarks in the United
States and foreign jurisdictions as our business
expands.
Our
issued patents relate to methods of visualization of gameplay
across a wide array of game titles for the purpose of content
creation and broadcasting. These visualizations manifest as web
streams with related textual, graphical, and video content targeted
for consumption by audiences across various streaming and VOD
platforms such as Twitch and YouTube. To achieve these
visualizations, we leverage patent protected technology that places
“camera” characters into certain games alongside the
competing players, and use the perspective of the
‘camera’ character to provide unique views into the
action. We also have pending patent applications for certain
bleeding edge virtualization methods that allow us to generate, at
scale, many concurrent visualizations from the cloud.
-10-
Our Values and Company Culture
Super
League is a gamer-first company, a credo embraced by every
employee. We are committed to enhancing and celebrating the player
and creator experience by providing gameplay experiences and
viewing entertainment that promotes positive play that is
inclusive, fair and fun.
Having
produced thousands of digital and physical experiences in addition
to our always-on offers, Super League speaks to a wide range of
demographic audiences that bring players and creators along with
their families and friends together to celebrate their gameplay and
entertainment content.
Employees and Labor Relations
As of
December 31, 2020, we had 51 full-time and full-time equivalent
employees. Additionally, we occasionally enter into service
agreements with independent contractors, on an as-needed basis, to
perform certain services. As of December 31, 2020, four of our
full-time employees were subject to fixed-term employment
agreements with us, and all other employees served at-will pursuant
to the terms set forth in their offer letters.
We
believe that we maintain a good working relationship with our
employees, and we have not experienced any labor disputes. None of
our employees are represented by labor unions.
Governmental Regulation
Our
online gaming platforms, which target individuals ranging from
elementary school age children to adults, are subject to laws and
regulations relating to privacy and child protection. Through our
website, online platforms and in person gaming activities we may
monitor and collect certain information about child users of these
forums. A variety of laws and regulations have been adopted in
recent years aimed at protecting children using the internet, such
as COPPA. COPPA sets forth, among other things, a number of
restrictions related to what information may be collected with
respect to children under the age of 13, as the kinds of content
that website operators may present to children under such age.
There are also a variety of laws and regulations governing
individual privacy and the protection and use of information
collected from individuals, particularly in relation to an
individual’s personally identifiable information (e.g.,
credit card numbers). We employ a kick-out procedure during user
registration whereby anyone identifying themselves as being under
the age of 13 during the process is not allowed to register for a
player account on our website or participate in any of our online
experiences or tournaments without linking their account to that of
a parent or guardian.
In
addition, as a part of our experiences, we offer prizes and/or gifts as incentives to play. The
federal Deceptive Mail Prevention and Enforcement Act and
certain state prize, gift or sweepstakes statutes may apply to
certain experiences we run from time to time, and other federal and
state consumer protection laws applicable to online collection, use
and dissemination of data, and the presentation of website or other
electronic content, may require us to comply with certain standards
for notice, choice, security and access. We believe that we are in
compliance with any applicable law or regulation when we run these
experiences.
Cost of Compliance with Environmental Laws
We have
not incurred any costs associated with compliance with
environmental regulations, nor do we anticipate any future costs
associated with environmental compliance; however, no assurances
can be given that we will not incur such costs in the
future.
-11-
ITEM 1A. RISK
FACTORS
RISK FACTORS
Investing in our common stock involves a high degree of risk. You
should carefully consider the risks described below, as well as the
other information in this Report, including our financial
statements and the related notes thereto and
“Management’s Discussion and Analysis of Financial
Condition and Results of Operations,” before deciding whether
to invest in our common stock. The occurrence of any of the events
or developments described below could harm our business, financial
condition, operating results, and growth prospects. In such an
event, the market price of our common stock could decline, and you
may lose all or part of your investment. Additional risks and
uncertainties not presently known to us or that we currently deem
immaterial also may impair our business
operations.
Risk Factor Summary
Our
business operations are subject to numerous risks and
uncertainties, including those outside of our control, that could
cause our business, financial condition or operating results to be
harmed, including risks regarding the following:
Risks Related to Our Business and Industry
●
our significant
past operating losses and any inability to maintain profitability
or accurately predict fluctuations in the future;
●
inability to
sustain or manage our growth, or otherwise implement our business
strategies;
●
a rapidly
developing and relatively new market;
●
loss of advertising
revenue;
●
inability to
maintain an effective revenue model;
●
reduction in
activity by material clients and/or vendors;
●
ineffective
marketing and/or advertising efforts;
●
our ability to
maintain and promote our company culture;
●
competition in our
industry;
●
ability to attract,
maintain, and retain licenses for popular games on our
platforms;
●
ability to enter
into definitive license agreements with certain game
publishers;
●
ability to maintain
and acquire new gamers and creators;
●
our ability to
maintain, enhance, and promote our brand;
●
negative
perceptions about our brand, gaming platform, leagues, tournaments,
and/or competitions;
●
anticipating and
adopting changes to new technologies, business strategies, and/or
methods;
●
actual or perceived
security breaches, as well as errors, vulnerabilities or defects in
our software and/or products, and in software and/or products of
third-party providers;
●
reliance on server
functionality;
●
the
interoperability of our products and services across third-party
services and systems;
●
security breaches
and cyber threats;
●
system failures,
outages, and/or disruption due to certain events and interruptions
by man-made problems;
●
our ability to
hire, retain and motivate highly skilled personnel;
and
●
our reliance on
assumptions and estimates to calculate certain key
metrics.
-12-
Regulatory and Legal
●
complex and
evolving U.S. and foreign laws and regulations;
●
changes in tax laws
or regulations regarding us or our customers;
●
decreased levels of
traffic due to intensified government regulation of the Internet
industry;
●
liability in the
event of a violation of privacy regulations, data privacy laws,
and/or child protection laws;
●
lawsuits or
liability arising as a result of the Company providing its products
and/or services; and
●
lawsuits or
liability as a result of content published through our products and
services.
Intellectual Property and Technology
●
current and future
litigation related to intellectual property rights;
●
our failure to
protect our intellectual property rights; and
●
piracy,
unauthorized copying, and other forms of intellectual property
infringement.
Governance Risks and Risks Related to Our Common Stock
●
provisions of
Delaware law and our certificate of incorporation and bylaws could
limit our stockholders’ ability to obtain a favorable
judicial forum for disputes with us;
●
low trading volume
of our common stock;
●
the volatility of
the trading price of our common stock;
●
our policy of not
paying cash dividends on our common stock;
●
lessened disclosure
requirements due to our status as an emerging growth company;
and
●
increased
share-based compensation expense due to granted equity
awards.
General Risk Factors
●
actual or
threatened epidemics, pandemics, outbreaks, or other public health
crises;
●
reversal of the
U.S. economic recovery and a return to volatile or recessionary
conditions; and
●
risks generally
associated with the entertainment industry.
Risks Related to Our Business and Industry
We have incurred significant losses since our inception, and we may
continue to experience losses in the future.
We incurred net losses of $18.7 million and $30.7 million during
the years ended December 31, 2020 and 2019, respectively.
Noncash expenses (excluding depreciation and amortization of fixed
and intangible assets) totaled $2.0 million and $16.2 million for
the years ended December 31, 2020 and 2019, respectively. As of
December 31, 2020, we had an accumulated deficit of $104.6 million.
We cannot predict if we will achieve profitability soon or at all.
We expect to continue to expend substantial financial and other
resources on, among other things:
●
|
investments to expand and enhance our esports technology platform
and technology infrastructure, make improvements to the
scalability, availability and security of our platform, and develop
new offerings;
|
●
|
sales and marketing, including expanding our customer acquisition
and sales organization and marketing programs, and expanding our
programs directed at increasing our brand awareness among current
and new customers;
|
●
|
investments in bandwidth to support our video streaming
functionality;
|
●
|
contract labor costs and other expenses to host our leagues and
tournaments;
|
●
|
costs to retain and attract gamers and creators and license first
tier game titles, grow our online gamer community and generally
expand our business operations;
|
●
|
hiring additional employees;
|
●
|
expansion of our operations and infrastructure, both domestically
and internationally; and
|
●
|
general administration, including legal, accounting and other
expenses related to being a public company.
|
We may not generate sufficient revenue to offset such costs to
achieve or sustain profitability in the future. We expect to
continue to invest heavily in our operations, our online and in
person experiences, and business development related to game
publishers, advertisers, sponsors and gamer acquisition, to
maintain as well as accelerate our market position, support
anticipated future growth and to meet our expanded reporting and
compliance obligations as a public company.
We expect operating losses to continue in the near term in order to
carry out our strategic objectives. We consider historical
operating results, capital resources and financial position, in
combination with current projections and estimates, as part of our
plan to fund operations over a reasonable period of
time.
-13-
We intend to continue implementing our business strategy with the
expectation that there will be no material adverse developments in
our business, liquidity or capital requirements. If one or more of
these factors do not occur as expected, it could have a material
adverse impact on our activities, including (i) reduction or delay
of our business activities, (ii) forced sales of material assets,
(iii) defaults on our obligations, or (iv) insolvency. Our planned
investments may not result in increased revenue or growth of our
business. We cannot assure you that we will be able to generate
revenue sufficient to offset our expected cost increases and
planned investments in our business and platform. As a result, we
may incur significant losses for the foreseeable future, and may
not be able to achieve and/or sustain profitability. If we fail to
achieve and sustain profitability, then we may not be able to
achieve our business plan, fund our business or continue as a going
concern.
We are a relatively young company, and we may not be able to
sustain our rapid growth, effectively manage our anticipated future
growth or implement our business strategies.
We have a limited operating history. Although we have experienced
significant growth since our gaming platform for amateur online and
in person gaming experiences was launched, and we established our
amateur city leagues, tournaments and competitions, our historical
growth rate may not be indicative of our future performance due to
our limited operating history and the rapid evolution of our
business model, including a focus on direct to consumer-based
gaming. We may not be able to achieve similar results or accelerate
growth at the same rate as we have historically. As our amateur
city leagues, tournaments and competitions continue to develop, we
may adjust our strategy and business model to adapt. These
adjustments may not achieve expected results and may have a
material and adverse impact on our financial condition and results
of operations.
In addition, our rapid growth and expansion have placed, and continue to
place, significant strain on our management and resources. This
level of significant growth may not be sustainable or achievable at
all in the future. We believe that our continued growth will depend
on many factors, including our ability to develop new sources of
revenues, diversify monetization methods including our direct to
consumer offerings, attract and retain competitive gamers and
creators, increase engagement, continue developing innovative
technologies, tournaments and competitions in response to shifting
demand in esports and online gaming, increase brand awareness, and
expand into new markets. We cannot assure you that we will achieve
any of the above, and our failure to do so may materially and
adversely affect our business and results of
operations.
We are subject to risks associated with operating in a rapidly
developing industry and a relatively new market.
Many elements of our business are unique, evolving and relatively
unproven. Our business and prospects depend on the continuing
development of live streaming of competitive esports gaming. The
market for esports and amateur online gaming competition is
relatively new and rapidly developing and are subject to
significant challenges. Our business relies upon our ability to
cultivate and grow an active gamer community, and our ability to
successfully monetize such community through tournament fees,
digital subscriptions for our esports gaming services, and
advertising and sponsorship opportunities. In addition, our
continued growth depends, in part, on our ability to respond to
constant changes in the esports gaming industry, including rapid
technological evolution, continued shifts in gamer trends and
demands, frequent introductions of new games and titles and the
constant emergence of new industry standards and practices.
Developing and integrating new games, titles, content, products,
services or infrastructure could be expensive and time-consuming,
and these efforts may not yield the benefits we expect to achieve
at all. We cannot assure you that we will succeed in any of these
aspects or that the esports gaming industry will continue to grow
as rapidly as it has in the past.
We generate a portion of our revenues from advertising and
sponsorship. If we fail to attract more advertisers and sponsors to
our gaming platform or tournaments or competitions, or if
advertisers or sponsors are less willing to advertise with or
sponsor us, our revenues may be adversely affected.
We generate a growing portion of our revenues from advertising and
sponsorship, which we expect to further develop and expand in the
near future as online viewership of our esports gaming offerings
expand. Our revenues from advertising and sponsorship partly depend
on the continual development of the online advertising industry and
advertisers’ willingness to allocate budgets to online
advertising in the esports gaming industry. In addition, companies
that decide to advertise or promote online may utilize more
established methods or channels, such as more established internet
portals or search engines, over advertising on our gaming platform.
If the online advertising and sponsorship market does not continue
to grow, or if we are unable to capture and retain a sufficient
share of that market, our ability to increase our current level of
advertising and sponsorship revenue and our profitability and
prospects may be materially and adversely affected.
-14-
Furthermore, our core and long-term priority of optimizing the
gamer experience and satisfaction may limit our gaming
platform’s ability to generate revenues from advertising and
sponsorship. For example, in order to provide our gamers and
creators with an uninterrupted competitive gaming experience, we do
not place significant amounts of advertising on our streaming
interface or insert pop-up advertisements during
streaming. While this decision could adversely affect our operating
results in the short-term, we believe it enables us to provide a
superior gamer experience on our gaming platform, which will help
us expand and maintain our current base of gamers and creators and
enhance our monetization potential in the long-term. However, this
philosophy of putting our gamers and creators first may also
negatively impact our relationships with advertisers, sponsors or
other third parties, and may not result in the long-term benefits
that we expect, in which case the success of our business and
operating results could be harmed.
Our revenue model may not remain effective and we cannot guarantee
that our future monetization strategies will be successfully
implemented or generate sustainable revenues and
profit.
We generate revenues from advertising and sponsorship of our league
tournaments, and through the operation of our live streaming gaming
platform using a revenue model whereby gamers and creators can get
free access to certain live streaming of amateur tournaments, and
gamers and creators pay fees to compete in league competition. We
have generated, and expect to continue to generate, a substantial
portion of revenues using this revenue model in the near term. We
are, however, particularly focused on implementing a direct to
consumer model for our expanding gamer base. Although our business
has experienced significant growth in recent years, there is no
guarantee that our direct to consumer packages will gain
significant traction to maximize our growth rate in the future, as
the demand for our offerings may change, decrease substantially or
dissipate, or we may fail to anticipate and serve gamer demands
effectively.
The loss of or a substantial reduction in activity by one or more
of our largest customers and/or vendors could materially and
adversely affect our business, financial condition and results of
operations.
For the years ended December 31, 2020 and 2019, four customers
accounted for 49% and five customers accounted for 69% of revenue,
respectively. At December 31, 2020, two customers accounted for 39%
of accounts receivable. At December 31, 2019, one customer
accounted for 70% of accounts receivable. At December 31,
2020, three vendors accounted for 52% of accounts payable. At
December 31, 2019, one vendor accounted for 21% of accounts
payable.
The loss of or a substantial reduction in activity by one or more
of our largest customers and/or vendors could materially and
adversely affect our business, financial condition and results of
operations.
Our marketing and advertising efforts may fail to resonate with
amateur gamers and creators.
Our amateur city league tournaments and competitions are marketed
through a diverse spectrum of advertising and promotional programs
such as online and mobile advertising, marketing through websites,
event sponsorship and direct communications with our gaming
community including via email, blogs and other electronic means. An
increasing portion of our marketing activity is taking place on
social media platforms that are either outside, or not totally
within, our direct control. Changes to gamer preferences,
marketing regulations, privacy and data protection laws, technology
changes or service disruptions may negatively impact our ability to
reach target gamers and creators. Our ability to market our amateur
city league tournaments and competitions is dependent in part upon
the success of these programs. If the marketing for our amateur
city league tournaments and competitions fails to resonate and
expand with the gamer community, or if advertising rates or other
media placement costs increase, our business and operating results
could be harmed.
We have a unique community culture that is vital to our success.
Our operations may be materially and adversely affected if we fail
to maintain this community culture as we expand in our addressable
gamer communities.
We have cultivated an interactive and vibrant online social gamer
community centered around amateur online and in person gaming. We
ensure a superior gamer experience by continuously improving the
user interface and features of our gaming platform along with
offering a multitude of competitive and recreational gaming
experiences with first tier esports games. We believe that
maintaining and promoting a vibrant community culture is critical
to retaining and expanding our gamer community. We have taken
multiple initiatives to preserve our community culture and values.
Despite our efforts, we may be unable to maintain our community
culture and cease to be the preferred platform for our target
gamers and creators as we expand our gamer footprint, which would
be detrimental to our business operations.
-15-
The amateur esports gaming industry is intensely competitive.
Gamers and creators may prefer our competitors’ amateur
leagues, competitions or tournaments over our own.
Competition in the amateur esports gaming industry generally is
intense. Our competitors range from established leagues and
championships owned directly, as well as leagues franchised by,
well known and capitalized game publishers and developers,
interactive entertainment companies and diversified media companies
to emerging start-ups, and we expect new competitors to continue to
emerge throughout the amateur esports gaming ecosystem. If our
competitors develop and launch competing amateur city leagues,
tournaments or competitions, or develop a more successful amateur
online gaming platform, our revenue, margins, and profitability
will decline.
The amateur esports gaming industry is very “hit”
driven. We may not have access to “hit” games or
titles.
Select game titles dominate competitive amateur esports and online
gaming, and many new games titles are regularly introduced in each
major industry segment (console, mobile and PC free-to-download).
Despite the number of new entrants, only a very few
“hit” titles account for a significant portion of total
revenue in each segment.
The size and engagement level of our online and
in person gamers are critical to our success and are
closely linked to the quality and popularity of the esports game
publishers with which we have licenses. Esports game publishers on
our gaming platform, including those who have entered into license
agreements with us, may leave us for other gaming platforms or
amateur leagues which may offer better competition, and terms and
conditions than we do. Furthermore, we may lose esports game
publishers if we fail to generate the number of gamers and creators
to our amateur tournaments and competitions expected by such
publishers. In addition, if popular esports game publishers cease
to license their games to us, or our live streams fail to attract
gamers and creators, we may experience a decline in gamer traffic,
direct to consumer opportunities and engagement, which may have a
material and adverse impact on our results of operations and
financial conditions.
Although we have entered into multi-year agreements with certain
publishers, if we fail to license multiple additional
“hit” games or any of our existing
licensed esports game publishers with which we currently have
a license decide to breach the license agreement or choose not to
continue with us once the term of the license agreement expires,
the popularity of our amateur city leagues, tournaments and
competitions may decline and the number of our gamers and creators
may decrease, which could materially and adversely affect our
results of operations and financial condition.
In addition to the esports games we have licensed, we must continue
to attract and retain the most popular esports gaming titles in
order to maintain and increase the popularity of our amateur city
leagues, tournaments and competitions, and ensure the sustainable
growth of our gamer community. We must continue to identify and
enter into license agreements with esports gaming publishers
developing “hit’ games that resonate with our community
on an ongoing basis. We cannot assure you that we can continue to
attract and retain the same level of first-tier esports game
publishers and our ability to do so is critical to our future
success.
We have not entered into definitive license agreements with certain
game publishers that we currently have relationships with, and we
may never do so.
We currently do not have definitive license agreements in place
with game publishers for the use of certain of the game titled
played on our platform, as these publishers currently permit us to
integrate the specifications of the game title with our technology.
We may not ever enter into license agreements with these parties in
the future, instead continuing our relationship with these game
publishers without a license agreement. These game publishers may
unilaterally choose to discontinue their relationship with the
Company, thereby preventing us from offering experiences on our
platform using their game titles, as the case may be. Should those
game publishers choose not to allow us to offer experiences
involving their respective game titles to our users, the
popularity of our amateur city leagues, tournaments and
competitions may decline and the number of our gamers and creators
may decrease, which could materially and adversely affect our
results of operations and financial condition.
-16-
If we fail to keep our existing gamers and creators highly engaged,
to acquire new gamers and creators, to successfully implement a
direct to consumer model for our gaming community, our business,
profitability and prospects may be adversely affected.
Our success depends on our ability to maintain and grow the number
of amateur gamers and creators attending and participating in our
in-person and online tournaments and competitions, and using our
gaming platform, and keeping our gamers and creators highly
engaged. Of particular importance is the successful deployment and
expansion of our direct to consumer model to our gaming community
for purposes of creating predictable recurring
revenues.
In order to attract, retain and engage amateur gamers and creators
and remain competitive, we must continue to develop and expand our
city leagues, including internationally, produce engaging
tournaments and competitions, successfully license the newest
“hit” esports games and titles, implement new
technologies and strategies, improve features of our gaming
platform and stimulate interactions in our gamer
community.
A decline in the number of our amateur gamers and creators in our
ecosystem may adversely affect the engagement level of our gamers
and creators, the vibrancy of our gamer community, or the
popularity of our amateur league play, which may in turn reduce our
monetization opportunities, and have a material and adverse effect
on our business, financial condition and results of operations. If
we are unable to attract and retain, or convert gamers and creators
into direct to consumer-based paying gamers and creators, our
revenues may decline, and our results of operations and financial
condition may suffer.
We cannot assure you that our online and in person gaming
platform will remain sufficiently popular with amateur gamers and
creators to offset the costs incurred to operate and expand it. It
is vital to our operations that we remain sensitive and responsive
to evolving gamer preferences and offer first-tier esports game
content that attracts our amateur gamers and creators. We must also
keep providing amateur gamers and creators with new features and
functions to enable superior content viewing, and social
interaction. Further, we will need to continue to develop and
improve our gaming platform and to enhance our brand awareness,
which may require us to incur substantial costs and expenses. If
such increased costs and expenses do not effectively translate into
an improved gamer experience and direct to consumer-based,
long-term engagement, our results of operations may be materially
and adversely affected.
The ability to grow our business is dependent in part on the
success and availability of mass media channels developed by third
parties, as well as our ability to develop commercially successful
content, and amateur tournaments and competitions.
The success of our business is driven in part by the commercial
success and adequate supply of third-party mass media channels for
which we may distribute our content, amateur league tournaments and
competitions, including Twitch, YouTube and ESL.tv. Our success
also depends on our ability to accurately predict which channels
and platforms will be successful with the esports gaming community,
our ability to develop commercially successful content and
distribute via SLG.TV, which is presently available on Twitch,
amateur tournaments and competition for these channels and gaming
platforms and our ability to effectively manage the transition of
our gamers and creators from one generation or demographic to the
next. Additionally, we may enter into certain exclusive licensing
arrangements that affect our ability to deliver or market our
amateur gaming tournaments and competitions on certain channels and
platforms. A channel or platform may not succeed as expected or new
channels or platforms may take market share and gamers and creators
away from platforms for which we have devoted significant
resources. If demand for the channels or platforms for which we are
developing amateur tournaments or competitions is lower than our
expectations, we may be unable to fully recover the investments we
have made, and our financial performance may be harmed.
Alternatively, a channel or platform for which we have not devoted
significant resources could be more successful than we initially
anticipated, causing us to not be able to take advantage of
meaningful revenue opportunities.
-17-
If we fail to maintain and enhance our brand or if we incur
excessive expenses in this effort, our business, results of
operations and prospects may be materially and adversely
affected.
We believe that maintaining and enhancing our brand is of
significant importance to the success of our business. A
well-recognized brand is important to increasing the number of
esports gamers and creators and the level of engagement of our
overall gaming community which is critical in enhancing our
attractiveness to advertisers and sponsors. Since we operate in a
highly competitive market, brand maintenance and enhancement
directly affect our ability to maintain and enhance our market
position.
Although we have developed our brand and amateur tournaments and
competitions through word of mouth referrals, key strategic
partners and our esports game publisher licensors, as we expand, we
may conduct various marketing and brand promotion activities using
various methods to continue promoting our brand. We cannot assure
you, however, that these activities will be successful or that we
will be able to achieve the brand promotion effect we
expect.
In addition, any negative publicity in relation to our league
tournaments or competitions, or operations, regardless of its
veracity, could harm our brands and reputation. Negative publicity
or public complaints from gamers and creators may harm our
reputation, and if complaints against us are not addressed to their
satisfaction, our reputation and our market position could be
significantly harmed, which may materially and adversely affect our
business, results of operations and prospects.
Negative gamer perceptions about our brand, gaming platform,
amateur city leagues, tournaments or competitions and/or business
practices may damage our business and increase the costs incurred
in addressing gamer concerns.
Esports gamer expectations regarding the quality, performance and
integrity of our amateur city league tournaments and competitions
are high. Esports gamers and creators may be critical of our brand,
gaming platform, amateur city leagues, tournaments or competitions
and/or business practices for a wide variety of reasons. These
negative gamer reactions may not be foreseeable or within our
control to manage effectively, including perceptions about gameplay
fairness, negative gamer reactions to game content via social media
or other outlets, components and services, or objections to certain
of our business practices. Negative gamer sentiment about our
business practices also can lead to investigations from regulatory
agencies and consumer groups, as well as litigation, which,
regardless of their outcome, may be costly, damaging to our
reputation and harm our business.
-18-
Technology changes
rapidly in our business and if we fail to anticipate
or successfully implement new
technologies or adopt new business strategies, technologies or
methods, the quality, timeliness and competitiveness of our amateur
city leagues, tournaments or competition may
suffer.
Rapid technology changes in the esports gaming market require us to
anticipate, sometimes years in advance, which technologies we must
develop, implement and take advantage of in order to be and remain
competitive in the esports gaming market. We have invested, and in
the future may invest, in new business strategies including a
direct to consumer model, technologies, products, or games or
first-tier game titles to continue to persistently engage the
amateur gamer and deliver the best online and
in person gaming experience. Such endeavors may involve
significant risks and uncertainties, and no assurance can be given
that the technology we choose to adopt and the features that we
pursue will be successful. If we do not successfully implement
these new technologies, our reputation may be materially adversely
affected and our financial condition and operating results may be
impacted. We also may miss opportunities to adopt technology, or
develop amateur city leagues, tournaments or competitions that
become popular with gamers and creators, which could adversely
affect our financial results. It may take significant time and
resources to shift our focus to such technologies, putting us at a
competitive disadvantage.
Our development process usually starts with particular gamer
experiences in mind, and a range of technical development and
feature goals that we hope to be able to achieve. We may not be
able to achieve these goals, or our competitors may be able to
achieve them more quickly and effectively than we can based on
having greater operating capital and personnel resources. If we
cannot achieve our technology goals within the original development
schedule, then we may delay their release until these goals can be
achieved, which may delay or reduce revenue and increase our
development expenses. Alternatively, we may be required to
significantly increase the resources employed in research and
development in an attempt to accelerate our development of new
technologies, either to preserve our launch schedule or to keep up
with our competitors, which would increase our development
expenses.
We may experience security breaches and cyber threats.
We continually face cyber risks and threats that seek to damage,
disrupt or gain access to our networks and our gaming platform,
supporting infrastructure, intellectual property and other assets.
In addition, we rely on technological infrastructure, including
third party cloud hosting and broadband, provided by third party
business partners to support the in person and online
functionality of our gaming platform. These business partners are
also subject to cyber risks and threats. Such cyber risks and
threats may be difficult to detect. Both our partners and we
have implemented certain systems and processes to guard against
cyber risks and to help protect our data and systems. However, the
techniques that may be used to obtain unauthorized access or
disable, degrade, exploit or sabotage our networks and gaming
platform change frequently and often are not detected. Our systems
and processes, and the systems and processes of our third-party
business partners, may not be adequate. Any failure to prevent or
mitigate security breaches or cyber risks, or respond adequately to
a security breach or cyber risk, could result in interruptions to
our gaming platform, degrade the gamer experience, cause gamers and
creators to lose confidence in our gaming platform and cease
utilizing it, as well as significant legal and financial
exposure. This could harm our business and reputation, disrupt
our relationships with partners and diminish our competitive
position.
Successful exploitation of our networks and gaming platform can
have other negative effects upon the gamer experience we offer. In
particular, the virtual economies that exist in certain of our
licensed game publishers’ games are subject to abuse,
exploitation and other forms of fraudulent activity that can
negatively impact our business. Virtual economies involve the
use of virtual currency and/or virtual assets that can be used or
redeemed by a player within a particular online game or
service.
-19-
Our business could be adversely affected if our data privacy and
security practices are not adequate, or perceived as being
inadequate, to prevent data breaches, or by the application of data
privacy and security laws generally.
In the course of our business, we may collect, process, store and
use gamer and other information, including personally identifiable
information, passwords and credit card information, the latter of
which is subject to PCI-DSS compliance. Although we take measures
to protect this information from unauthorized access, acquisition,
disclosure and misuse, our security controls, policies and
practices may not be able to prevent the improper or unauthorized
access, acquisition or disclosure of such information. The
unauthorized access, acquisition or disclosure of this information,
or a perception that we do not adequately secure this information
could result in legal liability, costly remedial measures,
governmental and regulatory investigations, harm our profitability
and reputation and cause our financial results to be materially
affected. In addition, third party vendors and business partners
receive access to information that we collect. These vendors and
business partners may not prevent data security breaches with
respect to the information we provide them or fully enforce our
policies, contractual obligations and disclosures regarding the
collection, use, storage, transfer and retention of personal data.
A data security breach of one of our vendors or business partners
could cause reputational harm to them and/or negatively impact our
ability to maintain the credibility of our gamer
community.
Data privacy, data protection, localization, security and
consumer-protection laws are evolving, and the interpretation and
application of these laws in the United States, Europe (including
compliance with the General Data Protection Regulation), and
elsewhere often are uncertain, contradictory and changing. It is
possible that these laws may be interpreted or applied in a manner
that is averse to us or otherwise inconsistent with our practices,
which could result in litigation, regulatory investigations and
potential legal liability or require us to change our practices in
a manner adverse to our business. As a result, our reputation and
brand may be harmed, we could incur substantial costs, and we could
lose both gamers and creators and revenue.
We depend on servers to operate our games with online features and
our proprietary online gaming service. If we were to lose server
functionality for any reason, our business may be negatively
impacted.
Our business relies on the continuous operation of servers, some of
which are owned and operated by third parties. Although we strive
to maintain more than sufficient server capacity, and provide for
active redundancy in the event of limited hardware failure, any
broad-based catastrophic server malfunction, a significant
service-disrupting attack or intrusion by hackers that circumvents
security measures, a failure of disaster recovery service or the
failure of a company on which we are relying for server capacity to
provide that capacity for whatever reason could degrade or
interrupt the functionality of our platform, and could prevent the
operation of our platform for both in-person and online gaming
experiences.
We also rely on networks operated by third parties to support
content on our platform, including networks owned and operated by
game publishers. An extended interruption to any of these services
could adversely affect the use of our platform, which would have a
negative impact on our business.
Further, insufficient server capacity could also negatively impact
our business. Conversely, if we overestimate the amount of server
capacity required by our business, we may incur additional
operating costs.
Our online gaming platform and games offered through our gaming
platform may contain defects.
Our online gaming platform and the games offered through our gaming
platform are extremely complex and are difficult to develop and
distribute. We have quality controls in place to detect defects in
our gaming platform before they are released. Nonetheless, these
quality controls are subject to human error, overriding, and
reasonable resource or technical constraints. Further, we have not
undertaken independent third-party testing, verification or
analysis of our gaming platform and associated systems and
controls. Therefore, our gaming platform and quality controls and
preventative measures we have implemented may not be effective in
detecting all defects in our gaming platform. In the event a
significant defect in our gaming platform and associated systems
and controls is realized, we could be required to offer refunds,
suspend the availability of our city league competitions and other
gameplay, or expend significant resources to cure the defect, each
of which could significantly harm our business and operating
results.
-20-
We may experience system failures, outages and/or disruptions of
the functionality of our platform. Such failures, delays and other
problems could harm our reputation and business, cause us to lose
customers and expose us to customer liability.
We may experience system failures, outages and/or disruptions of
our infrastructure, including information technology system
failures and network disruptions, cloud hosting and broadband
availability at in person and online experiences. Our
operations could be interrupted or degraded by any damage to or
failure of:
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our computer software or hardware, or our customers’ or
suppliers’ computer software or hardware;
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our network, our customers’ networks or our suppliers’
networks; or
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our connections and outsourced service arrangements with third
parties.
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Our systems and operations are also vulnerable to damage or
interruption from:
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power loss, transmission cable cuts and other telecommunications
and utility failures;
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hurricanes, fires, earthquakes, floods and other natural
disasters
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a terrorist attack in the U.S. or in another country in which we
operate;
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interruption of service arising from facility migrations, resulting
from changes in business operations including acquisitions and
planned data center migrations;
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computer viruses or software defects;
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loss or misuse of proprietary information or customer data that
compromises security, confidentiality or integrity; or
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errors by our employees or third-party service
providers.
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From time to time in the ordinary course of our business, our
network nodes and other systems experience temporary outages. As a
means of ensuring continuity in the services we provide to our
community and partners, we have invested in system
redundancies via partnerships with industry leading cloud service
providers, proactive alarm monitoring and other back-up
infrastructure, though we cannot assure you that we will be able to
re-route our services over our back-up facilities and provide
continuous service to customers in all circumstances without
material degradation. Because many of our services play a critical
role for our community and partners, any damage to or failure of
the infrastructure we rely on could disrupt or degrade the
operation of our network, our platform and the provision of our
services and result in the loss of current and potential community
members and/or partners and harm our ability to conduct normal
business operations.
We use third-party services and technologies in connection with our
business, and any disruption to the provision of these services and
technologies to us could result in negative publicity and a
slowdown in the growth of our users, which could materially and
adversely affect our business, financial condition and results of
operations.
Our business partially depends on services provided by, and
relationships with, various third parties, including cloud hosting
and broadband providers, among others. To this end, when our cloud
hosting and broadband vendors experience outages, our esports
gaming services will be negatively impacted and alternative
resources will not be immediately available. In addition, certain
third-party software we use in our operations is currently publicly
available free of charge. If the owner of any such software decides
to charge users or no longer makes the software publicly available,
we may need to incur significant costs to obtain licensing, find
replacement software or develop it on our own. If we are unable to
obtain licensing, find or develop replacement software at a
reasonable cost, or at all, our business and operations may be
adversely affected.
-21-
We exercise no control over the third-party vendors that we rely
upon for cloud hosting, broadband and software service. If such
third parties increase their prices, fail to provide their services
effectively, terminate their service or agreements or discontinue
their relationships with us, we could suffer service interruptions,
reduced revenues or increased costs, any of which may have a
material adverse effect on our business, financial condition and
results of operations.
Growth and engagement of our gamer community depends upon effective
interoperability with mobile operating systems, networks, mobile
devices and standards that we do not control.
We make our services available across a variety of mobile operating
systems and devices. We are dependent on the interoperability of
our services with popular mobile devices and mobile operating
systems that we do not control, such as Android and iOS. Any
changes in such mobile operating systems or devices that degrade
the functionality of our services or give preferential treatment to
competitive services could adversely affect usage of our services.
In order to deliver high quality services, it is important that our
services work well across a range of mobile operating systems,
networks, mobile devices and standards that we do not control. We
may not be successful in developing relationships with key
participants in the mobile industry or in developing services that
operate effectively with these operating systems, networks, devices
and standards. In the event that it is difficult for our users to
access and use our services, particularly on their mobile devices,
our user growth and user engagement could be harmed, and our
business and operating results could be adversely
affected.
Our business depends substantially on the continuing efforts of our
executive officers, key employees and qualified personnel, and our
business operations may be severely disrupted if we lose their
services.
Our future success depends substantially on the continued efforts
of our executive officers and key employees. If one or more of our
executive officers or key employees were unable or unwilling to
continue their services with us, we might not be able to replace
them easily, in a timely manner, or at all. Since the esports
gaming industry is characterized by high demand and intense
competition for talents, we cannot assure you that we will be able
to attract or retain qualified staff or other highly skilled
employees. In addition, as the Company is relatively young, our
ability to train and integrate new employees into our operations
may not meet the growing demands of our business which may
materially and adversely affect our ability to grow our business
and hence our results of operations.
If any of our executive officers and key employees terminates their
services with us, our business may be severely disrupted, our
financial condition and results of operations may be materially and
adversely affected and we may incur additional expenses to recruit,
train and retain qualified personnel. If any of our executive
officers or key employees joins a competitor or forms a competing
company, we may lose gamers and creators, know-how and
key professionals and staff members. Certain of our executive
officers and key employees have entered into a non-solicitation and
non-competition agreements with us. However, certain provisions
under the non-solicitation and non-competition agreement may
be deemed legally invalid or unenforceable. If any dispute arises
between our executive officers and us, we cannot assure you that we
would be able to enforce
these non-compete agreements.
The preparation of our financial statements involves the use of
good faith estimates, judgments and assumptions, and our financial
statements may be materially affected if such good faith estimates,
judgments or good faith assumptions prove to be
inaccurate.
Financial statements prepared in accordance with accounting
principles generally accepted in the United States of America
(“GAAP”) typically require the use of good faith
estimates, judgments and assumptions that affect the reported
amounts. Often, different estimates, judgments and assumptions
could reasonably be used that would have a material effect on such
financial statements, and changes in these estimates, judgments and
assumptions may occur from period to period over time. Significant
areas of accounting requiring the application of management’s
judgment include, but are not limited to, determining the fair
value of assets, share-based compensation and the timing and amount
of cash flows from assets. These estimates, judgments and
assumptions are inherently uncertain and, if our estimates were to
prove to be wrong, we would face the risk that charges to income or
other financial statement changes or adjustments would be required.
Any such charges or changes would require a restatement of our
financial statements and could harm our business, including our
financial condition and results of operations and the price of our
securities. See “Management’s Discussion and Analysis
of Financial Condition and Results of Operations” for a
discussion of the accounting estimates, judgments and assumptions
that we believe are the most critical to an understanding of our
financial statements and our business.
Regulatory and Legal Risk Factors
Our business is subject to regulation, and changes in applicable
regulations may negatively impact our business.
We are subject to a number of foreign and domestic laws and
regulations that affect companies conducting business on the
Internet. In addition, laws and regulations relating to user
privacy, data collection, retention, electronic commerce, virtual
items and currency, consumer protection, content, advertising,
localization, and information security have been adopted or are
being considered for adoption by many jurisdictions and countries
throughout the world. These laws could harm our business by
limiting the products and services we can offer consumers or the
manner in which we offer them. The costs of compliance with these
laws may increase in the future as a result of changes in
interpretation. Furthermore, any failure on our part to comply with
these laws or the application of these laws in an unanticipated
manner may harm our business and result in penalties or significant
legal liability.
In addition, we include modes in our gaming platform that allow
players to compete against each other. Although we structure and
operate these skill-based competitions with applicable laws in
mind, our skill-based competitions in the future could become
subject to evolving rules and regulations and expose us to
significant liability, penalties and reputational
harm.
-22-
Changes in tax laws or regulations that are applied adversely to us
or our customers may have a material adverse effect on our
business, cash flow, financial condition or results of
operations.
New income, sales, use or other tax laws, statutes, rules,
regulations or ordinances could be enacted at any time, which could
affect the tax treatment of our earnings and adversely affect our
operations, and our business and financial performance. Further,
existing tax laws, statutes, rules, regulations or ordinances could
be interpreted, changed, modified or applied adversely to us.
For example, on December 22, 2017, tax legislation was signed
into law that contained many significant changes to the U.S. tax
laws. The new legislation reduced the corporate income tax
rate from 34% to 21% effective January 1, 2018, resulting in our
deferred income tax assets and liabilities, including NOLs, to be
measured using the new rate as reflected in the valuation of these
assets as of December 31, 2017. As a result, the value of our
deferred tax assets decreased by approximately $4.3 million and the
related valuation allowance has been reduced by the same amount.
Our analysis and interpretation of this legislation is ongoing.
Given the full valuation allowance provided for net deferred tax
assets for the periods presented herein, the change in tax law did
not have a material impact on our financial statements provided
herein. There may, however, be additional tax impacts identified in
subsequent fiscal periods in accordance with subsequent
interpretive guidance issued by the SEC or the Internal Revenue
Service. Further, there may be other material adverse effects
resulting from the legislation that we have not yet identified. No
estimated tax provision has been recorded in the financial
statements included herein for tax attributes that are incomplete
or subject to change.
The foregoing items could have a material adverse effect on our
business, cash flow, financial condition or results of
operations. In addition, it is unclear how these U.S. federal
income tax changes will affect state and local taxation, which
often uses federal taxable income as a starting point for computing
state and local tax liabilities. The impact of this tax
legislation on holders of our common stock is also uncertain and
could be adverse. We urge our stockholders and investors to consult
with our legal and tax advisors with respect to this legislation
and the potential tax consequences of investing in or holding our
common stock.
Our online activities are subject to various laws and regulations
relating to privacy and child protection, which, if violated, could
subject us to an increased risk of litigation and regulatory
actions.
In addition to our gaming platform, we use third-party
applications, websites, and social media platforms to promote our
amateur tournaments and competitions and engage gamers, as well as
monitor and collect certain information about gamers in our online
forums. A variety of laws and regulations have been adopted in
recent years aimed at protecting children using the internet such
as the Children’s Online Privacy and Protection Act of 1998
(“COPPA”). COPPA sets forth, among other things, a
number of restrictions on what website operators can present to
children under the age of 13 and what information can be collected
from them. COPPA is of particular concern to us, and in an effort
to minimize our risk of potential exposure, we retained a COPPA
expert as a consultant and have posted a compliant privacy policy,
terms of use and various other policies on our website. We
undertake significant effort to implement certain precautions to
ensure that access to our gaming platform for competitive gameplay
is COPPA compliant. Despite our efforts, no assurances can be given
that such measures will be sufficient to completely avoid exposure
and COPPA violations, any of which could expose us to significant
liability, penalties, reputational harm and loss of revenue, among
other things.
-23-
The laws and regulations concerning data privacy are continually
evolving. Failure to comply with these laws and regulations could
harm our business.
Consumers are able to play our licensed game titles online, using
our platform. We collect and store information about our consumers
both personally identifying and non-personally identifying
information. Numerous federal, state and international laws address
privacy, data protection and the collection, storing, sharing, use,
disclosure and protection of personally identifiable information
and other user data. Numerous states already have, and are looking
to expand, data protection legislation requiring companies like
ours to consider solutions to meet differing needs and expectations
of creators and attendees. Outside the United States, personally
identifiable information and other user data is increasingly
subject to legislation and regulations in numerous jurisdictions
around the world, the intent of which is to protect the privacy of
information that is collected, processed and transmitted in or from
the governing jurisdiction. Foreign data protection, privacy,
information security, user protection and other laws and
regulations are often more restrictive than those in the United
States. In particular, the European Union and its member states
traditionally have taken broader views as to types of data that are
subject to privacy and data protection laws and regulations and
have imposed greater legal obligations on companies in this regard.
For example, in April 2016, European legislative bodies adopted the
General Data Protection Regulation (“GDPR”), which
became effective on May 25, 2018. The GDPR applies
to any company established in the European Union as well as to
those outside of the European Union if they collect and use
personal data in connection with the offering of goods or services
to individuals in the European Union or the monitoring of their
behavior. The GDPR enhances data protection obligations
for processors and controllers of personal data, including, for
example, expanded disclosures about how personal information is to
be used, limitations on retention of information, mandatory data
breach notification requirements and onerous new obligations on
service providers. Non-compliance with
the GDPR may result in monetary penalties of up to
€20 million or 4% of annual worldwide revenue, whichever
is higher. In addition, some countries are considering or have
passed legislation implementing data protection requirements or
requiring local storage and processing of data or similar
requirements that could increase the cost and complexity of
delivering our services. The GDPR and other changes in
laws or regulations associated with the enhanced protection of
certain types of personal data could greatly increase our cost of
providing our products and services or even prevent us from
offering certain services in jurisdictions in which we operate. The
European Commission is also currently negotiating a new ePrivacy
Regulation that would address various matters, including provisions
specifically aimed at the use of cookies to identify an
individual’s online behavior, and any such ePrivacy
Regulation may provide for new compliance obligations and
significant penalties. Any of these changes to European Union data
protection law or its interpretation could disrupt and/or harm our
business.
Further, following a referendum in June 2016 in which voters in the
United Kingdom approved an exit from the European Union, the United
Kingdom government has initiated a process to leave the European
Union, which has created uncertainty with regard to the regulation
of data protection in the United Kingdom. In particular, although a
Data Protection Bill designed to be consistent with
the GDPR is pending in the United Kingdom’s
legislative process, it is unclear whether the United Kingdom will
enact data protection laws or regulations designed to be consistent
with the GDPR and how data transfers to and from the
United Kingdom will be regulated. The interpretation and
application of many privacy and data protection laws are, and will
likely remain, uncertain, and it is possible that these laws may be
interpreted and applied in a manner that is inconsistent with our
existing data management practices or product features. Although
player interaction on our platform is subject to our privacy
policies, end user license agreements (“EULAs”), and
terms of service, if we fail to comply with our posted privacy
policies, EULAs, or terms of service, or if we fail to comply with
existing privacy-related or data protection laws and regulations,
it could result in proceedings or litigation against us by
governmental authorities or others, which could result in fines or
judgments against us, damage our reputation, impact our financial
condition and/or harm our business.
-24-
In addition to government regulation, privacy advocacy and industry
groups may propose new and different self-regulatory standards that
either legally or contractually apply to us. Any inability to
adequately address privacy, data protection and data security
concerns or comply with applicable privacy, data protection or data
security laws, regulations, policies and other obligations could
result in additional cost and liability to us, damage our
reputation, inhibit sales and harm our business. Further, our
failure, and/or the failure by the various third-party service
providers and partners with which we do business, to comply with
applicable privacy policies or federal, state or similar
international laws and regulations or any other obligations
relating to privacy, data protection or information security, or
any compromise of security that results in the unauthorized release
of personally identifiable information or other user data, or the
perception that any such failure or compromise has occurred, could
damage our reputation, result in a loss of creators or attendees,
discourage potential creators and attendees from trying our
platform and/or result in fines and/or proceedings by governmental
agencies and/or users, any of which could have an adverse effect on
our business, results of operations and financial condition. In
addition, given the breadth and depth of changes in data protection
obligations, ongoing compliance with evolving interpretation of
the GDPR and other regulatory requirements requires time
and resources and a review of the technology and systems currently
in use against the requirements of GDPR and other
regulations.
We may be held liable for information or content displayed on,
retrieved from or linked to our gaming platform, or distributed to
our users.
Our interactive live streaming platform enables gamers and creators
to exchange information and engage in various other online
activities. Although we require our gamers and creators to register
their real name, we do not require user identifications used and
displayed during gameplay to contain any real-name information, and
hence we are unable to verify the sources of all the information
posted by our gamers and creators. In addition, because a majority
of the communications on our online and in person gaming
platform is conducted in real time, we are unable to examine the
content generated by gamers and creators before they are posted or
streamed. Therefore, it is possible that gamers and creators may
engage in illegal, obscene or incendiary conversations or
activities, including publishing of inappropriate or illegal
content that may be deemed unlawful. If any content on our platform
is deemed illegal, obscene or incendiary, or if appropriate
licenses and third-party consents have not been obtained, claims
may be brought against us for defamation, libel, negligence,
copyright, patent or trademark infringement, other unlawful
activities or other theories and claims based on the nature and
content of the information delivered on or otherwise accessed
through our platform. Moreover, the costs of compliance may
continue to increase when more content is made available on our
platform as a result of our growing base of gamers and creators,
which may adversely affect our results of operations.
Intensified government regulation of the Internet industry could
restrict our ability to maintain or increase the level of traffic
to our gaming platform as well as our ability to capture other
market opportunities.
The Internet industry is increasingly subject to strict scrutiny.
New laws and regulations may be adopted from time to time to
address new issues that come to the authorities’ attention.
We may not timely obtain or maintain all the required licenses or
approvals or make all the necessary filings in the future. We also
cannot assure you that we will be able to obtain the required
licenses or approvals if we plan to expand into other Internet
businesses. If we fail to obtain or maintain any of the required
licenses or approvals or make the necessary filings, we may be
subject to various penalties, which may disrupt our business
operations or derail our business strategy, and materially and
adversely affect our business, financial condition and results of
operations.
-25-
From time to time we may become involved in legal
proceedings.
From time to time we may become subject to legal proceedings,
claims, litigation and government investigations or inquiries,
which could be expensive, lengthy, disruptive to normal business
operations and occupy a significant amount of our employees’
time and attention. In addition, the outcome of any legal
proceedings, claims, litigation, investigations or inquiries may be
difficult to predict and could have a material adverse effect on
our business, operating results, or financial
condition.
Risks Related to Intellectual Property
We may be subject to claims of infringement of third-party
intellectual property rights.
From time to time, third parties may claim that we have infringed
their intellectual property rights. For example, patent holding
companies may assert patent claims against us in which they seek to
monetize patents they have purchased or otherwise obtained.
Although we take steps to avoid knowingly violating the
intellectual property rights of others, it is possible that third
parties still may claim infringement.
Existing or future infringement claims against us, whether valid or
not, may be expensive to defend and divert the attention of our
employees from business operations. Such claims or litigation could
require us to pay damages, royalties, legal fees and other costs.
We also could be required to stop offering, distributing or
supporting esports games, our gaming platform or other features or
services which incorporate the affected intellectual property
rights, redesign products, features or services to avoid
infringement, or obtain a license, all of which could be costly and
harm our business.
In addition, many patents have been issued that may apply to
potential new modes of delivering, playing or monetizing
interactive entertainment software products and services, such as
those offered on our gaming platform or that we would like to offer
in the future. We may discover that future opportunities to provide
new and innovative modes of game play and game delivery to gamers
and creators may be precluded by existing patents that we are
unable to license on reasonable terms.
-26-
Our technology, content and brands are subject to the threat of
piracy, unauthorized copying and other forms of intellectual
property infringement.
We regard our technology, content and brands as proprietary and
take measures to protect our technology, content and brands and
other confidential information from infringement. Piracy and other
forms of unauthorized copying and use of our technology, content
and brands are persistent, and policing is difficult. Further, the
laws of some countries in which our products are or may be
distributed either do not protect our intellectual property rights
to the same extent as the laws of the United States or are poorly
enforced. Legal protection of our rights may be ineffective in such
countries. In addition, although we take steps to enforce and
police our rights, factors such as the proliferation of technology
designed to circumvent the protection measures used by our business
partners or by us, the availability of broadband access to the
Internet, the refusal of Internet service providers or platform
holders to remove infringing content in certain instances, and the
proliferation of online channels through which infringing product
is distributed all have contributed to an expansion in unauthorized
copying of our technology, content and brands.
Third parties may register trademarks or domain names or purchase
internet search engine keywords that are similar to our registered
trademark or pending trademarks, brands or websites, or
misappropriate our data and copy our gaming platform, all of which
could cause confusion, divert gamers and creators away from our
gaming platform and league tournaments, or harm our
reputation.
Competitors and other third parties may purchase
(i) trademarks that are similar to our trademarks and
(ii) keywords that are confusingly similar to our brands or
websites in Internet search engine advertising programs and in the
header and text of the resulting sponsored links or advertisements
in order to divert gamers and creators from us to their websites.
Preventing such unauthorized use is inherently difficult. If we are
unable to prevent such unauthorized use, competitors and other
third parties may continue to drive potential gamers and creators
away from our gaming platform to competing, irrelevant or
potentially offensive platforms, which could harm our reputation
and cause us to lose revenue.
We may not be able to prevent others from unauthorized use of our
intellectual property, which could harm our business and
competitive position.
We regard our registered trademark and pending trademarks, service
marks, pending patents, domain names, trade secrets, proprietary
technologies and similar intellectual property as critical to our
success. We rely on trademark and patent law, trade secret
protection and confidentiality and license agreements with our
employees and others to protect our proprietary
rights.
We have invested significant resources to develop our own
intellectual property and acquire licenses to use and distribute
the intellectual property of others on our gaming platform. Failure
to maintain or protect these rights could harm our business. In
addition, any unauthorized use of our intellectual property by
third parties may adversely affect our current and future revenues
and our reputation.
Policing unauthorized use of proprietary technology is difficult
and expensive. We rely on a combination of patent, copyright,
trademark and trade secret laws and restrictions on disclosure to
protect our intellectual property rights. Further, we require every
employee and consultant to execute proprietary information and
invention agreements prior to commencing work. Despite our efforts
to protect our proprietary rights, third parties may attempt to
copy or otherwise obtain and use our intellectual property or seek
court declarations that they do not infringe upon our intellectual
property rights. Monitoring unauthorized use of our intellectual
property is difficult and costly, and we cannot assure you that the
steps we have taken will prevent misappropriation of our
intellectual property. From time to time, we may have to resort to
litigation to enforce our intellectual property rights, which could
result in substantial costs and diversion of our
resources.
-27-
Our patent and trademark applications may not be granted and our
patent and trademark rights, once patents are issued and trademarks
are registered, may be contested, circumvented, invalidated or
limited in scope, and our patent and trademark rights may not
protect us effectively once issued and registered, respectively. In
particular, we may not be able to prevent others from developing or
exploiting competing technologies and trademarks, which could have
a material and adverse effect on our business operations, financial
condition and results of operations.
Currently, we have three patent applications pending, one
registered trademark and eighteen pending trademark applications,
along with licenses from game publishers to utilize their
proprietary games. For our pending patent applications and we
cannot assure you that we will be granted patents pursuant to our
pending applications as well as future patent applications we
intend to file. Even if our patent applications succeed, it is
still uncertain whether these patents will be contested,
circumvented or invalidated in the future. In addition, the rights
granted under any issued patents may not provide us with sufficient
protection or competitive advantages. The claims under any patents
that issue from our patent applications may not be broad enough to
prevent others from developing technologies that are similar or
that achieve results similar to ours. It is also possible that the
intellectual property rights of others will bar us from licensing
and from exploiting any patents that issue from our pending
applications. Numerous U.S. and foreign issued patents and pending
patent applications owned by others exist in the fields in which we
have developed and are developing our technology. These patents and
patent applications might have priority over our patent
applications and could subject our patent applications to
invalidation. Finally, in addition to those who may claim priority,
any of our pending patent and trademark applications may also be
challenged by others on the basis that they are otherwise invalid
or unenforceable.
We may be held liable for information or content displayed on,
retrieved from or linked to our gaming platform, or distributed to
our users.
Our interactive live streaming platform enables gamers and creators
to exchange information and engage in various other online
activities. Although we require our gamers and creators to register
their real name, we do not require user identifications used and
displayed during gameplay to contain any real-name information, and
hence we are unable to verify the sources of all the information
posted by our gamers and creators. In addition, because a majority
of the communications on our online and in person gaming
platform is conducted in real time, we are unable to examine the
content generated by gamers and creators before they are posted or
streamed. Therefore, it is possible that gamers and creators may
engage in illegal, obscene or incendiary conversations or
activities, including publishing of inappropriate or illegal
content that may be deemed unlawful. If any content on our platform
is deemed illegal, obscene or incendiary, or if appropriate
licenses and third-party consents have not been obtained, claims
may be brought against us for defamation, libel, negligence,
copyright, patent or trademark infringement, other unlawful
activities or other theories and claims based on the nature and
content of the information delivered on or otherwise accessed
through our platform. Moreover, the costs of compliance may
continue to increase when more content is made available on our
platform as a result of our growing base of gamers and creators,
which may adversely affect our results of operations.
Intensified government regulation of the Internet industry could
restrict our ability to maintain or increase the level of traffic
to our gaming platform as well as our ability to capture other
market opportunities.
The Internet industry is increasingly subject to strict scrutiny.
New laws and regulations may be adopted from time to time to
address new issues that come to the authorities’ attention.
We may not timely obtain or maintain all the required licenses or
approvals or make all the necessary filings in the future. We also
cannot assure you that we will be able to obtain the required
licenses or approvals if we plan to expand into other Internet
businesses. If we fail to obtain or maintain any of the required
licenses or approvals or make the necessary filings, we may be
subject to various penalties, which may disrupt our business
operations or derail our business strategy, and materially and
adversely affect our business, financial condition and results of
operations.
-28-
Governance Risks and Risks Related to our Common Stock
Our amended and restated bylaws designate a state or federal court
located within the State of Delaware as the exclusive forum for
certain litigation that may be initiated by our stockholders, which
could limit our stockholders’ ability to obtain a favorable
judicial forum for disputes with us.
Pursuant to our amended and restated bylaws, unless we consent in
writing to the selection of an alternative forum, the sole and
exclusive forum for (i) any derivative action or proceeding
brought on our behalf, (ii) any action asserting a claim of
breach of a fiduciary duty owed by any of our directors, officers
or other employees to us or our stockholders, (iii) any action
asserting a claim against us arising pursuant to any provision of
the Delaware General Corporation Law, or (iv) any action
asserting a claim against us that is governed by the internal
affairs doctrine shall be a state or federal court located within
the State of Delaware, in all cases subject to the court’s
having personal jurisdiction over indispensable parties named as
defendants. Any person or entity purchasing or otherwise acquiring
any interest in shares of our capital stock shall be deemed to have
notice of and consented to this provision. The forum
selection clause in our amended and restated bylaws may have
the effect of discouraging lawsuits against us or our directors and
officers and may limit our stockholders’ ability to obtain a
favorable judicial forum for disputes with us.
Because the applicability of the exclusive forum provision is
limited to the extent permitted by law, we believe that the
exclusive forum provision would not apply to suits brought to
enforce any duty or liability created by the Securities Exchange
Act of 1934, as amended (the “Exchange Act”), the
Securities Act of 1933, as amended (the “Securities
Act”), any other claim for which the federal courts have
exclusive jurisdiction or concurrent jurisdiction over all suits
brought to enforce any duty or liability created by the Securities
Act. We note that there is uncertainty as to whether a court would
enforce the provision and that investors cannot waive compliance
with the federal securities laws and the rules and regulations
thereunder. Although we believe this provision benefits us by
providing increased consistency in the application of Delaware law
in the types of lawsuits to which it applies, the provision may
have the effect of discouraging lawsuits against our directors and
officers.
Although our common stock is listed on the Nasdaq Capital Market,
our shares are likely to be thinly traded for some time and an
active market may never develop.
Although our common stock is listed on the Nasdaq Capital
Market, it is likely that
initially there will be a very limited trading market for our
common stock, and we cannot ensure that a robust trading market
will ever develop or be sustained. Our shares of common stock may
be thinly traded, and the price, if traded, may not reflect our
actual or perceived value. There can be no assurance that there
will be an active market for our shares of common stock in the
future. The market liquidity will be dependent on the perception of
our operating business, competitive forces, state of the esports
gaming industry, growth rate and becoming cash flow profitable on a
sustainable basis, among other things. We may, in the future, take
certain steps, including utilizing investor awareness campaigns,
press releases, road shows, and conferences to increase awareness
of our business and any steps that we might take to bring us to the
awareness of investors may require we compensate financial public
relations firms with cash and/or stock. There can be no assurance
that there will be any awareness generated or the results of any
efforts will result in any impact on our trading volume.
Consequently, investors may not be able to liquidate their
investment or liquidate it at a price that reflects the value of
the business and trading may be at an inflated price relative to
the performance of our company due to, among other things,
availability of sellers of our shares. If a market should develop,
the price may be highly volatile. Because there may be a low price
for our shares of common stock, many brokerage firms or clearing
firms may not be willing to effect transactions in the securities
or accept our shares for deposit in an account. Even if an investor
finds a broker willing to effect a transaction in the shares of our
common stock, the combination of brokerage commissions, transfer
fees, taxes, if any, and any other selling costs may exceed the
selling price. Further, many lending institutions will not permit
the use of low-priced shares of common stock as collateral for any
loans.
Our stock price may be volatile, and you could lose all or part of
your investment.
The trading price of our common stock following our offering may
fluctuate substantially and may be higher or lower than the initial
public offering price. This may be especially true for companies
with a small public float. The trading price of our common stock
following our offering will depend on several factors, including
those described in this “Risk
Factors” section, many of
which are beyond our control and may not be related to our
operating performance. These fluctuations could cause you to lose
all or part of your investment in our common stock since you might
be unable to sell your shares at or above the price you paid in the
offering. Factors that could cause fluctuations in the trading
price of our common stock include:
●
|
changes to our industry,
including demand and regulations;
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we may not be able to compete
successfully against current and future
competitors;
|
●
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competitive pricing
pressures;
|
●
|
our ability to obtain working
capital financing as required;
|
●
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additions or departures of key
personnel;
|
●
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sales of our common stock;
|
●
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our ability to execute our business plan;
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●
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operating results that fall below expectations;
|
●
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loss of any strategic relationship, sponsor or
licensor;
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●
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any major change in our management;
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changes in accounting standards, procedures, guidelines,
interpretations or principals; and
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economic, geo-political and other external factors.
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-29-
In addition, the stock market in general, and the market for
technology companies in particular, have experienced extreme price
and volume fluctuations that have often been unrelated or
disproportionate to the operating performance of those companies.
Broad market and industry factors, as well as general economic,
political and market conditions such as recessions or interest rate
changes, may seriously affect the market price of our common stock,
regardless of our actual operating performance. These fluctuations
may be even more pronounced in the trading market for our stock
shortly following our offering. If the market price of our common
stock after our offering does not exceed the initial public
offering price, you may not realize any return on your investment
in us and may lose some or all of your investment.
In addition, in the past, following periods of volatility in the
overall market and the market prices of particular companies’
securities, securities class action litigations have often been
instituted against these companies. Litigation of this type, if
instituted against us, could result in substantial costs and a
diversion of our management’s attention and resources. Any
adverse determination in any such litigation or any amounts paid to
settle any such actual or threatened litigation could require that
we make significant payments.
If securities industry analysts do not publish research reports on
us, or publish unfavorable reports on us, then the market price and
market trading volume of our common stock could be negatively
affected.
Any trading market for our common stock will be influenced in part
by any research reports that securities industry analysts publish
about us. We may not obtain any future research coverage by
securities industry analysts. In the event we are covered by
research analysts, and one or more of such analysts downgrade our
securities, or otherwise reports on us unfavorably, or discontinues
coverage of us, the market price and market trading volume of our
common stock could be negatively affected.
We have not paid cash dividends in the past and do not expect to
pay dividends in the future. Any return on investment will likely
be limited to the value of our common stock.
We have never paid cash dividends on our common stock and do not
anticipate doing so in the foreseeable future. The payment of
dividends on our common stock will depend on earnings, financial
condition and other business and economic factors affecting us at
such time as our board of directors may consider relevant. If we do
not pay dividends, our common stock may be less valuable because a
return
Since we do not anticipate paying any cash dividends on our capital
stock in the foreseeable future, stock price appreciation, if any,
will be your sole source of gain.
We currently intend to retain all of our future earnings, if any,
to finance the growth and development of our business. In addition,
the terms of any future debt agreements may preclude us from paying
dividends. As a result, appreciation, if any, in the market price
of our common stock will be your sole source of gain for the
foreseeable future.
Future issuances of debt securities, which would rank senior to our
common stock upon our bankruptcy or liquidation, and future
issuances of preferred stock, which would rank senior to our common
stock for the purposes of dividends and liquidating distributions,
may adversely affect the level of return you may be able to achieve
from an investment in our common stock.
In the future, we may attempt to increase our capital resources by
offering debt securities. In the event of a bankruptcy or
liquidation, holders of our debt securities, and lenders with
respect to other borrowings we may make, would receive
distributions of our available assets prior to any distributions
being made to holders of our common stock. Moreover, if we issue
preferred stock in the future, the holders of such preferred stock
could be entitled to preferences over holders of common stock in
respect of the payment of dividends and the payment of liquidating
distributions. Because our decision to issue debt or preferred
securities in any future offering, or borrow money from lenders,
will depend in part on market conditions and other factors beyond
our control, we cannot predict or estimate the amount, timing or
nature of any such future offerings or borrowings. Holders of our
common stock must bear the risk that any such future offerings we
conduct or borrowings we make may adversely affect the level of
return they may be able to achieve from an investment in our common
stock.
-30-
We are an emerging growth company, and any decision on our
part to comply only with certain reduced reporting and disclosure
requirements applicable to emerging growth companies could make our
common stock less attractive to investors.
We are an emerging growth company, and, for as long as we
continue to be an emerging growth company, we may choose to
take advantage of exemptions from various reporting requirements
applicable to other public companies that are not “emerging
growth companies,” including:
●
|
not
being required to have our independent registered public accounting
firm audit our internal control over financial reporting under
Section 404 of the Sarbanes-Oxley Act;
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reduced
disclosure obligations regarding executive compensation in our
periodic reports and annual report on Form 10-K; and
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exemptions
from the requirements of holding a non-binding advisory vote on
executive compensation and stockholder approval of any golden
parachute payments not previously approved.
|
We
could be an emerging growth company for up to five years following
the completion of our offering. Our status as an emerging
growth company will end as soon as any of the following takes
place:
●
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the
last day of the fiscal year in which we have more than $1.07
billion in annual revenue;
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●
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the
date we qualify as a “large accelerated filer,” with at
least $700 million of equity securities held by
non-affiliates;
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●
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the
date on which we have issued, in any three-year period, more than
$1.0 billion in non-convertible debt securities; or
|
●
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the
last day of the fiscal year ending after the fifth anniversary of
the completion of our offering.
|
We cannot predict if investors will find our common stock less
attractive if we choose to rely on the exemptions afforded emerging
growth companies. If some investors find our common stock less
attractive because we rely on any of these exemptions, there may be
a less active trading market for our common stock and the market
price of our common stock may be more volatile.
Under the JOBS Act, emerging growth companies can also delay
adopting new or revised accounting standards until such time as
those standards apply to private companies. We have elected to use
this extended transition period for complying with new or revised
accounting standards that have different effective dates for public
and private companies until the earlier of the date we (i) are no
longer an emerging growth company or
(ii) affirmatively and irrevocably opt out of the extended
transition period provided in the JOBS Act. As a result, our
financial statements may not be comparable to companies that comply
with new or revised accounting pronouncements as of public company
effective dates.
-31-
Because of our status as an emerging growth company, you will not
be able to depend on any attestation from our independent
registered public accounting firm as to our internal control over
financial reporting for the foreseeable future.
Our independent registered public accounting firm will not be
required to attest to the effectiveness of our internal control
over financial reporting pursuant to Section 404 of the
Sarbanes-Oxley Act until the later of the year following our first
annual report required to be filed with the SEC or the date we are
no longer an “emerging growth company” as defined in
the JOBS Act. Accordingly, you will not be able to depend on any
attestation concerning our internal control over financial
reporting from our independent registered public accounting firm
for the foreseeable future. Subsequent to the time frame
above, our independent registered public accounting firm will not
be required to attest to the effectiveness of our internal control
over financial reporting pursuant to the Sarbanes-Oxley
Act until such time that the Company becomes an
“accelerated filer,” as defined by the
SEC.
We have granted, and may continue to grant, share incentive awards,
which may result in increased share-based compensation
expenses.
We adopted our Amended and Restated 2014 Stock Option and Incentive
Plan (the “2014 Plan”) in October 2014, for purposes of
granting share-based compensation awards to employees, directors
and consultants to incentivize their performance and align their
interests with ours. We account for compensation costs for all
share-based awards issued under the 2014 Plan using a fair-value
based method and recognize expenses in our statements of
comprehensive loss in accordance with GAAP. Under the 2014 Plan, we
are authorized to grant options to purchase shares of common stock
of our Company, restricted share units to receive shares of common
stock and restricted shares of common stock. For the year ended
December 31, 2020 and 2019, we recorded share-based compensation
expense of $2.0 million and $6.2 million, respectively, primarily
related to issuances and vesting of awards under the 2014
Plan.
We believe the granting of share incentive awards is important to
our ability to attract and retain employees, and we will continue
to grant share incentive awards to employees in the future. As a
result, our expenses associated with share-based compensation may
increase, which may have an adverse effect on our results of
operations.
General Risk Factors
Actual or threatened epidemics, pandemics, outbreaks, or other
public health crises may adversely affect our
business.
Our business could be materially and adversely affected by the
risks, or the public perception of the risks, related to an
epidemic, pandemic, outbreak, or other public health crisis, such
as the recent outbreak of novel coronavirus (COVID-19). The risk,
or public perception of the risk, of a pandemic or media coverage
of infectious diseases could cause a decrease to the attendance of
our in person gaming experiences, or cause certain of our partners,
such as Wanda Theaters in China, to avoid holding in person events.
Moreover, an epidemic, pandemic, outbreak or other public health
crisis, such as COVID-19, could cause members of our Action Squad,
in whom we rely to manage the logistics of our in person
experiences, or on-site employees of partners to avoid any
involvement with our in person experiences or other events, which
would adversely affect our ability to hold such events. The
ultimate extent of the impact of any epidemic, pandemic or other
health crisis on our business, financial condition and results of
operations will depend on future developments, which are highly
uncertain and cannot be predicted, including new information that
may emerge concerning the severity of such epidemic, pandemic or
other health crisis and actions taken to contain or prevent their
further spread, among others. These and other potential impacts of
an epidemic, pandemic or other health crisis, such as COVID-19,
could therefore adversely affect our business, financial condition
and results of operations.
A reversal of the U.S. economic recovery and a return to volatile
or recessionary conditions in the United States or abroad could
adversely affect our business or our access to capital markets in a
material manner.
To date, our principal sources of capital used to fund our
operations have been the net proceeds we received from sales of
equity securities and proceeds received from the issuance of
convertible debt, as described herein. We have and will continue to use significant
capital for the growth and development of our business, and, as
such, we expect to seek additional capital either from operations
or that may be available from future issuance(s) of common stock or
debt financings, to fund our planned
operations.
Accordingly, our results of operations and the implementation of
our long-term business strategy could be adversely affected by
general conditions in the global economy, including conditions that
are outside of our control, such as the impact of health and safety
concerns from the current outbreak of COVID-19. The most recent
global financial crisis caused by COVID-19 resulted in extreme
volatility and disruptions in the capital and credit markets. A
severe or prolonged economic downturn could result in a variety of
risks to our business and could have a material adverse effect on
us, including limiting our ability to obtain additional capital
from the capital markets. We could also be adversely affected by
such factors as changes in foreign currency rates and weak economic
and political conditions in each of the countries in which we
operate.
Our business is subject to risks generally associated with the
entertainment industry.
Our business is subject to risks that are generally associated with
the entertainment industry, many of which are beyond our control.
These risks could negatively impact our operating results and
include the popularity, price to play, and timing of release of our
esports licensed games, economic conditions that adversely affect
discretionary consumer spending, changes in gamer demographics, the
availability and popularity of other forms of entertainment, and
critical reviews and public tastes and preferences, which may
change rapidly and cannot necessarily be predicted.
ITEM 1B. UNRESOLVED STAFF COMMENTS
None.
ITEM 2. PROPERTIES
We
leased office space under an operating lease agreement which
expired on May 31, 2017, and was amended to a month-to-month basis
lease. In June 2020, we terminated the lease for the majority of
our corporate headquarters (approximately 4,965 square feet). As of
December 31, 2020 we maintain approximately 1650 square feet of
office space in Santa Monica, CA, on a month-to-month basis, at
$5,197 per month.
We
anticipate no difficulty in extending the leases of our facilities
or obtaining comparable facilities in suitable locations, as
needed, and we consider our facilities to be adequate for our
current needs.
ITEM 3. LEGAL PROCEEDINGS
As of
the date hereof, we are not a party to any material legal or
administrative proceedings. There are no proceedings in which any
of our directors, executive officers or affiliates, or any
registered or beneficial stockholder, is an adverse party or has a
material interest adverse to our interest. We may from time to time
be subject to various legal or administrative claims and
proceedings arising in the ordinary course of business. Litigation
or any other legal or administrative proceeding, regardless of the
outcome, is likely to result in substantial cost and diversion of
our resources, including our management’s time and
attention.
ITEM 4. MINE SAFETY DISCLOSURES
None.
-32-
PART
II
ITEM 5. MARKET FOR REGISTRANT’S COMMON EQUITY, RELATED
STOCKHOLDER MATTERS AND ISSUER PURCHASES OF EQUITY
SECURITIES
Market Information and Holders
Our common stock is listed on the Nasdaq Capital Market under the
ticker symbol “SLGG.”
Shown below is the range of high and low sales prices for our
common stock for the periods indicated as reported by the Nasdaq
Capital Market. Our common stock began trading on the Nasdaq
Capital Market on February 27, 2019, and the following table
reflects the high and low sales prices for our common stock
subsequent to that date:
|
High
|
Low
|
Fiscal
Year Ending December 31, 2020
|
|
|
First quarter
ending March 31, 2020
|
$5.45
|
$1.82
|
Second quarter
ending June 30, 2020
|
$6.50
|
$2.07
|
Third quarter
ending September 30, 2020
|
$3.63
|
$1.76
|
Fourth quarter
ending December 31, 2020
|
$3.90
|
$1.66
|
|
High
|
Low
|
Fiscal
Year Ending December 31, 2019
|
|
|
First quarter
ending March 31, 2019 (beginning February 27, 2019)
|
$9.73
|
$6.27
|
Second quarter
ending June 30, 2019
|
$9.28
|
$6.05
|
Third quarter
ending September 30, 2019
|
$8.75
|
$3.90
|
Fourth quarter
ending December 31, 2019
|
$4.99
|
$1.85
|
As of March 1, 2021, we
had 147 holders of record of
our common stock based upon the records of our transfer agent,
which do not include beneficial owners of common stock whose shares
are held in the names of various securities brokers, dealers and
registered clearing agencies.
-33-
Dividend Policy
We have never declared or paid cash dividends on our capital stock.
We currently intend to retain all available funds and any future
earnings for use in the operation of our business. Therefore, we do
not currently expect to pay any cash dividends on our common stock
for the foreseeable future. Any future determination to pay cash
dividends will be at the discretion of our Board and will depend
upon our results of operations, financial condition, capital
requirements, general business conditions, and other factors that
our board of directors deems relevant. Our ability to pay dividends
may also be restricted by the terms of any future credit agreement
or any future debt or preferred equity securities.
Recent Sales of Unregistered Equity Securities
Conversion of Convertible Debt. On February 27, 2019, we completed our initial
public offering of shares of common stock, as described
below. Concurrent with the
closing of the initial public
offering on February 27, 2019,
in accordance with the underlying convertible debt agreements, all
outstanding principal and interest of the 9.00% convertible notes
outstanding, totaling $13,793,000, was automatically converted into
1,475,164 shares of the Company’s common stock at a
conversion price of $9.35.
In connection with the issuance of the convertible debt, we
provided each holder with registration rights to register the
shares of common stock issuable upon conversion, subject to certain
limitations. In addition, the holders of the notes agreed to
certain lock-up restrictions on the shares of common stock
underlying the notes and the warrants that limited the ability of
each holder to freely trade such shares during the 180-day period
following the completion of the initial public
offering.
Restricted Stock Units. In December 2019, we
issued a total of 4,000 restricted stock units to two individual
accredited investors in consideration for strategic sales and
marketing services rendered to our company. No underwriters were
involved in the foregoing issuance of securities. The securities
were issued to an accredited investor in reliance upon the
exemption from the registration requirements of the Securities Act,
as set forth in Section 4(a)(2) under the Securities Act,
relative to transactions by an issuer not involving any public
offering, to the extent an exemption from such registration was
required.
Use of Proceeds from Sales of Registered Securities
In August 2020, the Company issued 4,540,541 shares of common stock
at a price of $1.85 per share, raising aggregate net proceeds of
approximately $7.6 million, after deducting placement agent fees of
$588,000 and other offering expenses totaling $180,000. The
offering was conducted pursuant to the Company’s effective
Registration Statements on Form S-1 (File No. 333-248248), and a
related registration statement filed pursuant to Rule 462(b) under
the Securities Act. In addition, pursuant to the terms of the
related underwriting agreement, the Company granted to the
underwriter a 30-day over-allotment option to purchase up
to an additional 681,081 Shares at the same public offering price
per share, less discounts and commissions, which was partially
exercised in September 2020, resulting in the issuance of 448,440
shares and net proceeds of $771,000, after deducting placement
agent fees of $58,000. The net proceeds from this offering were for
working capital and other general corporate
purposes, including sales and marketing activities, product
development and capital expenditures. Net proceeds from this
offering were also intended to be available for acquisitions of, or
investments in, technologies, solutions or businesses that may
complement our business and or accelerate our growth.
In May 2020, the Company issued 1,825,000 shares of common stock at
a price of $3.50 per share, raising aggregate net proceeds of
approximately $6.0 million, after deducting placement agent fees of
$319,000 and other offering expenses totaling $116,000, pursuant to
a registered direct offering. The net proceeds from this offering
were for working capital and other general corporate
purposes, including sales and marketing activities, product
development and capital expenditures. Net proceeds from this
offering were also intended to be available for acquisitions of, or
investments in, technologies, solutions or businesses that may
complement our business and or accelerate our growth.
On February 27, 2019 (the “IPO Closing Date”), Super
League completed its initial public offering (“IPO”) of
shares of its common stock, pursuant to which an aggregate of
2,272,727 shares were offered and sold at a public offering price
of $11.00 per share, resulting in net proceeds of $22,458,000 after
deducting underwriting discounts, commissions and offering costs of
$2,542,000.The principal purposes of the IPO were to obtain
additional capital to support our operations, to create a public
market for our common stock and to facilitate our future access to
the public equity markets. The net proceeds received from the IPO
were for working capital and general corporate purposes, including
sales and marketing activities, product development and capital
expenditures. Net proceeds from out IPO were also eligible for use
in connection with the strategic acquisition of, or investment in,
technologies, solutions or businesses that may complement our
business and or accelerate our growth. The amounts and timing of
our actual expenditures, including expenditure related to sales and
marketing and product development depended on numerous factors,
including the status of our product development efforts, our sales
and marketing activities, expansion internationally, the amount of
cash generated or used by our operations, competitive pressures and
other factors.
-34-
There has been no material change in the use of proceeds since our
IPO, as described in our final Prospectus filed with the SEC
pursuant to Rule 424(b) of the Securities Act of 1933, as amended,
and other periodic reports previously filed with the
SEC.
Performance Graph
As a smaller reporting company, we are not required to provide the
performance graph required by Item 201(e) of Regulation
S-K.
ITEM 6. SELECTED FINANCIAL
DATA
We derived the selected financial data as of and for the years
ended December 31, 2020 (“fiscal year 2020”) and 2019
(“fiscal year 2019”), set forth below, from our audited
financial statements included elsewhere herein, and should be read
in conjunction with those audited financial statements and related
notes thereto, as well as the information found under the sections
titled “Management’s Discussion and Analysis of
Financial Condition and Results of Operations” included
elsewhere herein. Our historical results are not necessarily
indicative of the results to be expected in future
periods.
|
Fiscal
Year
|
|
|
2020
|
2019
|
Statement of Operations Data:
|
|
|
Revenues
|
$2,064,000
|
$1,084,000
|
Cost of
revenues
|
856,000
|
513,000
|
Gross
profit
|
1,208,000
|
571,000
|
|
|
|
Operating
expenses:
|
|
|
Sales,
marketing and advertising
|
5,403,000
|
4,488,000
|
Technology
platform and infrastructure
|
6,647,000
|
4,915,000
|
General and
administrative
|
7,901,000
|
11,938,000
|
Total
operating expense
|
19,951,000
|
21,341,000
|
Loss from
operations
|
(18,743,000)
|
(20,770,000)
|
|
|
|
Other income
(expense), net
|
11,000
|
(9,909,000)
|
Net loss
|
$(18,732,000)
|
$(30,679,000)
|
|
|
|
Net loss per share:
|
|
|
Basic and diluted
|
$(1.64)
|
$(3.89)
|
Weighted
average common shares used to compute net loss per
share:
|
|
|
Basic and
diluted(1)
|
11,430,057
|
7,894,326
|
_______________
(1) All
share and per share data has been retrospectively adjusted to
reflect the one-for-three Reverse Stock Split, which was effected
on February 8, 2019.
|
As of
December 31,
|
|
|
2020
|
2019
|
Balance
Sheet Data:
|
|
|
Cash and cash
equivalents
|
$7,942,000
|
$8,442,000
|
Accounts
receivable
|
588,000
|
293,000
|
Prepaid expenses
and other current assets
|
837,000
|
924,000
|
Property and
equipment, net
|
138,000
|
239,000
|
Intangible and
other assets, net
|
1,907,000
|
1,984,000
|
Goodwill
|
2,565,000
|
2,565,000
|
Accounts payable,
accrued expenses and deferred revenue
|
1,829,000
|
1,004,000
|
Long-term note
payable
|
1,208,000
|
-
|
Total
stockholders’ equity
|
13,977,000
|
13,443,000
|
____________________________
-35-
Factors Affecting Comparability:
●
Long-Term Note Payable. On May 4, 2020, the Company entered
into a potentially forgivable loan from the U.S. Small Business
Administration (“SBA”) resulting in net proceeds of
$1,200,047 pursuant to the Paycheck Protection Program enacted by
Congress under the CARES Act administered by the SBA. Refer to
“Liquidity and Capital
Resources” below.
●
Noncash Stock Compensation
Expense. Noncash stock-based
compensation expense for the periods presented was comprised of the
following:
|
Fiscal
Year
|
|
|
2020
|
2019
|
|
|
|
Sales, marketing and
advertising
|
$849,000
|
$635,000
|
Technology platform and
infrastructure
|
254,000
|
129,000
|
General and
administrative
|
901,000
|
5,453,000
|
Total noncash stock
compensation expense
|
$2,004,000
|
$6,217,000
|
Noncash
stock compensation expense in fiscal year 2019 included expense
resulting from certain performance-based options and warrants
granted in 2018, which vested upon the achievement of certain
performance-based milestones. Performance-based milestones included
the completion of our IPO in February 2019 and other operational
performance targets. During fiscal year 2019, 325,000 of
performance-based stock options and warrants vested, resulting in
noncash stock compensation expense of $2,766,000. Refer to Note 8
to the financial statements included elsewhere
herein.
●
Convertible Debt
Noncash Interest Expense. Interest expense for the periods presented
primarily relates to the issuance of 9.00% secured convertible
promissory notes, described below. As a result of the automatic
conversion of the 2018 Notes (defined below) and the application of
conversion accounting, the Company recorded an immediate charge to
interest expense of $1,384,000, representing the write-off of the
unamortized balance of debt discounts associated with the 2018
warrants and cash commissions and warrants issued to third parties.
Further, as described below, the non-detachable conversion feature
embedded in the 2018 Notes provided for a conversion rate that was
below market value at the commitment date, and therefore,
represented a beneficial conversion feature (defined below). The
intrinsic value of the beneficial conversion feature on the IPO
closing date, was approximately $7,067,000, and is reflected as
additional interest expense in the statement of operations for
fiscal year 2019.
-36-
ITEM 7. MANAGEMENT’S
DISCUSSION AND ANALYSIS OF FINANCIAL CONDITION AND RESULTS OF
OPERATIONS
You should read the following discussion and analysis of our
financial condition and results of our operations together with our
financial statements and the notes thereto appearing elsewhere in
this Report. This discussion contains forward-looking statements
reflecting our current expectations, whose actual outcomes involve
risks and uncertainties. Actual results and the timing of events
may differ materially from those stated in or implied by these
forward-looking statements due to a number of factors, including
those discussed in the sections entitled “Risk
Factors,” “Special Note Regarding Forward-Looking
Statements” and elsewhere in this
Report.
General
Super League Gaming is a leading gaming community and content
platform that gives everyday gamers and creators multiple ways to
connect and engage with others while enjoying the video games they
love. Powered by patented, proprietary technology systems, Super
League offers players the ability to create gameplay-driven
experiences they can share with friends, the opportunity to watch
live streaming broadcasts and gameplay highlights across digital
and social channels, and the chance to compete in events and
challenges designed to celebrate victories and achievements across
multiple skill levels. With gameplay and content offerings
featuring more than a dozen of the top video game titles in the
world, Super League is building a broadly inclusive, global brand
at the intersection of gaming, experiences and entertainment.
Whether to access its expanding direct audience of young gamers,
creators and esports players, or to leverage the company’s
remote video production division, Virtualis Studios, third parties
ranging from consumer brands, video game publishers, professional
esports teams, traditional sports organizations, video content
producers, and more, are turning to Super League to provide
integrated solutions that drive business growth.
Executive Summary
We
believe Super League is on the leading edge of the rapidly growing
competitive video gaming industry, which has become an established
and vital part of the entertainment landscape. We believe there is
a significant opportunity for the world of mainstream competitive
players and creators who want their own esports and entertainment
experience. These players and creators enjoy the competition, the
social interaction and community, and the entertainment value
associated with playing, creating and watching others
play.
Super League is a critically important component in providing the
infrastructure for mainstream competitive video gaming content and
gameplay, that is synergistic and accretive to the greater esports
ecosystem. Over the past five years, we believe we have become the
preeminent brand for gamers by providing a proprietary software
platform that allows them to create, compete, socialize and
spectate gameplay and entertainment, both physically and digitally
online. Our creator and player platform generates a significant
amount of derivative gameplay content for further syndication
beyond our own digital channels.
The fundamental driver of our business model and monetization
strategy is creating deep community engagement through our highly
personalized experiences that, when coupled with the critical mass
of our large digital audiences, provides the depth and volume for
premium content and offer monetization differentiated from a more
traditional, commoditized advertising model. The combination of our
physical venue network and digital programming channels, with Super
League’s cloud-based, digital products platform technology at
the hub, creates the opportunity for not just a share of the
player’s wallet, but also the advertiser’s wallet. We
do this by offering brand sponsors and advertisers a premium
marketing channel to reach elusive Generation Z and Millennial
gamers and creators and offering players ways to access exclusive
tournaments and programming.
-37-
During
fiscal year 2020, management continued to focus on monetization
with respect to our three primary revenue streams: (1) advertising
revenues, (2) content revenues, and (3) direct to consumer
revenues. In addition to the significant strong KPI performance
described below, we: (i) continued our focus on our premium
advertising model for future monetization of our rapidly growing
premium advertising inventory, invested in the expansion of our
in-house direct sales team to facilitate delivery, and increased
revenues generated from programmatic display and video advertising
units; (ii) focused on our swift pivot to accelerate the
monetization of our original and user generated content library and
remote production and broadcast capabilities, which emerged as a
significant component of revenue in 2020; (iii) continued to focus
on monetization of the gamer and creator through direct-to-consumer
offers, including increases in sales of digital goods, primarily
with our Minehut digital property, and the launch of the early
stages of a micro-transaction marketplace; and, (iv) began to
unlock new ways that our content production technology can extend
beyond esports into traditional sports and other entertainment
formats representing revenue growth opportunities in future
periods. We expect to continue to grow our adverting pipeline
across various verticals with the capability to provide brands and
advertisers with targeted, high quality integrations that warrant
premium costs per impressions (“CPM”) advertising
rates.
Super
League Gaming experienced its strongest period of audience growth
during the challenging time of the COVID-19 pandemic, marked by the
reaching of a key 2020 milestone in July 2020; reaching one
billion video views and impressions. This key milestone at the
time, represented more than a 700% increase over the full
fiscal year of 2019, during which we achieved a total of 120
million views. More importantly, as of the end of 2020 we generated
a total of 2.0 billion views and impressions.
The
ability to generate over one billion views year to date in July
2020, on our way to over two billion views for fiscal 2020, was a
key proof point of not only the compelling attractiveness of our
content, but also to the variety we are able to offer. We have
established ourselves as a leading publisher of user generated
gaming highlights on Snapchat and within our Framerate social video
network. During 2020, we expanded to
nine gameplay highlights channels across Instagram and Tik Tok,
produced three original series on InstagramTV, and produced seven
original shows on Snapchat that, all together, delivered on average
more than 169.0 million video views per month.
During
the fiscal year 2020, we experienced a significant increase in
registered users, gamer and creator engagement, and gameplay hours
across all of our platforms. We believe a driver of the increase
was, to a certain extent, the general period of social distancing
and mandatory shelter in place orders stemming from the COVID-19
pandemic, during which passionate video gamers and creators around
the world sought a competitive outlet, seeking to connect with
others around the games they love and turned to esports and
entertainment and other online gaming communities to fill the void.
We also believe that a driver of the increase is the fact that
esports and entertainment is mainstream, which was the case prior
to COVID-19, and we expect this trend to continue subsequent to the
COVID-19 pandemic. These increases are accelerating our growth
plans, and are increasing our opportunities for
monetization.
Our
video content business is also accelerating on an additional path
through the advancement of our proprietary, cloud-based, live
content capture and broadcast system, which includes patented
technology and fully remote, innovative workflows operated by
SuperLeagueTV, our completely virtual studio. Endemic and
non-endemic brands and partners have sought out Super League to
provide premium, TV-quality production services across a multitude
of live streamed events. During 2020, within gaming alone,
broadcasts have spanned an impressive mix of game titles including
Minecraft, APEX Legends, NBA2K, PUBG Mobile, the World Golf Tour
and more.
In
connection with the advancement of our content capture and
broadcast system, in December 2020 we announced the launch
of Virtualis Studios, our fully virtual production studio
providing proprietary, state-of-the-art, scalable solutions for
video, television, and branded content. We believe that production
companies in need of experienced teams with a deep understanding of
remote production technologies and systems can rely on Virtualis
Studios’ expertise, developed through years of broadcasting
multi-location esports events. Whether for the creation and
broadcast of premium content, or for monitoring productions from
remote locations, Virtualis Studios supports a broad spectrum of
critical needs in today’s production environment. Born from
cloud-based esports broadcast solutions designed to enable
thousands of simultaneous gameplay and player cam feeds to be live
streamed across dozens of endpoints, Virtualis Studios specializes
in integrating multiple technology solutions to ensure any given
project can be produced and monitored successfully on a partially
or fully-remote basis. The proprietary infrastructure already
supports multiple, concurrent virtual control rooms that are fully
operational at any given time, with limitless scalability compared
to what is possible within a physical studio and on-site control
room.
-38-
In
response to the COVID-19 pandemic and the related uncertainty,
advertisers and sponsors across the board inevitably paused to
reset their marketing strategies, and as a result, all companies
with business models that include sponsorship and advertising
revenues felt the impact of the pause in advertising spend
industry-wide. In addition, as a result of COVID-19, we also felt
the impact of the deferral of some of the programs in our pipeline
and related revenues to future periods. We did not experience any
cancellations of existing programs. The majority of our gameplay
hours and other engagement occurs digitally, online, so while our
“in real life” gaming is a premium and important aspect
of our brand, the shift away from retail locations is not expected
to have a significant impact on our overall business model over
time, which is largely digitally focused.
Although we were impacted by the general deferral in advertising
spending by brands and sponsors resulting from the COVID-19
pandemic for a significant portion of fiscal year 2020, we reported
significant quarter over quarter growth in revenues in the second
half of fiscal 2020 and we expect to continue to expand our
advertising revenue and revenue from the sale of our proprietary
and third-party user generated content in future periods, as we
continue to expand our advertising inventory, viewership and
related sales activities.
Key Performance Indicators.
The
KPIs driving our business model are related to scalable offers
across our digital and physical footprint of gaming-centric offers
and entertainment. We focus and report on three key performance
indicators (“KPIs”), as outlined below, to assess our
progress and drive revenue growth, which is also a key performance
indicator. As December 31, 2020, we
continued to see strong growth in our leading key performance
indicators, as follows:
●
|
Views and Impressions: We generated 2.0 billion views and
impressions during fiscal year 2020, compared to our full-year 2019
views of 120.0 million, representing an approximately 17 times, or
approximately 1600% increase over full year 2019 views. This
continued growth in views results in the exponential growth of our
total and monetizable advertising inventory, which can increase the
number of brands and advertisers attracted to our audience and
platform.
|
●
|
Registered Users: During fiscal year 2020, we increased our
registered users by approximately three times, or 200%, to 2.9
million registered users. We ended fiscal 2019 with approximately
980,000 registered users. We believe that continuing our trend of
significant year over year increases in registered users introduces
more gamers and creators into our customer funnel, from whom we can
gather higher volumes of quality user generated content and convert
into subscribers and/or upsell into other paid offers.
|
|
|
●
|
Engagement Hours: During fiscal year 2020, including our
live gaming experiences and our expanding digital gameplay
channels, we generated approximately 72.2 million hours of gameplay
and other engagement, as compared to approximately 15.0 million
full year 2019 gameplay and other engagement hours, an increase of
approximately 5 times, or 381%. We continue to focus on ways we can
repackage and distribute this significant derivative content
library for further monetization.
|
Impact of COVID-19 Pandemic
Actions
taken around the world to help mitigate the spread of the
coronavirus include restrictions on travel, and quarantines in
certain areas, and forced closures for certain types of public
places and businesses. The novel coronavirus and actions taken to
mitigate the spread of it have had and are expected to continue to
have an adverse impact on the economies and financial markets of
many countries, including the geographical areas in which the
Company operates. On March 27, 2020, the Coronavirus Aid,
Relief, and Economic Security Act (“CARES Act”)
was enacted to amongst other provisions, provide emergency
assistance for individuals, families and businesses affected by the
coronavirus pandemic. It is unknown how long the adverse
conditions associated with the coronavirus will last and what the
complete financial effect will be to the Company.
Notwithstanding
the growth in revenues and in user engagement metrics discussed
herein, the broader impact of the ongoing
COVID-19 pandemic on our results of operations and
overall financial performance remains
uncertain. The COVID-19 pandemic may continue
to impact our revenue and revenue growth in future periods, and is
likely to continue to adversely impact certain aspects of our
business and our partners, including advertising demand,
retail expansion plans and our in-person esports
experiences. See “Risk Factors” for further
discussion of the adverse impacts of the COVID-19
pandemic on our business.
-39-
Recent Developments
On March 9, 2021, we entered into an Agreement and Plan of Merger
(the “MC Merger Agreement”) by and among Mobcrush
Streaming, Inc. (“Mobcrush”), Super League Gaming,
Inc., and SLG Merger Sub II, Inc., a wholly-owned subsidiary of
Super League (“Merger Co”). The MC Merger Agreement
provides for the acquisition of Mobcrush by us pursuant to the
merger of Merger Co with and into Mobcrush, with Mobcrush as the
surviving corporation (the “Merger”). Upon completion
of the Merger, Mobcrush will be a wholly-owned subsidiary of Super
League Gaming, Inc.
In accordance with the terms and subject to the conditions of the
MC Merger Agreement: (A) each outstanding share of Mobcrush common
stock ("Mobcrush Common Stock") and Mobcrush preferred stock
("Mobcrush Preferred Stock", and with the Mobcrush Common Stock,
the "Mobcrush Stock") (other than dissenting shares) will be
canceled and converted into the right to receive (i) 0.528 shares
of Super League’s common stock ("Company Common Stock"), as
determined in the MC Merger Agreement (the “Share Conversion
Ratio”), and (ii) any cash in lieu of fractional shares of
common stock otherwise issuable under the MC Merger Agreement (the
"Merger Consideration"); (B) vested options of Mobcrush will be
assumed by Mobcrush and converted into comparable options that are
exercisable for shares of Company Common Stock, with a value
determined in accordance with the Share Conversion Ratio; and (C)
unvested options of Mobcrush will either be (i) assumed by Super
League and converted into comparable options that are exercisable
for shares of Company Common Stock, with a value as determined by
us and Mobcrush prior to the closing of the Merger, or (ii)
terminated and re-issued as options that are exercisable for shares
of Company Common Stock with a value as determined by us and
Mobcrush prior to the closing of the Merger. Subject to certain
adjustments and other terms and conditions more specifically set
forth in the MC Merger Agreement, we will be issuing 12,582,204
shares of the Company’s Common Stock as the Merger
Consideration. The MC Merger Agreement contains representations,
warranties and covenants of each of the parties thereto that are
customary for transactions of this type.
The obligations of Super League and Mobcrush to consummate the
Merger are subject to certain closing conditions, including, but
not limited to, (i) the approval of Mobcrush's and our
shareholders, (ii) Mobcrush and our reaching an agreement as to the
treatment of Mobcrush's unvested options exercisable for shares of
Mobcrush Common Stock, (iii) receipt of any necessary regulatory
approvals, (iv) the execution and delivery of the Support
Agreements by the Voting Stockholders, and (v) the execution and
delivery of the Registration Rights Agreement.
Critical Accounting Estimates
Our financial statements have been prepared in accordance with
accounting principles generally accepted in the United States of
America. Preparation of our financial statements requires
management to make judgments and estimates. Some accounting
policies have a significant impact on amounts reported in our
financial statements. The SEC has defined a company’s
critical accounting policies as the ones that are most important to
the portrayal of a company’s financial condition and results
of operations, and which require a company to make its most
difficult and subjective judgments. A summary of significant
accounting policies and a description of accounting policies that
are considered critical may be found in the audited financial
statements and notes thereto included elsewhere herein. The
following accounting policies were identified during the periods
presented, based on activities occurring during the periods
presented, as critical and requiring significant judgments and
estimates.
Revenue Recognition
Revenue is recognized when we transfer promised goods or services
to customers in an amount that reflects the consideration to which
we expect to be entitled in exchange for those goods and services.
In this regard, revenue is recognized when: (i) the parties to the
contract have approved the contract (in writing, orally, or in
accordance with other customary business practices) and are
committed to perform their respective obligations; (ii) the entity
can identify each party’s rights regarding the goods or
services to be transferred; (iii) the entity can identify the
payment terms for the goods or services to be transferred; (iv) the
contract has commercial substance (that is, the risk, timing, or
amount of the entity’s future cash flows is expected to
change as a result of the contract);and (v) it is probable that the
entity will collect substantially all of the consideration to which
it will be entitled in exchange for the goods or services that will
be transferred to the customer.
Transaction prices are based on the amount of consideration to
which we expect to be entitled in exchange for transferring
promised goods or services to a customer, excluding amounts
collected on behalf of third parties, if any. We consider the
explicit terms of the revenue contract, which are typically written
and executed by the parties, our customary business practices, the
nature, timing, and the amount of consideration promised by a
customer, in connection with determining the transaction price for
our revenue arrangements.
-40-
We generate revenues from (i) advertising, serving as a
marketing channel for brands and advertisers to reach their target
audiences of gamers across our network, (ii) content, curating and
distributing esports and entertainment content for our own network
of digital channels and media and entertainment partner channels
and (iii) direct to consumer offers
including digital subscriptions, digital goods, gameplay access
fees and merchandise sales.
Revenue
billed or collected in advance is recorded as deferred revenue
until the event occurs or until applicable performance obligations
are satisfied.
Advertising and Sponsorships:
Advertising
revenue primarily consists of direct
sales activity along with sales of programmatic display and video
advertising units to third-party advertisers and exchanges.
Advertising arrangements typically
include contract terms for time periods ranging from several days
to several weeks in length.
For
advertising arrangements that include performance obligations
satisfied over time, customers typically simultaneously receive and
consume the benefits under the arrangement as we satisfy our
performance obligations, over the applicable contract term. As
such, revenue is recognized over the contract term based upon
estimates of progress toward complete satisfaction of the contract
performance obligations (typically utilizing a time, effort or
delivery-based method of estimation). Revenue from shorter term
advertising arrangements that provide
for a contractual delivery or performance date is recognized when performance is substantially
complete and or delivery occurs. Payments are typically due from
customers during the term of the arrangement for longer-term
campaigns, and once delivery is complete for shorter-term
campaigns.
Sponsorship revenue arrangements may include: exclusive or
non-exclusive title sponsorships, marketing benefits, official
product status exclusivity, product visibly and additional
infrastructure placement, social media rights, rights to on-screen
activations and promotions, display material rights, media rights,
hospitality and tickets and merchandising rights. Sponsorship
revenues also include revenues pursuant to arrangements with brand
and media partners, retail venues, game publishers and broadcasters
that allow our partners to run amateur esports experiences, and or
capture specifically curated gameplay content that is customized
for our partners’ distribution channels. Sponsorship
arrangements typically include contract terms for time periods
ranging from several weeks or months to terms of twelve months in
length.
For
sponsorship arrangements that include performance obligations
satisfied over time, customers typically simultaneously receive and
consume the benefits under the agreement as we satisfy our
performance obligations, over the applicable contract term. As
such, revenue is recognized over the contract term based upon
estimates of progress toward complete satisfaction of the contract
performance obligations (typically utilizing a time, effort or
delivery-based method of estimation). Payments are typically due from customers during
the term of the arrangement.
Revenue from sponsorship arrangements for one-off branded
experiences and/or the development of content tailored specifically
for our partners’ distribution channels that provide for a
contractual delivery or performance date, is recognized at a point
in time, when performance is substantially complete and or delivery
occurs.
Content:
Content
related revenues are generated in connection with our curation and
distribution of esports and entertainment content for our own
network of digital channels and media and entertainment partner
channels. We distribute three primary types of content for
syndication and licensing, including: (1) our own original
programming content, (2) user generated content
(“UGC”), including online gameplay and gameplay
highlights, and (3) the creation of content for third parties
utilizing our remote production and broadcast
technology.
-41-
For
content arrangements that include performance obligations satisfied
over time, customers typically simultaneously receive and consume
the benefits under the arrangement as we satisfy our performance
obligations, over the applicable contract term. As such, revenue is
recognized over the contract term based upon estimates of progress
toward complete satisfaction of the contract performance
obligations (typically utilizing a time, effort or delivery-based
method of estimation). Revenue from shorter term content sales
arrangements that provide for a
contractual delivery or performance date is recognized when performance is substantially
complete and or delivery occurs. Payments are typically due from
customers during the term of the arrangement for longer-term
campaigns, and once delivery is complete for shorter-term
campaigns.
Direct to Consumer:
Direct to consumer revenues primarily consist of digital
subscription fees, digital goods, gameplay access fees and
merchandise sales. Subscription revenue is recognized in the period
the services are rendered. Payments are typically due from
customers at the point of sale.
We make estimates and judgments when determining whether we will
collect substantially all of the consideration to which we will be
entitled in exchange for the goods or services that will be
transferred to the customer. We assess the collectability of
receivables based on several factors, including past transaction
history and the creditworthiness of our customers. If it is
determined that collection is not reasonably assured, amounts due
are recognized when collectability becomes reasonably assured,
assuming all other revenue recognition criteria have been met,
which is generally upon receipt of cash for transactions where
collectability may have been an issue. Management’s estimates
regarding collectability impact the actual revenues recognized each
period and the timing of the recognition of revenues. Our
assumptions and judgments regarding future collectability could
differ from actual events and thus materially impact our financial
position and results of operations.
Depending on the complexity of the underlying revenue arrangement
and related terms and conditions, significant judgments,
assumptions and estimates may be required to determine each parties
rights regarding the goods or services to be transferred, each
parties performance obligations, whether performance obligations
are satisfied at a point in time or over time, estimates of
completion methodologies, the timing of satisfaction of performance
obligations, and the appropriate period or periods in which, or
during which, the completion of the earnings process occurs.
Depending on the magnitude of specific revenue arrangements, if
different judgments, assumptions and estimates are made regarding
revenue arrangements in any specific period, our periodic financial
results may be materially affected.
Stock-Based Compensation Expense
Compensation
expense for stock-based awards is measured at the grant date, based
on the estimated fair value of the award, and is recognized as an
expense, typically on a straight-line basis over the
employee’s requisite service period (generally the vesting
period of the equity award), which is generally two to four years.
Compensation expense for awards with
performance conditions that affect vesting is recorded only for
those awards expected to vest or when the performance criteria are
met. The fair value of restricted stock and restricted stock
unit awards is determined by the product of the number of shares or
units granted and the grant date market price of the underlying
common stock. The fair value of stock option and common stock
purchase warrant awards is estimated on the date of grant utilizing
the Black-Scholes-Merton option pricing model. We account for
forfeitures of awards as they occur.
Grants
of equity-based awards (including warrants) to non-employees in
exchange for consulting or other services are accounted for using
the grant date fair value of the equity instruments
issued.
Determining the fair value of stock-based awards at the grant date
requires significant estimates and judgments, including estimating
the market price volatility of our common stock, determination of
grant dates, future employee stock option exercise behavior,
estimates of probabilities of vesting and requisite service
periods.
-42-
In connection with the application of purchase accounting for the
acquisition of Framerate, as described above, we estimated the fair
values of the assets acquired and liabilities assumed. A fair
value measurement is determined as the price we would receive to
sell an asset or pay to transfer a liability in an orderly
transaction between market participants at the measurement date. In
the absence of active markets for the identical assets or
liabilities, such measurements involve developing assumptions based
on market observable data and, in the absence of such data,
internal information that is consistent with what market
participants would use in a hypothetical transaction that occurs at
the measurement date. In the context of purchase accounting, the
determination of fair value often involves significant judgments
and estimates by management, including the selection of valuation
methodologies, estimates of future revenues, costs and cash flows,
discount rates, and selection of comparable
companies. The estimated fair values reflected in the
purchase accounting rely on management’s judgment and the
expertise of a third-party valuation firm engaged to assist in
concluding on the fair value measurements.
Results of Operations
The
following table sets forth a summary of our statements of
operations for the years ended December 31, 2020 and
2019:
|
Fiscal Year
|
|
|
2020
|
2019
|
REVENUES
|
$2,064,000
|
$1,084,000
|
COST OF REVENUES
|
856,000
|
513,000
|
GROSS PROFIT
|
1,208,000
|
571,000
|
|
|
|
OPERATING EXPENSES
|
|
|
Selling,
marketing and advertising
|
5,403,000
|
4,488,000
|
Technology
platform and infrastructure
|
6,647,000
|
4,915,000
|
General
and administrative
|
7,901,000
|
11,938,000
|
Total
operating expenses
|
19,951,000
|
21,341,000
|
|
|
|
NET LOSS FROM OPERATIONS
|
(18,743,000)
|
(20,770,000)
|
|
|
|
OTHER INCOME (EXPENSE), NET
|
11,000
|
(9,909,000)
|
|
|
|
NET LOSS
|
$(18,732,000)
|
$(30,679,000)
|
-43-
Comparison of the Results of Operations for Fiscal Years 2020 and
2019
Revenue
|
Fiscal
Year
|
|
|
|
|
2020
|
2019
|
$
Change
|
%
Change
|
Advertising and
sponsorships
|
$1,170,000
|
$1,019,000
|
$151,000
|
15%
|
Content
|
735,000
|
32,000
|
703,000
|
+300%
|
Direct to
consumer
|
159,000
|
33,000
|
126,000
|
+300%
|
|
$2,064,000
|
$1,084,000
|
$980,000
|
90%
|
Revenues
for fiscal year 2020 increased $980,000 or 90%, compared to fiscal
year 2019. For fiscal year 2020
and 2019, four customers accounted for 49% and five customers
accounted for 69% of revenue, respectively.
The
increase in revenues primarily reflects significant increases in
advertising on our owned and operated digital channels and content
sales revenues, compared to the prior year, reflecting our
continued focus on the monetization of our increasing premium
advertising inventory and esports and entertainment content. The
increase was partially offset by a decrease in traditional
sponsorship revenues due to the industry wide pause in sponsorship
spending and resetting of marketing strategies by brand and
sponsors in connection with the uncertainty caused by the COVID-19
pandemic in 2020.
Advertising and sponsorship revenues for fiscal year 2020 increased
$151,000, or 15%, and included revenues from advertising campaigns
with Netflix, Inc., or Netflix, in connection with Netflix’s
“The Sleepover” movie release, and with Disney+ in
connection with their animated musical comedy series Phineas and
Ferb. The change reflects an increase in advertising revenues of
$502,000, or approximately seven times the fiscal year 2019 level,
primarily related to direct sales and programmatic display and
video advertising within our Minecraft related digital property,
Minehut. Traditional sponsorship revenues decreased $351,000, or
37%, due to the impacts of the COVID-19 pandemic described earlier.
The increase in advertising revenues more than offset the decrease
in traditional sponsorship revenues.
Content related revenues increased to $703,000, or greater than
300% in fiscal year 2020, as compared to $32,000 in fiscal year
2019. The increase was primarily driven by an increase in sales of
our proprietary and user generated content, primarily with Snap
Inc., and Cox Media, and live stream broadcast related content
sales activities with Topgolf and GenG during fiscal year
2020.
Although we were impacted by the general deferral in advertising
spending by brands and sponsors resulting from the COVID-19
pandemic for a significant portion of fiscal year 2020, we reported
significant quarter over quarter growth in total revenues in the
second half of fiscal 2020 and we expect to continue to expand our
advertising revenue and revenue from the sale of our proprietary
and user generated content in future periods, as we continue to
expand our premium advertising inventory, viewership and related
sales activities.
Direct to consumer revenues were primarily comprised of revenues
generated from our Minehut digital property, which provides various
Minecraft server hosting services on a subscription basis and other
digital goods to the Minecraft gaming community. Direct to consumer
revenues for fiscal year 2020 increased $126,000, or greater than
300%, compared to fiscal year 2019. The increase in direct to
consumer revenues reflects our continued focus on the
acceleration of our direct to consumer monetization.
-44-
Cost of Revenue
|
Fiscal
Year
|
|
||
|
2020
|
2019
|
$ Change
|
% Change
|
Cost
of revenue
|
$856,000
|
$513,000
|
$343,000
|
67%
|
Cost of
revenue for fiscal year 2020 increased $343,000, or 67% compared to
fiscal year 2019, as compared to the 90% increase in related
revenues for the same periods. The less than proportionate increase
in cost of revenue was driven by a significant increase in lower
cost advertising and third party content sales revenues in fiscal
year 2020. In addition, as a result of the various shelter in place
orders in connection with the global response to the COVID-19
pandemic, we reduced our physical / in-person gaming activities
during fiscal year 2020, which typically have higher direct cost
profiles, which to a lesser extent, also contributed to the less
than proportionate increase in cost of revenue for the periods
presented.
Cost of
revenues fluctuate period to period based on the specific programs
and revenue streams contributing to revenue each period and the
related cost profile of our physical and digital experiences, and
advertising and content sales activities occurring each
period.
Operating Expenses
|
Fiscal
Year
|
|
||
|
2020
|
2019
|
$ Change
|
% Change
|
Selling,
marketing and advertising
|
$5,403,000
|
$4,488,000
|
$915,000
|
20%
|
Technology
platform and infrastructure
|
6,647,000
|
4,915,000
|
1,732,000
|
35%
|
General
and administrative
|
7,901,000
|
11,938,000
|
(4,037,000)
|
(34)%
|
Total
operating expenses
|
$19,951,000
|
$21,341,000
|
$(1,390,000)
|
(7)%
|
Noncash stock-based compensation expense for the periods presented
was included in the following operating expense line
items:
|
Fiscal
Year
|
|
||
|
2020
|
2019
|
$ Change
|
% Change
|
Selling,
marketing and advertising
|
$849,000
|
$635,000
|
$214,000
|
34%
|
Technology
platform and infrastructure
|
254,000
|
129,000
|
125,000
|
97%
|
General
and administrative
|
901,000
|
5,453,000
|
(4,552,000)
|
(83)%
|
Total
operating expenses
|
$2,004,000
|
$6,217,000
|
$(4,213,000)
|
(68)%
|
Selling, Marketing and Advertising. The increase in selling,
marketing and advertising expense for fiscal year 2020 was
primarily due to an increase in personnel costs, including noncash
stock compensation, associated with the increase in our in-house
direct sales force focused on the monetization of our increasing
premium advertising inventory and audience across our digital
properties. The increase was partially offset by a reduction in
marketing costs related to our traditional physical / in-person
activities due to the impact of the COVID-19 pandemic on physical /
in-person activities.
-45-
Technology Platform and Infrastructure. Technology platform
and infrastructure costs include (i) allocated personnel costs,
including salaries, noncash stock compensation, taxes and benefits
related to our internal software developers and engineers, employed
by Super League, engaged in the operation, maintenance, management,
administration, testing, development and enhancement of our
proprietary gaming and content technology platform, (ii)
third-party contract software development and engineering resources
engaged in developing and enhancing our proprietary gaming and
content technology platform, (iii) the amortization of capitalized
internal use software costs, and (iv) technology platform related
cloud services, broadband and other technology platform costs.
Capitalized internal use
software development costs are amortized on a straight-line
basis over the software’s estimated useful life. The increase in technology platform and
infrastructure costs for fiscal year
2020 primarily reflects an increase in cloud services and other
technology platform costs totaling $1,592,000, which
primarily reflects the impact of the surge in engagement across our
digital properties as described earlier, quarterly fees paid to a third party under a
licenses and rights agreement, as amended, totaling $175,000, and
the acceleration of amortization related to the termination of
certain rights and licenses in connection with amendments to our
arrangement with a third party, totaling $413,000, as described at
Note 4 to our financial statements elsewhere herein. The increase
in technology platform and infrastructure costs was partially
offset by a decrease in broadband costs totaling $268,000 for
fiscal year 2020, as compared to fiscal year
2019.
General and Administrative. General and administrative
expense for the periods presented was comprised of the
following:
|
Fiscal
Year
|
|
|
|
|
2020
|
2019
|
$ Change
|
% Change
|
Personnel
costs
|
$2,454,000
|
$2,436,000
|
$18,000
|
1%
|
Office
and facilities
|
247,000
|
403,000
|
(156,000)
|
(39)%
|
Professional
fees
|
704,000
|
842,000
|
(138,000)
|
(16)%
|
Stock-based
compensation
|
901,000
|
5,453,000
|
(4,552,000)
|
(83)%
|
Depreciation
and amortization
|
229,000
|
436,000
|
(207,000)
|
(-47)%
|
Other
|
3,366,000
|
2,368,000
|
998,000
|
42%
|
Total
general and administrative expense
|
$7,901,000
|
$11,938,000
|
$(4,037,000)
|
(34)%
|
-46-
A summary of the main drivers of the net increase in general
and administrative expenses for the periods presented is as follows:
●
Office and
facilities costs decreased due to the termination of our lease for
approximately 75% of our office space in Santa Monica, California,
and converting to a fully remote work structure, resulting in
significant rent and facilities costs savings commencing in the
third quarter of 2020 and going forward.
●
Professional fees
expense decreased primarily due to a reduction in IPO and
acquisition related professional fees in fiscal year
2020.
●
Noncash stock compensation expense included in
general and administrative expense decreased 83%, primarily due to
certain performance options and warrants previously granted to
certain executives, which vested upon the achievement of certain
performance-based milestones in fiscal year 2019. Performance
targets included the completion of our IPO in February 2019 and
other 2019 operational performance targets. During fiscal year
2019, approximately 300,000 of performance-based stock options and
warrants vested with grant date fair values ranging from $8.28 to
$8.50, resulting in noncash stock compensation expense of
$2,617,000. The decrease also reflects a reduction of the
average fair value of options and restricted shares expensed in
fiscal year 2020 to approximately $3.34, from approximately $8.34
for fiscal year 2019.
●
Depreciation and
amortization expense decreased due primarily to a decrease in
scheduled amortization related to fully depreciated assets with
useful lives that expired during fiscal 2020 or prior, and the
acceleration of depreciation related to certain networking and
related equipment disposed of during fiscal 2019.
●
Other general and
administrative expenses increased primarily due to an increase in
public company related directors and officer's
(“D&O”) insurance premiums and a full fiscal year
of D&O insurance and other public company costs, partially
offset by a decrease in travel related expenses due to the COVID-19
pandemic.
Other Income (expense)
Other
income (expense), net, for fiscal year 2020 and 2019, was $11,000
and ($9,909,000), respectively. Other income and expense, net for
fiscal year 2019 was primarily comprised of interest expense
related to convertible notes outstanding as of the IPO Closing
Date, as follows:
|
Fiscal Year
|
|
|
|
|
2020
|
2019
|
$ Change
|
% Change
|
Accretion
of discount on convertible notes
|
$-
|
$2,475,000
|
$(2,475,000)
|
(100)%
|
Accrued
interest expense on convertible notes
|
-
|
187,000
|
(187,000)
|
(100)%
|
Accretion
of convertible note issuance costs
|
-
|
209,000
|
(209,000)
|
(100)%
|
Beneficial
conversion feature
|
-
|
7,067,000
|
(7,067,000)
|
(100)%
|
Total interest expense
|
$-
|
$9,938,000
|
$(9,938,000)
|
(100)%
|
Interest Expense. Interest expense for fiscal year 2019
primarily relates to the issuance of 9.00% secured convertible
promissory notes, commencing in February 2018 through August 2018,
as described below under Liquidity
and Capital Resources. Principal and interest as of February
27, 2019, the IPO Closing Date totaled $13,793,000. Concurrent with the closing of the IPO on February
27, 2019, in accordance with the related agreements, all
outstanding principal and interest for the 9.00% convertible notes
outstanding was automatically converted into 1,475,164 shares of
the Company’s common stock at a conversion price of $9.35.
As a result of the automatic
conversion of the 2018 Notes (defined below) and the application of
conversion accounting, the Company recorded an immediate charge to
interest expense of $1,384,000, representing
the write-off of the unamortized balance of debt
discounts associated with the 2018 warrants and cash commissions
and warrants issued to third parties. Unamortized debt discounts at
December 31, 2018 totaled $2,684,000,
respectively.
-47-
The non-detachable conversion feature embedded in the 2018 Notes
provides for a conversion rate that was below market value at the
commitment date, and therefore, represented a beneficial conversion
feature (“BCF”). The BCF is generally recognized
separately at issuance by allocating a portion of the debt proceeds
equal to the intrinsic value of the BCF to additional paid-in
capital. The resulting convertible debt discount is recognized as
interest expense using the effective yield method. However, the
conversion feature associated with the 2018 Notes was not
exercisable until the consummation of an initial public offering by
the Company of its common stock, and therefore, was not required to
be recognized in earnings until the IPO related contingency was
resolved, which occurred on the IPO Closing Date. The commitment
date is the IPO Closing Date and the commitment date stock price
was $11.00 per share. The intrinsic value of the BCF on the IPO
Closing Date, which was limited to the net proceeds allocated to
the debt on a relative fair value basis, was approximately
$7,067,000, and is reflected as additional interest expense in the
statement of operations for the year ended December 31,
2019.
Liquidity and Capital Resources
General
Cash and cash equivalents totaled $7.9 million and $8.4
million at December 31, 2020 and 2019, respectively.
To date, our principal sources of capital used to fund our
operations have been the net proceeds we received from sales of
equity securities, including our IPO, and proceeds received from
the issuance of convertible debt (2018 and prior), as described
elsewhere herein. Our
management believes that our cash balances will be sufficient to
meet our cash requirements through at least March 2022. We
may, however, encounter unforeseen difficulties that may deplete
our capital resources more rapidly than anticipated, including
those set forth under the heading “Risk Factors”
included in Part I, Item 1A of this Report.
We are focused on expanding our service offerings and revenue
growth opportunities through internal development, collaborations,
and through one or more strategic acquisitions. We continue to
evaluate potential strategic acquisitions. To finance such
strategic acquisitions, we may find it necessary to raise
additional equity capital, incur additional debt, or both. Any
efforts to seek additional funding could be made through issuances
of equity or debt, or other external financing. However, additional
funding may not be available on favorable terms, or at all. The
capital and credit markets have experienced extreme volatility and
disruption periodically and such volatility and disruption may
occur in the future. If we fail to obtain additional financing when
needed, we may not be able to execute our business plans which, in
turn, would have a material adverse impact on our financial
condition, our ability to meet our obligations, and our ability to
pursue our business strategies.
Recent Activities
As described above, on March 9, 2021, we entered into the MC Merger
Agreement by and among Mobcrush, Super League Gaming, Inc., and
Merger Co. The MC Merger Agreement provides for the acquisition of
Mobcrush by us pursuant to the merger of Merger Co with and into
Mobcrush, with Mobcrush as the surviving corporation. Upon
completion of the Merger, Mobcrush will be a wholly-owned
subsidiary of Super League Gaming, Inc. In accordance with the
terms and subject to the conditions of the MC Merger Agreement,
each outstanding share of Mobcrush Stock will be canceled and
converted into the right to receive 0.528 shares of Super
League’s common stock, as determined in the MC Merger
Agreement. Subject to certain adjustments and other terms and
conditions more specifically set forth in the MC Merger Agreement,
we will be issuing 12,582,204 shares of our common stock as the
merger consideration. The obligations of Super League and Mobcrush
to consummate the Merger are subject to certain closing conditions,
including, but not limited to the approval of Mobcrush's and our
shareholders,
In
February 2021, we entered into securities purchase agreements with
institutional investors for the registered
direct offering of an aggregate of 2,926,830 shares of the
Company’s common stock, par value $0.001 per share, at a
purchase price of $4.10 per share. The offering closed on
February 11, 2021, and resulted in gross proceeds to the Company of
$12.0 million. The shares were offered pursuant to an effective
shelf registration statement on Form S-3, which was originally
filed with the SEC on April 10, 2020 (File No.
333-237626).
In
January 2021, we entered into securities purchase agreements with
institutional investors for the registered
direct offering of an aggregate of 3,076,924 shares of our
common stock at a purchase price of $2.60 per share. The
offering closed on January 13, 2021, and resulted in gross proceeds
to the Company of $8.0 million. The offering was conducted pursuant
to an effective shelf registration statement on Form S-3,
which was originally filed with the SEC on April 10, 2020 (File No.
333-237626).
-48-
Cash Flows for Fiscal Years 2020 and 2019
The following table summarizes the change in cash balances
for the periods presented:
|
Fiscal Year
|
|
|
2020
|
2019
|
|
|
|
Net
cash used in operating activities
|
$(14,876,000)
|
$(13,646,000)
|
Net
cash used in investing activities
|
(1,190,000)
|
(3,164,000)
|
Net
cash provided by financing activities
|
15,566,000
|
22,478,000
|
(Decrease)
increase in cash
|
(500,000)
|
5,668,000
|
Cash and cash equivalents, at beginning of
period
|
8,442,000
|
2,774,000
|
Cash and cash equivalents, at end of
period
|
$7,942,000
|
$8,442,000
|
Cash Flows from Operating Activities. Net cash used in operating activities during
fiscal year 2020 was $14,876,000, which primarily reflected
our net GAAP loss for fiscal year 2020 of $18,732,000, net of
adjustments to reconcile net GAAP loss to net cash used in
operating activities of $3,856,000, which included $2,004,000
of noncash stock compensation charges and depreciation and
amortization of $1,368,000. Changes in working capital primarily
reflected the impact of the settlement of receivables and payables
in the ordinary course. Net cash used in operating activities
during fiscal year 2019 was $13,646,000, which primarily
reflected our net GAAP loss of $30,679,000, net of adjustments
to reconcile net GAAP loss to net cash used in operating activities
of $17,033,000, which included $6,217,000 of noncash stock
compensation charges, $2,871,000 of noncash accrued interest and
accretion of debt discount, $7,067,0000 of noncash interest expense
related to the recognition of the beneficial conversion feature
upon the automatic conversion of the 2018 Notes upon close of the
IPO, and depreciation and amortization of $862,000. Changes in
working capital primarily reflected the impact of the prepayment of
increased directors and officer’s insurance premiums in
connection with the consummation of our IPO and the settlement of
payables in the ordinary course.
Cash Flows from Investing Activities. Cash flows from investing activities were
comprised of the following for the periods
presented:
|
Fiscal Year
|
|
|
2020
|
2019
|
|
|
|
Cash
paid for acquisition of Framerate, net
|
$-
|
$(1,506,000)
|
Purchase
of property and equipment
|
(9,000)
|
(73,000)
|
Capitalization
of software development costs
|
(1,035,000)
|
(1,079,000)
|
Acquisition
of other intangible and other assets
|
(146,000)
|
(506,000)
|
Net cash used in investing activities
|
$(1,190,000)
|
$(3,164,000)
|
Acquisition of Framerate, Inc. On June 3, 2019, Super League Gaming, Inc. and SLG
Merger Sub, Inc., a Delaware corporation and wholly-owned
subsidiary of the Company (“Merger Sub”), entered into
an agreement and plan of merger (the “Merger
Agreement”) with Framerate, Inc., a Delaware corporation
(“Framerate”), pursuant to which Framerate merged with
and into Merger Sub, with Merger Sub continuing as the surviving
corporation (the “Acquisition”). The Acquisition was
consummated on June 6, 2019 when the certificate of merger of
Merger Sub and Framerate was filed with the Secretary of State of
the State of Delaware (the “Effective Date”). As
consideration for the Acquisition, the Company ratably paid and/or
issued to the former shareholders of Framerate an aggregate of (i)
$1.5 million paid in cash and (ii) $1.0 million paid by the
issuance of a total of 134,422 shares of the Company’s common
stock, at a price per share of $7.4395 (the “Closing
Shares”). The Merger Sub was dissolved subsequent to the
consummation of the Acquisition.
In addition to the issuance of the Closing Shares, the Merger
Agreement provided for the issuance of up to an additional $980,000
worth of shares of the Company’s common stock at the same
price per share as the Closing Shares (the “Earn-Out
Shares”) in the event Framerate achieves certain
performance-based milestones during the two-year period following
the closing of the Acquisition, or June 6, 2021 (the
“Earn-Out”). One-half of the Earn-Out Shares are
issuable on the one-year anniversary of the Effective Date, and the
remaining one-half are issuable on the second anniversary of the
Effective Date. In June 2020, we issued an additional 32,936 shares
of our common stock to the former shareholders of Framerate in
connection with the achievement of certain components of the
year-one earn-out related performance milestones.
Expanded
Agreement with Third Party. In
September 2019, the Company and a third party entered into an
expanded commercial partnership agreement (the
“Expanded Agreement”) pursuant to
which Super League became
the primary consumer-facing brand within the third
party’s B2B gaming
center software
platform. In consideration for
the rights granted by the third party to Super League, Super League
paid an upfront fee of $340,000. The upfront fee was included as
"Licenses" in intangible assets and other assets, net, in the
accompanying balance sheet (2019 only) and was being amortized over
the initial term of the Expanded Agreement of five years,
commencing October 1, 2019.
In April 2020, we amended our arrangement with the third party
terminating certain rights and licenses from the prior agreement,
as amended, focused on in-person play in gaming centers, and
securing other rights and licenses from the third party, focused on
online play at home. As a result of the termination of the rights
and licenses related to the prior arrangement, the Company
accelerated the amortization of the remaining balance related to
the prior rights and licenses included in “Licenses”
above, totaling $306,000, and certain capitalized internal use
software development costs totaling $107,000, which are included in
technology platform and infrastructure expense in the accompanying
statement of operations for the year ended December 31,
2020.
Capitalized Internal Use Software Costs. Software
development costs incurred to develop internal-use software during
the application development stage are capitalized and amortized on
a straight-line basis over the software’s estimated useful
life, which is generally three years. Software development costs
incurred during the preliminary stages of development are charged
to expense as incurred. Maintenance and training costs are charged
to expense as incurred. Upgrades or enhancements to existing
internal-use software that result in additional functionality are
capitalized and amortized on a straight-line basis over the
applicable estimated useful life.
-49-
Cash Flows from Financing Activities. Cash flows from financing activities were
comprised of the following for the periods
presented:
|
Fiscal Year
|
|
|
2020
|
2019
|
|
|
|
Proceeds
from issuance of common stock, net of issuance costs
|
$14,356,000
|
$22,458,000
|
Proceeds
from notes payable
|
1,200,000
|
-
|
Proceeds
from common stock options and purchase warrant
exercises
|
10,000
|
20,000
|
Net cash provided by financing activities
|
$15,566,000
|
$22,478,000
|
Equity Financings
In August 2020, the Company issued 4,540,541 shares of common stock
at a price of $1.85 per share, raising aggregate net proceeds of
approximately $7.6 million, after deducting placement agent fees of
$588,000 and other offering expenses totaling $180,000. The
offering was conducted pursuant to the Company’s effective
Registration Statements on Form S-1 (File No. 333-248248), and
a related registration statement filed pursuant to Rule 462(b)
under the Securities Act. In addition, pursuant to the terms
of the related underwriting agreement, the Company granted to the
underwriter a 30-day over-allotment option to purchase up
to an additional 681,081 Shares at the same public offering price
per share, less discounts and commissions, which was partially
exercised in September 2020, resulting in the issuance of 448,440
shares and net proceeds of $771,000, after deducting placement
agent fees of $58,000. The net proceeds from this offering
were for working capital and other general corporate
purposes, including sales and marketing activities, product
development and capital expenditures. Net proceeds from this
offering were also available for use in connection with the
acquisition of, or investment in, technologies, solutions or
businesses that may complement our business and or accelerate our
growth.
In May 2020, the Company issued 1,825,000 shares of common stock at
a price of $3.50 per share, raising aggregate net proceeds of
approximately $6.0 million, after deducting placement agent fees of
$319,000 and other offering expenses totaling $116,000, pursuant to
a registered direct offering. The net proceeds are for working
capital and other general corporate purposes, including sales
and marketing activities, product development and capital
expenditures. Net proceeds from this offering were also available
for use in connection with the acquisition of, or investment in,
technologies, solutions or businesses that may complement our
business and or accelerate our growth.
On February 27, 2019, we completed our IPO, pursuant to which we
issued and sold an aggregate of 2,272,727 shares of our common
stock at a public offering price of $11.00 per
share pursuant to a
registration statement on Form S-1, declared effective by the SEC on February 25,
2019 (File No. 333-229144). We raised net proceeds of approximately
$22,458,000 after underwriting discounts, commissions and other
offering costs of $2,542,000.
Concurrent with the closing of the IPO on February 27, 2019, in
accordance with the underlying agreements, all outstanding
principal and interest for the 9.00% convertible notes outstanding,
totaling $13,793,000, was automatically converted into 1,475,164
shares of the Company’s common stock at a conversion price of
$9.35.
CARES Act
As noted above, on May 4, 2020, we entered into the potentially
forgivable PPP Loan from the SBA, pursuant to the PPP program
enacted under the CARES Act, resulting in net proceeds of
approximately $1.2 million. To facilitate the PPP Loan, we entered
into the PPP Loan Agreement with a third-party lender.
The PPP Loan matures on May 4, 2022. However, under the CARES Act
and the PPP Loan Agreement, all payments of both principal and
interest will be deferred until at least December 4, 2020. The PPP
Loan accrues interest at a rate of 1.00% per annum, and interest
will continue to accrue throughout the period the PPP Loan is
outstanding, or until it is forgiven. We are eligible to apply for
forgiveness of all loan proceeds used to pay payroll costs and
other qualifying expenses during the 24-week period following
receipt of the loan, provided that the Company maintains its
employment and compensation within certain parameters during such
period. Any amounts forgiven will not be included in the
Company’s taxable income. As specifically intended under the
program, the PPP Loan, together with our cost savings initiatives,
helped us to continue operations without salary reductions, layoffs
or furloughs, during this challenging and uncertain economic
environment created by the COVID-19 pandemic.
The PPP Loan is accounted for as a financial liability in
accordance with FASB ASC 470, “Debt” and interest is accrued in accordance with
the interest method. Additional interest is not imputed at a market
rate pursuant to a scope exception for interest rates prescribed by
governmental agencies under the applicable
guidance.
The proceeds from the PPP Loan are recorded as a long-term
liability on the balance sheet until either (1) the loan is, in
part or wholly, forgiven and the company has been “legally
released” or (2) the Company pays off the loan to the
creditor. Once the loan is, in part or wholly, forgiven, and legal
release is received, the Company will reduce the liability by the
amount forgiven and record a gain on extinguishment in the
statement of operations in the period of
extinguishment.
Contractual Obligations
As of December 31, 2020, except as described below, we had no
significant commitments for capital expenditures, nor do we have
any committed lines of credit, noncancelable operating leases
obligations, other committed funding or long-term debt, and no
guarantees.
-50-
Off-Balance Sheet Commitments and Arrangements
We have not entered into any off-balance sheet financial
guarantees or other off-balance sheet commitments to
guarantee the payment obligations of any third parties. We have not
entered into any derivative contracts that are indexed to our
shares and classified as stockholder’s equity or that are not
reflected in our financial statements included elsewhere herein.
Furthermore, we do not have any retained or contingent interest in
assets transferred to an unconsolidated entity that serves as
credit, liquidity or market risk support to such entity. We do not
have any variable interest in any unconsolidated entity that
provides financing, liquidity, market risk or credit support to us
or engages in leasing, hedging or product development services with
us.
Contingencies
Certain
conditions may exist as of the date the financial statements are
issued, which may result in a loss to the Company, but which will
only be resolved when one or more future events occur or fail to
occur. The Company’s management, in consultation with its
legal counsel as appropriate, assesses such contingent liabilities,
and such assessment inherently involves an exercise of judgment. In
assessing loss contingencies related to legal proceedings that are
pending against the Company or unasserted claims that may result in
such proceedings, the Company, in consultation with legal counsel,
evaluates the perceived merits of any legal proceedings or
unasserted claims, as well as the perceived merits of the amount of
relief sought or expected to be sought therein. If the assessment
of a contingency indicates it is probable that a material loss has
been incurred and the amount of the liability can be estimated,
then the estimated liability would be accrued in the
Company’s financial statements. If the assessment indicates a
potentially material loss contingency is not probable, but is
reasonably possible, or is probable, but cannot be estimated, then
the nature of the contingent liability, together with an estimate
of the range of possible loss, if determinable and material, would
be disclosed. Loss contingencies considered remote are generally
not disclosed unless they involve guarantees, in which case the
guarantees would be disclosed.
Recent Accounting Pronouncements
Refer
to Note 2 to the financial statements included elsewhere
herein.
-51-
Relaxed Ongoing Reporting Requirements
Upon
the completion of our IPO, we elected to report as an
“emerging growth company” (as defined in the JOBS Act)
under the reporting rules set forth under the Exchange Act. For so
long as we remain an “emerging growth company,” we may
take advantage of certain exemptions from various reporting
requirements that are applicable to other Exchange Act reporting
companies that are not “emerging growth companies,”
including but not limited to:
●
not
being required to comply with the auditor attestation requirements
of Section 404 of the Sarbanes-Oxley Act;
●
taking
advantage of extensions of time to comply with certain new or
revised financial accounting standards;
●
being
permitted to comply with reduced disclosure obligations regarding
executive compensation in our periodic reports and proxy
statements; and
●
being
exempt from the requirement to hold a non-binding advisory vote on
executive compensation and stockholder approval of any golden
parachute payments not previously approved.
We are
subject to ongoing public reporting requirements that are less
rigorous than Exchange Act rules for companies that are not
“emerging growth companies,” and our stockholders could
receive less information than they might expect to receive from
more mature public companies.
We
expect to take advantage of these reporting exemptions until we are
no longer an emerging growth company. We will remain an
“emerging growth company” for up to five years,
although if the market value of our Common Stock that is held by
non-affiliates exceeds $700 million as of any June 30 before that
time, we would cease to be an “emerging growth company”
as of the following December 31.
ITEM 7A. QUANTITATIVE AND QUALITATIVE DISCLOSURES ABOUT MARKET
RISK
In the
ordinary course of our business, we are not currently exposed to
market risk of the sort that may arise from changes in interest
rates or foreign currency exchange rates, or that may otherwise
arise from transactions in derivatives.
The
preparation of financial statements in conformity with GAAP
requires our management to make estimates and assumptions that
affect the reported amounts of assets and liabilities and the
disclosure of contingent assets and liabilities at the date of the
financial statements, and the reported amounts of revenues and
expenses during the reporting period. Actual results could differ
from those estimates. The Company’s significant estimates and
assumptions include the fair value of the Company’s common
stock, stock-based compensation, the recoverability and useful
lives of long-lived assets, and the valuation allowance relating to
the Company’s deferred tax assets.
ITEM 8. FINANCIAL STATEMENTS AND
SUPPLEMENTARY DATA
The financial statements and related financial information required
to be filed hereunder are indexed under Item 15 of this report and
are incorporated herein by reference.
ITEM 9. CHANGES IN AND DISAGREEMENTS WITH ACCOUNTANTS ON ACCOUNTING
AND FINANCIAL DISCLOSURE
None.
-52-
ITEM 9A. CONTROLS AND PROCEDURES
Evaluation of Disclosure Controls and Procedures
Our
management, with the participation of our Chief Executive Officer
and Chief Financial Officer, have evaluated the effectiveness of
our disclosure controls and procedures as of December 31, 2020.
Disclosure controls and procedures (as defined in Rules 13a-15(e)
and 15d-15(e) under the Exchange Act) are designed to provide
reasonable assurance that information required to be disclosed in
our reports filed or submitted under the Exchange Act is (i)
recorded, processed, summarized and reported within the time
periods specified in the SEC’s rules and forms and (ii)
accumulated and communicated to the company’s management,
including its principal executive officer and principal financial
officer, as appropriate to allow timely decisions regarding
required disclosure. Based on the evaluation of our disclosure
controls and procedures, our Chief Executive Officer and Chief
Financial Officer have concluded that our disclosure controls and
procedures were effective as of December 31,
2020.
Limitations on Effectiveness of Controls and
Procedures
Our
disclosure controls and procedures are designed to provide
reasonable assurance of achieving the desired control objectives.
Our management, including our Chief Executive Officer and Chief
Financial Officer, does not expect that our disclosure controls or
our internal control over financial reporting will prevent or
detect all errors and all fraud. Our management recognizes that any
control system, no matter how well designed and operated, is based
upon certain judgments and assumptions and cannot provide absolute
assurance that its objectives will be met. The design of a control
system must reflect the fact that there are resource constraints
and that management is required to apply judgment in evaluating the
benefits of possible controls and procedures relative to their
costs. Further, because of the inherent limitations in all control
systems, no evaluation of controls can provide absolute assurance
that misstatements due to error or fraud will not occur or that all
control issues and instances of fraud, if any, have been detected.
The design of any system of controls is based in part on certain
assumptions about the likelihood of future events, and there can be
no assurance that any design will succeed in achieving its stated
goals under all potential future conditions.
Management’s Report on Internal Control over Financial
Reporting
Internal Control Over Financial Reporting
Our
management is responsible for establishing and maintaining adequate
internal control over financial reporting as defined in Rules
13a-15(f) and 15d-15(f) under the Exchange Act. Our
internal control over financial reporting is designed to provide
reasonable assurance regarding the reliability of financial
reporting and the preparation of financial statements for external
purposes in accordance with generally accepted accounting
principles. This process includes those policies and
procedures that (i) pertain to the maintenance of records that, in
reasonable detail, accurately and fairly reflect the transactions
and dispositions of our assets; (ii) provide reasonable
assurance that transactions are recorded as necessary to permit
preparation of financial statements in accordance with generally
accepted accounting principles, and that receipts and expenditures
are being made only in accordance with authorizations of our
management and directors; and (iii) provide reasonable assurance
regarding prevention or timely detection of unauthorized
acquisition, use or disposition of our assets that could have a
material effect on our financial statements.
Because
of its inherent limitations, internal control over financial
reporting may not prevent or detect misstatements. Also,
projections of any evaluation of the internal control over
financial reporting to future periods are subject to risk that the
internal control may become inadequate because of changes in
conditions, or that the degree of compliance with policies or
procedures may deteriorate.
Management’s Assessment of the Effectiveness of our Internal
Control Over Financial Reporting
Management
has evaluated the effectiveness of our internal control over
financial reporting as of December 31, 2020. In conducting its
evaluation, management used the framework set forth in Internal
Control — Integrated Framework (2013) issued by the Committee
of Sponsoring Organizations of the Treadway Commission (COSO).
Based on our evaluation under such framework, our management has
concluded that our internal control over financial reporting was
effective as of December 31, 2020.
Report of Independent Registered Public Accounting
Firm
We
are an “emerging growth company,” as defined in Rule
405 of the Securities Act and, accordingly, we are not required to
provide the attestation report of our independent registered public
accounting firm on our internal control over financial reporting
required by Item 308(b) of Regulation S-K.
Changes in Internal Control over Financial Reporting
There
were no changes in our internal control over financial reporting
that occurred during the fiscal quarter ended December 31, 2020
that have materially affected, or are reasonably likely to
materially affect, our internal control over financial
reporting.
ITEM 9B. OTHER INFORMATION
None.
-53-
PART III
ITEM 10. DIRECTORS, EXECUTIVE OFFICERS AND CORPORATE
GOVERNANCE
Except as provided below, in accordance with General Instruction
G(3) to Form 10-K, certain information required by this Item is
incorporated herein by reference to our definitive proxy statement
for our 2021 annual meeting of stockholders to be filed with the
SEC no later than April 30, 2021.
ITEM 11. EXECUTIVE COMPENSATION.
Except as provided below, in accordance with General Instruction
G(3) to Form 10-K, certain information required by this Item is
incorporated herein by reference to our definitive proxy statement
for our 2021 annual meeting of stockholders to be filed with the
SEC no later than April 30, 2021.
ITEM 12. SECURITY OWNERSHIP OF CERTAIN BENEFICIAL OWNERS AND
MANAGEMENT AND RELATED STOCKHOLDER MATTERS
Except as provided below, in accordance with General Instruction
G(3) to Form 10-K, certain information required by this Item is
incorporated herein by reference to our definitive proxy statement
for our 2021 annual meeting of stockholders to be filed with the
SEC no later than April 30, 2021.
ITEM 13. CERTAIN RELATIONSHIPS AND RELATED TRANSACTIONS, AND
DIRECTOR INDEPENDENCE
Except as provided below, in accordance with General Instruction
G(3) to Form 10-K, certain information required by this Item is
incorporated herein by reference to our definitive proxy statement
for our 2021 annual meeting of stockholders to be filed with the
SEC no later than April 30, 2021.
ITEM 14. PRINCIPAL ACCOUNTING FEES AND SERVICES
Except as provided below, in accordance with General Instruction
G(3) to Form 10-K, certain information required by this Item is
incorporated herein by reference to our definitive proxy statement
for our 2021 annual meeting of stockholders to be filed with the
SEC no later than April 30, 2021.
-54-
PART IV
ITEM 15. EXHIBITS, FINANCIAL STATEMENT SCHEDULES
Exhibit No.
|
Name
|
|
Incorporation by Reference
|
Agreement
and Plan of Merger Agreement and Plan of Merger by and among Super
League Gaming, Inc., SLG Merger Sub, Inc. and Framerate,
Inc.
|
|
Exhibit
2.1 to the Current Report on Form 8-K, filed on June 7,
2019.
|
|
Second
Amended and Restated Certificate of Incorporation of Super League
Gaming, Inc., dated November 19, 2018.
|
|
Exhibit
3.1 to the Registration Statement, filed on January 4,
2019
|
|
Second
Amended and Restated Bylaws of Super League Gaming,
Inc.
|
|
Exhibit
3.2 to the Registration Statement, filed on January 4,
2019
|
|
Certificate
of Amendment to the Second Amended and Restated Certificate of
Incorporation of Super League Gaming, Inc., dated February 8,
2019.
|
|
Exhibit
3.3 to the Amendment No. 2 to the Registration Statement ,
filed on February 12, 2019
|
|
Form of
Common Stock Certificate.
|
|
Exhibit
4.1 to the Amendment No. 2 to the Registration Statement ,
filed on February 12, 2019
|
|
Form of
Registration Rights Agreement, among Super League Gaming, Inc. and
certain accredited investors.
|
|
Exhibit
4.2 to the Registration Statement on Form S-1 , filed on
January 4, 2019
|
|
Common
Stock Purchase Warrant dated June 16, 2017 issued to Ann
Hand.
|
|
Exhibit
4.3 to the Registration Statement on Form S-1, filed on January 4,
2019
|
|
Form of
9.00% Secured Convertible Promissory Note.
|
|
Exhibit
4.4 to the Registration Statement on Form S-1, filed on January 4,
2019
|
|
Form of
Callable Common Stock Purchase Warrant, issued to certain
accredited investors.
|
|
Exhibit
4.5 to the Registration Statement on Form S-1, filed on January 4,
2019
|
|
Form of
Representative’s Warrant.
|
|
Exhibit
4.6 to the Amendment No. 2 to the Registration Statement on Form
S-1, filed on February 12, 2019
|
|
Super
League Gaming, Inc. Amended and Restated 2014 Stock Option and
Incentive Plan.
|
|
Exhibit
10.1 to the Registration Statement , filed on January 4,
2019
|
|
Form of
Stock Option Agreement under 2014 Stock Option and Incentive
Plan.
|
|
Exhibit
10.2 to the Registration Statement , filed on January 4,
2019
|
|
Subscription
Agreement, among Nth Games, Inc. and certain accredited
investors.
|
|
Exhibit
10.3 to the Registration Statement , filed on January 4,
2019
|
|
Subscription
Agreement, among Super League Gaming, Inc. and certain accredited
investors.
|
|
Exhibit
10.4 to the Registration Statement, filed on January 4,
2019
|
|
Form of
Theater Agreement, filed herewith.
|
|
Exhibit
10.5 to the Registration Statement , filed on January 4,
2019
|
|
Lease
between Super League Gaming, Inc. and Roberts Business Park Santa
Monica LLC, dated June 1, 2016.
|
|
Exhibit
10.6 to the Registration Statement, filed on January 4,
2019
|
|
License
Agreement between Super League Gaming, Inc. and Riot Games, Inc.,
dated June 22, 2016.
|
|
Exhibit
10.7 to the Registration Statement , filed on January 4,
2019
|
|
Amended
and Restated License Agreement between Super League Gaming, Inc.
and Mojang AB, dated August 1, 2016.
|
|
Exhibit
10.8 to the Registration Statement , filed on January 4,
2019
|
|
Master
Agreement between Super League Gaming, Inc. and Viacom Media
Networks, dated June 9, 2017.
|
|
Exhibit
10.9 to the Registration Statement, filed on January 4,
2019
|
|
Form of
Common Stock Purchase Agreement, among Super League Gaming, Inc.
and certain accredited investors.
|
|
Exhibit
10.10 to the Registration Statement , filed on January 4,
2019
|
|
Form of
Investors’ Rights Agreement, among Super League Gaming, Inc.
and certain accredited investors.
|
|
Exhibit
10.11 to the Registration Statement, filed on January 4,
2019
|
|
Employment
Agreement, between Super League Gaming, Inc. and Ann Hand, dated
June 16, 2017.
|
|
Exhibit
10.12 to the Registration Statement , filed on January 4,
2019
|
|
Employment
Agreement, between Super League Gaming, Inc. and David Steigelfest,
dated October 31, 2017.
|
|
Exhibit
10.13 to the Registration Statement, filed on January 4,
2019
|
|
Riot
Games, Inc. Extension Letter, dated November 21, 2017.
|
|
Exhibit
10.14 to the Registration Statement, filed on January 4,
2019
|
|
Form of
Note Purchase Agreement, among Super League Gaming, Inc. and
certain accredited investors.
|
|
Exhibit
10.15 to the Registration Statement , filed on January 4,
2019
|
|
Form of
Security Agreement, between Super League Gaming, Inc. and certain
accredited investors.
|
|
Exhibit
10.16 to the Registration Statement, filed on January 4,
2019
|
|
Form of
Intercreditor and Collateral Agent Agreement, among Super League
Gaming, Inc. and certain accredited investors.
|
|
Exhibit
10.17 to the Registration Statement , filed on January 4,
2019
|
-55-
Form of
Investors’ Rights Agreement (9% Secured Convertible
Promissory Notes), among Super League Gaming, Inc. and certain
accredited investors.
|
|
Exhibit
10.18 to the Registration Statement , filed on January 4,
2019
|
|
Master
Service Agreement and Initial Statement of Work between Super
League Gaming, Inc. and Logitech Inc., dated March 1,
2018.
|
|
Exhibit
10.19 to the Registration Statement , filed on January 4,
2019
|
|
Asset
Purchase Agreement, between Super League Gaming, Inc. and Minehut,
dated June 22, 2018.
|
|
Exhibit
10.20 to the Registration Statement, filed on January 4,
2019
|
|
Amended
and Restated Employment Agreement, between Super League Gaming,
Inc. and Ann Hand, dated November 15, 2018.
|
|
Exhibit
10.21 to the Registration Statement , filed on January 4,
2019
|
|
Amended
and Restated Employment Agreement, between Super League Gaming,
Inc. and David Steigelfest, dated November 1, 2018.
|
|
Exhibit
10.22 to the Registration Statement, filed on January 4,
2019
|
|
Employment
Agreement, between Super League Gaming, Inc. and Matt Edelman,
dated November 1, 2018.
|
|
Exhibit
10.23 to the Registration Statement, filed on January 4,
2019
|
|
Employment
Agreement, between Super League Gaming, Inc. and Clayton Haynes,
dated November 1, 2018.
|
|
Exhibit
10.24 to the Registration Statement , filed on January 4,
2019
|
|
Commercial
Partnership Agreement between Super League Gaming, Inc., and
ggCircuit, LLC, dated September 23, 2019.
|
|
Exhibit
10.1 to the Quarterly Report on Form 10-Q for the period ended
September 30, 2019, filed November 14, 2019.
|
|
Super
League Gaming, Inc. Code of Business Conduct and
Ethics.
|
|
Exhibit
14.1 to the Registration Statement , filed on January 4,
2019
|
|
Certification
of Principal Executive Officer Pursuant to Section 302 of the
Sarbanes-Oxley Act.
|
|
|
|
Certification
of Principal Financial and Accounting Officer Pursuant to Section
302 of the Sarbanes-Oxley Act.
|
|
|
|
Certification
Pursuant to Section 906 of the Sarbanes-Oxley Act.
|
|
|
101.INS
|
XBRL Instance Document.
|
|
|
101.SCH
|
XBRL Taxonomy Extension Schema Document.
|
|
|
101.CAL
|
XBRL Taxonomy Calculation Linkbase Document.
|
|
|
101.DEF
|
XBRL Taxonomy Extension Definition Document.
|
|
|
101.LAB
|
XBRL Taxonomy Label Linkbase Document.
|
|
|
101.PRE
|
XBRL Taxonomy Presentation Linkbase Document.
|
*
|
Filed
herewith.
|
†
|
Identifies
exhibits that consist of a management contract or compensatory plan
or arrangement.
|
+
|
Confidential treatment has been requested for certain confidential
portions of this exhibit pursuant to Rule 406 under the Securities
Act of 1933, as amended, and Rule 24b-2 under the Securities
Exchange Act of 1934, as amended (together, the
“Rules”). In accordance with the Rules, these
confidential portions have been omitted from this exhibit and filed
separately with the Securities and Exchange
Commission.
|
++
|
Certain
portions of this exhibit (indicated by “[*****]”) have
been omitted as the Company has determined (i) the omitted
information is not material and (ii) the omitted information would
likely cause harm to the Company if publicly
disclosed.
|
-56-
INDEX TO FINANCIAL STATEMENTS
SUPER LEAGUE GAMING, INC.
|
|
|
|
|
Page
|
|
|
|
Report
of Independent Registered Public Accounting Firm
|
|
F-2
|
|
|
|
Financial Statements for the Years Ended December 31, 2020 and
2019
|
|
|
|
|
|
Balance
Sheets as of December 31, 2020 and 2019
|
|
F-3
|
Statements
of Operations for the years ended December 31, 2020 and
2019
|
|
F-4
|
Statements
of Stockholders’ Equity (Deficit) for the years ended
December 31, 2020 and 2019
|
|
F-5
|
Statements
of Cash Flows for the years ended December 31, 2020 and
2019
|
|
F-6
|
Notes
to Financial Statements
|
|
F-7
|
|
|
F-1
REPORT OF INDEPENDENT REGISTERED PUBLIC ACCOUNTING
FIRM
To the
Stockholders and Board of Directors
Super
League Gaming, Inc.
Opinion on the Financial Statements
We have
audited the accompanying balance sheets of Super League Gaming,
Inc. (the Company) as of December 31, 2020 and 2019, the related
statements of operations, stockholders’ equity and cash flows
for the years then ended, and the related notes to the financial
statements (collectively, the financial statements). In our
opinion, the financial statements present fairly, in all material
respects, the financial position of the Company as of December 31,
2020 and 2019, and the results of its operations and its cash flows
for the years then ended, in conformity with accounting principles
generally accepted in the United States of America.
Basis for Opinion
These
financial statements are the responsibility of the Company’s
management. Our responsibility is to express an opinion on the
Company’s financial statements based on our audits. We are a
public accounting firm registered with the Public Company
Accounting Oversight Board (United States) (PCAOB) and are required
to be independent with respect to the Company in accordance with
U.S. federal securities laws and the applicable rules and
regulations of the Securities and Exchange Commission and the
PCAOB.
We
conducted our audits in accordance with the standards of the PCAOB.
Those standards require that we plan and perform the audits to
obtain reasonable assurance about whether the financial statements
are free of material misstatement, whether due to error or fraud.
The Company is not required to have, nor were we engaged to
perform, an audit of its internal control over financial reporting.
As part of our audits, we are required to obtain an understanding
of internal control over financial reporting but not for the
purpose of expressing an opinion on the effectiveness of the
Company’s internal control over financial reporting.
Accordingly, we express no such opinion.
Our
audits included performing procedures to assess the risks of
material misstatement of the financial statements, whether due to
error or fraud, and performing procedures that respond to those
risks. Such procedures included examining, on a test basis,
evidence regarding the amounts and disclosures in the financial
statements. Our audits also included evaluating the accounting
principles used and significant estimates made by management, as
well as evaluating the overall presentation of the financial
statements. We believe that our audits provide a reasonable basis
for our opinion.
/s/
Baker Tilly US, LLP
We have
served as the Company’s auditor since 2016.
Irvine,
California
March
19, 2021
F-2
SUPER LEAGUE GAMING, INC.
BALANCE SHEETS
DECEMBER 31, 2020 and 2019
|
2020
|
2019
|
ASSETS
|
|
|
Current
Assets
|
|
|
Cash and cash
equivalents
|
$7,942,000
|
$8,442,000
|
Accounts
receivable
|
588,000
|
293,000
|
Prepaid expenses
and other current assets
|
837,000
|
924,000
|
Total current
assets
|
9,367,000
|
9,659,000
|
Property and
Equipment, net
|
138,000
|
239,000
|
Intangible and
Other Assets, net
|
1,907,000
|
1,984,000
|
Goodwill
|
2,565,000
|
2,565,000
|
Total
assets
|
$13,977,000
|
$14,447,000
|
|
|
|
LIABILITIES
AND STOCKHOLDERS’ EQUITY
|
|
|
|
|
|
Current
Liabilities
|
|
|
Accounts payable
and accrued expenses
|
$1,829,000
|
$853,000
|
Deferred
revenue
|
-
|
151,000
|
Total current
liabilities
|
1,829,000
|
1,004,000
|
|
|
|
Long-term note
payable
|
1,208,000
|
-
|
|
|
|
Total
liabilities
|
3,037,000
|
1,004,000
|
|
|
|
Commitments and
Contingencies (Note 10)
|
|
|
|
|
|
Stockholders’
Equity
|
|
|
Preferred stock,
par value $0.001 per share; 10,000,000 shares authorized; no shares
issued or outstanding
|
-
|
-
|
Common stock, par
value $0.001 per share; 100,000,000 shares authorized; 15,483,010
and 8,573,922 shares issued and outstanding as of December 31, 2020
and 2019, respectively.
|
25,000
|
18,000
|
Additional paid-in
capital
|
115,459,000
|
99,237,000
|
Accumulated
deficit
|
(104,544,000)
|
(85,812,000)
|
Total
stockholders’ equity
|
10,940,000
|
13,443,000
|
|
|
|
Total liabilities
and stockholders’ equity
|
$13,977,000
|
$14,447,000
|
The accompanying notes are an integral part of these financial
statements.
F-3
SUPER LEAGUE GAMING, INC.
STATEMENTS OF OPERATIONS
FOR THE YEARS ENDED DECEMBER 31, 2020 and 2019
|
2020
|
2019
|
|
|
|
REVENUES
|
$2,064,000
|
$1,084,000
|
|
|
|
COST
OF REVENUES
|
856,000
|
513,000
|
|
|
|
GROSS
PROFIT
|
1,208,000
|
571,000
|
|
|
|
OPERATING
EXPENSES
|
|
|
Selling, marketing
and advertising
|
5,403,000
|
4,488,000
|
Technology platform
and infrastructure
|
6,647,000
|
4,915,000
|
General and
administrative
|
7,901,000
|
11,938,000
|
Total operating
expenses
|
19,951,000
|
21,341,000
|
|
|
|
NET
OPERATING LOSS
|
(18,743,000)
|
(20,770,000)
|
|
|
|
OTHER
INCOME (EXPENSE)
|
|
|
Interest
expense
|
(8,000)
|
(9,938,000)
|
Other
|
19,000
|
29,000
|
Total
other income (expense)
|
11,000
|
(9,909,000)
|
|
|
|
NET
LOSS
|
$(18,732,000)
|
$(30,679,000)
|
|
|
|
Net
loss attributable to common stockholders - basic and
diluted
|
|
|
Basic and diluted
loss per common share
|
$(1.64)
|
$(3.89)
|
Weighted-average
number of shares outstanding, basic and diluted
|
11,430,057
|
7,894,326
|
The accompanying notes are an integral part of these financial
statements.
F-4
SUPER LEAGUE GAMING, INC.
STATEMENTS OF STOCKHOLDERS’ EQUITY
FOR THE YEARS ENDED DECEMBER 31,
2020 and 2019
|
2020
|
2019
|
Common stock (Shares):
|
|
|
Balance,
beginning of period
|
8,573,922
|
4,610,109
|
Initial
public offering of common stock
|
-
|
2,272,727
|
Issuance
of common stock at $3.50 per share
|
1,825,000
|
-
|
Issuance
of common stock at $1.85per share
|
4,988,981
|
|
Automatic
conversion of convertible debt to common stock
|
-
|
1,475,164
|
Common
stock issued for Framerate Acquisition (Note 5)
|
32,936
|
134,422
|
Stock-based
compensation
|
62,171
|
14,833
|
Warrant
exercises
|
-
|
66,667
|
Balance, end of period
|
15,483,010
|
8,573,922
|
|
|
|
Common stock (Amount):
|
|
|
Balance,
beginning of period
|
$18,000
|
$14,000
|
Initial
public offering of common stock, net of issuance costs (Note
7)
|
-
|
2,000
|
Issuance
of common stock at $3.50 per share, net of issuance costs (Note
7)
|
2,000
|
-
|
Issuance
of common stock at $1.85 per share, net of issuance costs (Note
7)
|
5,000
|
|
Automatic
conversion of convertible debt to common stock
|
-
|
2,000
|
Balance, end of period
|
$25,000
|
$18,000
|
|
|
|
Additional paid-in-capital:
|
|
|
Balance,
beginning of period
|
$99,237,000
|
$48,325,000
|
Initial
public offering of common stock, net of issuance costs (Note
7)
|
-
|
22,456,000
|
Issuance
of common stock at $3.50 per share, net of issuance costs (Note
7)
|
5,951,000
|
-
|
Issuance
of common stock at $1.85 per share, net of issuance costs (Note
7)
|
8,398,000
|
-
|
Automatic
conversion of convertible debt to common stock
|
-
|
13,791,000
|
Beneficial
conversion feature
|
-
|
7,067,000
|
Common
stock issued for Framerate Acquisition (Note 5)
|
-
|
1,000,000
|
Framerate
Earn-Out (Note 5)
|
-
|
454,000
|
Stock-based
compensation
|
1,863,000
|
6,124,000
|
Stock
option and warrant exercises
|
10,000
|
20,000
|
Balance, end of period
|
$115,459,000
|
$99,237,000
|
|
|
|
Accumulated Deficit:
|
|
|
Balance,
beginning of period
|
$(85,812,000)
|
$(55,133,000)
|
Net
Loss
|
(18,732,000)
|
(30,679,000)
|
Balance,
end of period
|
(104,544,000)
|
(85,812,000)
|
Total stockholders’ equity
|
$10,940,000
|
$13,443,000
|
The accompanying notes are an integral part of these financial
statements.
F-5
SUPER LEAGUE GAMING, INC.
STATEMENTS OF CASH FLOWS
FOR THE YEARS ENDED DECEMBER 31, 2020 and 2019
|
2020
|
2019
|
|
|
|
CASH
FLOWS FROM OPERATING ACTIVITIES
|
|
|
Net
loss
|
$(18,732,000)
|
$(30,679,000)
|
Adjustments to
reconcile net loss to net cash used in operating
activities:
|
|
|
Depreciation and
amortization
|
1,368,000
|
862,000
|
Stock-based
compensation
|
2,004,000
|
6,217,000
|
Amortization of
discount on convertible notes (Note 6)
|
-
|
2,684,000
|
Beneficial
conversion feature (Note 6)
|
-
|
7,067,000
|
In-kind
contribution of services
|
-
|
-
|
Changes in assets
and liabilities:
|
|
|
Accounts
receivable
|
(295,000)
|
199,000
|
Prepaid expenses
and other current assets
|
(55,000)
|
(329,000)
|
Accounts payable
and accrued expenses
|
977,000
|
40,000
|
Deferred
revenue
|
(151,000)
|
106,000
|
Accrued interest on
notes payable
|
8,000
|
187,000
|
Net
cash used in operating activities
|
(14,876,000)
|
(13,646,000)
|
|
|
|
CASH
FLOWS FROM INVESTING ACTIVITIES
|
|
|
Framerate
acquisition
|
-
|
(1,506,000)
|
Purchase of
property and equipment
|
(9,000)
|
(73,000)
|
Capitalization of
software development costs
|
(1,035,000)
|
(1,079,000)
|
Acquisition of
other intangible and other assets
|
(146,000)
|
(506,000)
|
Net
cash used in investing activities
|
(1,190,000)
|
(3,164,000)
|
|
|
|
CASH
FLOWS FROM FINANCING ACTIVITIES
|
|
|
Proceeds from
issuance of common stock, net of issuance costs
|
14,356,000
|
22,458,000
|
Proceeds from note
payable (Note 6)
|
1,200,000
|
-
|
Proceeds from stock
option and warrant exercises
|
10,000
|
20,000
|
Net
cash provided by financing activities
|
15,566,000
|
22,478,000
|
|
|
|
(DECREASE)INCREASE
IN CASH AND CASH EQUIVALENTS
|
(500,000)
|
5,668,000
|
|
|
|
CASH AND CASH EQUIVALENTS –
beginning of year
|
8,442,000
|
2,774,000
|
|
|
|
CASH AND
CASH EQUIVALENTS – end of year
|
$7,942,000
|
$8,442,000
|
|
|
|
SUPPLEMENTAL NONCASH FINANCING ACTIVITIES
|
|
|
Automatic
conversion of convertible debt to common stock (Note
6)
|
$-
|
$13,793,000
|
Issuance
of common stock for Framerate Acquisition (Note 5)
|
$245,000
|
$1,000,000
|
The accompanying notes are an integral part of these financial
statements.
F-6
SUPER LEAGUE GAMING, INC.
NOTES TO FINANCIAL STATEMENTS
1.
|
DESCRIPTION OF BUSINESS
|
Super League Gaming, Inc. (“Super League,” the
“Company,” “we” or
“our”) is a leading
gaming community and content platform that gives everyday gamers
and creators multiple ways to connect and engage with others while
enjoying the video games they love. Powered by patented,
proprietary technology systems, Super League offers players the
ability to create gameplay-driven experiences they can share with
friends, the opportunity to watch live streaming broadcasts and
gameplay highlights across digital and social channels, and the
chance to compete in events and challenges designed to celebrate
victories and achievements across multiple skill levels. With
gameplay and content offerings featuring more than a dozen of the
top video game titles in the world, Super League is building a
broadly inclusive, global brand at the intersection of gaming,
experiences and entertainment. Whether to access its expanding
direct audience of young gamers, creators and esports players, or
to leverage the company’s remote video production division,
Virtualis Studios, third parties ranging from consumer brands,
video game publishers, professional esports teams, traditional
sports organizations, video content producers, and more, are
turning to Super League to provide integrated solutions that drive
business growth.
Super
League was incorporated on October 1, 2014 as Nth Games, Inc. under
the laws of the State of Delaware and changed its name to Super
League Gaming, Inc. on June 15, 2015. We are an “emerging
growth company” as defined by the Jumpstart Our Business
Startups Act of 2012, as amended.
2.
|
SUMMARY OF SIGNIFICANT ACCOUNTING POLICIES
|
Basis of Presentation
The
financial statements and accompanying notes have been prepared in
accordance with accounting principles generally accepted in the
United States of America (“U.S. GAAP”).
Use of Estimates
The
preparation of financial statements in conformity with U.S. GAAP
requires management to make estimates and assumptions that affect
the reported amounts of assets and liabilities and disclosure of
contingent assets and liabilities at the date of the financial
statements and the reported amounts of revenues and expenses during
the reporting period. Actual results could differ from these
estimates. The Company believes that, of the significant accounting
policies described herein, the accounting policies associated with
revenue recognition, impairment of goodwill and intangibles,
capitalized internal-use-software costs, the valuation of
convertible notes and related common stock purchase warrants
(hereinafter, “warrants”), stock-based compensation
expense, accounting for business combinations, and accounting for
income taxes and valuation allowances against net deferred tax
assets, require its most difficult, subjective or complex
judgments.
Reclassifications
Certain reclassifications to operating expense line items have been
made to prior year amounts for consistency and comparability with
the current year’s financial statements presentation. These
reclassifications had no effect on the reported total operating
expenses for the periods presented.
F-7
Revenue Recognition
Revenue is recognized when the Company transfers promised goods or
services to customers in an amount that reflects the consideration
to which the Company expects to be entitled in exchange for those
goods and services. In this regard, revenue is recognized when: (i)
the parties to the contract have approved the contract (in writing,
orally, or in accordance with other customary business practices)
and are committed to perform their respective obligations; (ii) the
entity can identify each party’s rights regarding the goods
or services to be transferred; (iii) the entity can identify the
payment terms for the goods or services to be transferred; (iv) the
contract has commercial substance (that is, the risk, timing, or
amount of the entity’s future cash flows is expected to
change as a result of the contract);and (v) it is probable that the
entity will collect substantially all of the consideration to which
it will be entitled in exchange for the goods or services that will
be transferred to the customer.
Transaction prices are based on the amount of consideration to
which we expect to be entitled in exchange for transferring
promised goods or services to a customer, excluding amounts
collected on behalf of third parties, if any. We consider the
explicit terms of the revenue contract, which are typically written
and executed by the parties, our customary business practices, the
nature, timing, and the amount of consideration promised by a
customer in connection with determining the transaction price for
our revenue arrangements. Refunds and sales returns historically
have not been material.
Super League generates revenues from (i) advertising,
serving as a marketing channel for brands and advertisers to reach
their target audiences of gamers across our network, (ii) content,
curating and distributing esports and entertainment content for our
own network of digital channels and media and entertainment partner
channels and (iii) direct to consumer
offers including digital subscriptions, digital goods, gameplay
access fees and merchandise sales.
Revenue
billed or collected in advance is recorded as deferred revenue
until the event occurs or until applicable performance obligations
are satisfied.
Advertising and
Sponsorships:
Advertising
revenue primarily consists of direct
sales activity along with sales of programmatic display and video
advertising units to third-party advertisers and exchanges.
Advertising arrangements typically
include contract terms for time periods ranging from several days
to several weeks in length.
For
advertising arrangements that include performance obligations
satisfied over time, customers typically simultaneously receive and
consume the benefits under the arrangement as we satisfy our
performance obligations, over the applicable contract term. As
such, revenue is recognized over the contract term based upon
estimates of progress toward complete satisfaction of the contract
performance obligations (typically utilizing a time, effort or
delivery-based method of estimation). Revenue from shorter term
advertising arrangements that provide
for a contractual delivery or performance date is recognized when performance is substantially
complete and or delivery occurs. Payments are typically due from
customers during the term of the arrangement for longer-term
campaigns, and once delivery is complete for shorter-term
campaigns.
Sponsorship revenue arrangements may include: exclusive or
non-exclusive title sponsorships, marketing benefits, official
product status exclusivity, product visibly and additional
infrastructure placement, social media rights, rights to on-screen
activations and promotions, display material rights, media rights,
hospitality and tickets and merchandising rights. Sponsorship
revenues also include revenues pursuant to arrangements with brand
and media partners, retail venues, game publishers and broadcasters
that allow our partners to run amateur esports experiences, and or
capture specifically curated gameplay content that is customized
for our partners’ distribution channels. Sponsorship
arrangements typically include contract terms for time periods
ranging from several weeks or months to terms of twelve months in
length.
For
sponsorship arrangements that include performance obligations
satisfied over time, customers typically simultaneously receive and
consume the benefits under the agreement as we satisfy our
performance obligations, over the applicable contract term. As
such, revenue is recognized over the contract term based upon
estimates of progress toward complete satisfaction of the contract
performance obligations (typically utilizing a time, effort or
delivery-based method of estimation). Payments are typically due from customers during
the term of the arrangement.
Revenue from sponsorship arrangements for one-off branded
experiences and/or the development of content tailored specifically
for our partners’ distribution channels that provide for a
contractual delivery or performance date, is recognized at a point
in time, when performance is substantially complete and or delivery
occurs.
Content
Content
sales revenue is generated in connection with our curation and
distribution of esports and entertainment content for our own
network of digital channels and media and entertainment partner
channels. We distribute three primary types of content for
syndication and licensing, including: (1) our own original
programming content, (2) user generated content
(“UGC”), including online gameplay and gameplay
highlights, and (3) the creation of content for third parties
utilizing our remote production and broadcast
technology.
F-8
For
content arrangements that include performance obligations satisfied
over time, customers typically simultaneously receive and consume
the benefits under the arrangement as we satisfy our performance
obligations, over the applicable contract term. As such, revenue is
recognized over the contract term based upon estimates of progress
toward complete satisfaction of the contract performance
obligations (typically utilizing a time, effort or delivery-based
method of estimation). Revenue from shorter term content sales
arrangements that provide for a
contractual delivery or performance date is recognized when performance is substantially
complete and or delivery occurs. Payments are typically due from
customers during the term of the arrangement for longer-term
campaigns, and once delivery is complete for shorter-term
campaigns.
Payments are typically due from customers during the term of the
arrangement for longer-term campaigns, and once delivery is
complete for shorter-term campaigns.
Direct to
Consumer:
Direct to consumer revenues primarily consist of primarily monthly
digital subscription fees, and sales of digital goods and
merchandise. Subscription revenue is recognized in the period the
services are rendered. Payments are typically due from customers at
the point of sale.
Revenue
was comprised of the following for the periods
presented:
|
Fiscal Year
|
|
|
2020
|
2019
|
Advertising
and sponsorships
|
$1,170,000,
|
$1,019,000
|
Content
sales
|
735,000
|
32,000
|
Direct
to consumer
|
159,000
|
33,000
|
|
$2,064,000
|
$1,084,000
|
For the
years ended December 31, 2020 and 2019, 55% and 33% of revenues
were recognized at a single point in time, and 45% and 67% of
revenues were recognized over time, respectively.
Cost of Revenues
Cost of
revenues includes direct costs incurred in connection with the
satisfaction of performance obligations under our revenue
arrangements including direct labor, creative and broadcast related
contract services, talent and influencers, content capture and
production services, direct marketing, prizing, platform costs and
venue fees.
Advertising
Gaming
experience and brand related advertising costs include the cost of
ad production, social media, marketing, promotions, and
merchandising. The Company expenses advertising costs as incurred.
Advertising expenses for the years ended December 31, 2020 and 2019
were $187,000 and $409,000, respectively, and are included in
selling, marketing and advertising expenses in the accompanying
statements of operations.
Technology Platform and Infrastructure Costs
Technology platform and infrastructure costs include (i) allocated
personnel costs, including salaries, noncash stock compensation,
taxes and benefits related to our internal software developers and
engineers, employed by Super League, engaged in the operation,
maintenance, management, administration, testing and enhancement of
our proprietary gaming and content technology platform, (ii)
third-party contract software development and engineering resources
engaged in developing and enhancing our proprietary gaming and
content technology platform (iii) the amortization of capitalized
internal use software costs, and (iv) technology platform related
cloud services, broadband and other technology platform
costs.
F-9
Cash and Cash Equivalents
The
Company considers all highly liquid, short-term investments with
original maturities of three months or less when purchased to be
cash equivalents. The Company’s cash equivalents consisted of
investments in AAA rated money market funds for the periods
presented.
Accounts Receivable
Accounts
receivable are recorded at the original invoice amount, less an
estimate made for doubtful accounts, if any. The Company provides
an allowance for doubtful accounts for potential credit losses
based on its evaluation of the collectability and the
customers’ creditworthiness. Accounts receivable are written
off when they are determined to be uncollectible. As of December
31, 2020 and 2019, no allowance for doubtful accounts was
considered necessary.
Fair Value Measurements
Fair value is defined as the exchange price that would be received
from selling an asset or paid to transfer a liability in the
principal or most advantageous market for the asset or liability in
an orderly transaction between market participants on the
measurement date. The Company measures financial assets and
liabilities at fair value at each reporting period using a fair
value hierarchy which requires the Company to maximize the use of
observable inputs and minimize the use of unobservable inputs when
measuring fair value. A financial instrument’s classification
within the fair value hierarchy is based upon the lowest level of
input that is significant to the fair value measurement. Three
levels of inputs may be used to measure fair value:
Level 1. Quoted prices in active markets for identical
assets or liabilities.
Level 2
. Quoted prices for similar assets and
liabilities in active markets or inputs other than quoted prices
which are observable for the assets or liabilities, either directly
or indirectly through market corroboration, for substantially the
full term of the financial instruments.
Level 3.
Unobservable inputs which are
supported by little or no market activity and which are significant
to the fair value of the assets or liabilities.
The Company does not have any instruments that are measured at fair
value on a recurring basis. However, the Company measured certain
acquired intangible assets and the Earn-Out using Level 3 inputs on
a nonrecurring basis.
Concentration of Credit Risks
The
Company maintains its cash on deposit with a bank that is insured
by the Federal Deposit Insurance Corporation. At various times, the
Company maintained balances in excess of insured amounts. The
Company has not experienced any significant losses on its cash held
in banks.
Equity Financing Costs
Specific
incremental costs directly attributable to a proposed or actual
offering of securities or debt are deferred and charged against the
gross proceeds of the financing. In the event that the proposed or
actual financing is not completed, or is deemed not likely to be
completed, such costs are expensed in the period that such
determination is made. Deferred financing costs, if any, are
included in other current assets in the accompanying balance sheet.
For the years ended December 31, 2020 and 2019, financing costs
charged against gross proceeds in connection with equity financings
totaled $176,000 and $517,000, respectively.
F-10
Property and Equipment
Property
and equipment are recorded at cost. Major additions and
improvements that materially extend useful lives of property and
equipment are capitalized. Maintenance and repairs are charged
against the results of operations as incurred. When these assets
are sold or otherwise disposed of, the asset and related
depreciation are relieved, and any gain or loss is included in the
statements of operations for the period of sale or disposal.
Depreciation and amortization are computed on a straight-line basis
over the estimated useful lives of the assets, typically over a
three to five-year period.
Intangible Assets
Intangible
assets primarily consist of (i) internal-use software development
costs, (ii) domain name, copyright and patent registration costs,
(iii) commercial licenses and branding rights and (iv) other
intangible assets, which are recorded at cost and amortized using
the straight-line method over the estimated useful lives of the
assets, ranging from three to 10 years.
Software
development costs incurred to develop internal-use software during
the application development stage are capitalized and amortized on
a straight-line basis over the software’s estimated useful
life, which is generally three years. Software development costs
incurred during the preliminary stages of development are charged
to expense as incurred. Maintenance and training costs are charged
to expense as incurred. Upgrades or enhancements to existing
internal-use software that result in additional functionality are
capitalized and amortized on a straight-line basis over the
applicable estimated useful life.
Goodwill
Goodwill
represents the excess of the purchase price of the acquired
business over the acquisition date fair value of the net assets
acquired. Goodwill is tested for impairment at the reporting unit
level (operating segment or one level below an operating segment)
on an annual basis (December 31) and between annual tests if an
event occurs or circumstances change that would more likely than
not reduce the fair value of a reporting unit below its carrying
value. The Company considers its market capitalization and the
carrying value of its assets and liabilities, including goodwill,
when performing its goodwill impairment test. When conducting its
annual goodwill impairment assessment, the Company initially
performs a qualitative evaluation of whether it is more likely than
not that goodwill is impaired. If it is determined by a qualitative
evaluation that it is more likely than not that goodwill is
impaired, the Company then applies a two-step impairment test. The
two-step impairment test first compares the fair value of the
Company’s reporting unit to its carrying or book value. If
the fair value of the reporting unit exceeds its carrying value,
goodwill is not impaired, and the Company is not required to
perform further testing. If the carrying value of the reporting
unit exceeds its fair value, the Company determines the implied
fair value of the reporting unit’s goodwill and if the
carrying value of the reporting unit’s goodwill exceeds its
implied fair value, then an impairment loss equal to the difference
is recorded in the statement of operations. The Company operates in
one reporting segment.
Impairment of Long-Lived Assets
The
Company assesses the recoverability of long-lived assets whenever
events or changes in circumstances indicate that their carrying
value may not be recoverable. If the cost basis of a long-lived
asset is greater than the projected future undiscounted net cash
flows from such asset, an impairment loss is recognized. Impairment
losses are calculated as the difference between the cost basis of
an asset and its estimated fair value. Management believes that
there was no impairment of long-lived assets for the periods
presented herein. There can be no assurance, however, that market
conditions or demand for the Company’s products or services
will not change, which could result in long-lived asset impairment
charges in the future.
F-11
Stock-Based Compensation
Compensation
expense for stock-based awards is measured at the grant date, based
on the estimated fair value of the award, and is recognized as an
expense, typically on a straight-line basis over the
employee’s requisite service period (generally the vesting
period of the equity award) which is generally two to four years.
Compensation expense for awards with
performance conditions that affect vesting is recorded only for
those awards expected to vest or when the performance criteria are
met. The fair value of restricted stock and restricted stock
unit awards is determined by the product of the number of shares or
units granted and the grant date market price of the underlying
common stock. The fair value of stock option and common stock
purchase warrant awards is estimated on the date of grant utilizing
the Black-Scholes-Merton option pricing model. The Company utilizes
the simplified method for estimating the expected term for options
granted to employees due to the lack of available or sufficient
historical exercise data for the Company for the applicable options
terms. The Company accounts for forfeitures of awards as they
occur.
Grants
of equity-based awards (including warrants) to non-employees in
exchange for consulting or other services are accounted for using
the grant date fair value of the equity instruments
issued.
Risks and Uncertainties
Concentrations. The Company had
certain customers whose revenue individually represented 10% or
more of the Company’s total revenue, or whose accounts
receivable balances individually represented 10% or more of the
Company’s total accounts receivable, and vendors whose
accounts payable balances individually represented 10% or more of
the Company’s total accounts payable, as
follows:
For the years ended December 31, 2020 and 2019, four customers
accounted for 49% and five customers accounted for 69% of revenue,
respectively. At December 31, 2020, two customers accounted for 39%
of accounts receivable. At December 31, 2019, one customer
accounted for 70% of accounts receivable. At December 31,
2020, three vendors accounted for 52% of accounts payable. At
December 31, 2019, one vendor accounted for 21% of accounts
payable.
Segment Information
The
Company operates in one segment.
Earnings (Loss) Per Share
Basic
earnings (loss) per share is computed by dividing the income or
loss by the weighted-average number of outstanding shares of common
stock for the applicable period. Diluted earnings per share is
computed by dividing the income or loss by the weighted-average
number of outstanding shares of common stock for the applicable
period, including the dilutive effect of common stock equivalents.
Potentially dilutive common stock equivalents primarily consist of
employee stock options, warrants issued to employees and
non-employees in exchange for services and warrants issued in
connection with financings. All outstanding stock options,
restricted stock units and warrants, totaling 4,470,000 and
4,117,000 at December 31, 2020 and 2019, respectively, have been
excluded from the computation of diluted loss per share because the
effect of inclusion would have been anti-dilutive.
Income Taxes
Income
taxes are accounted for using an asset and liability approach that
requires the recognition of deferred tax assets and liabilities for
the expected future tax consequences of events that have been
recognized in the Company’s financial statements or income
tax returns. A valuation allowance is established to reduce
deferred tax assets if all, or some portion, of such assets will
more than likely not be realized, or if it is determined that there
is uncertainty regarding future realization of such
assets.
F-12
Under
U.S. GAAP, a tax position is a position in a previously filed tax
return, or a position expected to be taken in a future tax filing
that is reflected in measuring current or deferred income tax
assets and liabilities. Tax positions are recognized only when it
is more likely than not, based on technical merits, that the
position will be sustained upon examination. Tax positions that
meet the more likely than not thresholds are measured using a
probability weighted approach as the largest amount of tax benefit
being realized upon settlement. The Company considers many factors
when evaluating and estimating its tax positions and tax benefits,
which may require periodic adjustments, and which may not
accurately forecast actual outcomes. Management believes the
Company has no uncertain tax positions for the years ended December
31, 2020 and 2019.
The
Company has elected to include interest and penalties related to
its tax contingences as a component of income tax expense. There
were no accruals for interest and penalties related to uncertain
tax positions for the periods presented. Income tax returns remain
open for examination by applicable authorities, generally three
years from filing for federal and four years for state. The Company
is not currently under examination by any taxing authority nor has
it been notified of an impending examination.
Recent Accounting Guidance
Recent Accounting Pronouncements – Not Yet
Adopted.
In
February 2016, the FASB issued an ASU that requires lessees to
present right-of-use assets and lease liabilities on the balance
sheet. The new guidance is to be applied using a modified
retrospective approach at the beginning of the earliest comparative
periods in the financial statements and is effective for fiscal
years beginning after December 15, 2021 and early adoption is
permitted. The Company is evaluating the impact that this guidance
will have on its financial position, results of operations and
financial statement disclosures.
In June
2016, the FASB issued guidance on the measurement and recognition
of credit losses on most financial assets. For trade receivables,
loans, and held-to-maturity debt securities, the current probable
loss recognition methodology is being replaced by an expected
credit loss model. For available-for-sale debt securities, the
recognition model on credit losses is generally unchanged, except
the losses will be presented as an adjustable allowance. The
guidance will be applied retrospectively with the cumulative effect
recognized as of the date of adoption. The guidance will become
effective at the beginning of the Company’s first quarter of
the fiscal year ending December 31, 2021 but can be adopted as
early as the beginning of the first quarter of fiscal year ending
December 31, 2020. The Company is currently assessing the impact
that adopting this new accounting guidance will have on its
financial statements and footnote disclosures.
3.
|
PROPERTY AND EQUIPMENT
|
Property
and equipment consisted of the following at December 31, 2020 and
2019:
|
2020
|
2019
|
|
|
|
Computer
hardware
|
$3,143,000
|
$3,141,000
|
Furniture
and fixtures
|
342,000
|
334,000
|
|
3,485,000
|
3,475,000
|
Less:
accumulated depreciation and amortization
|
(3,347,000)
|
(3,236,000)
|
|
$138,000
|
$239,000
|
Depreciation
and amortization expense for property and equipment was $110,000
and $861,000 for the years ended December 31, 2020 and 2019,
respectively.
F-13
4.
|
INTANGIBLE AND OTHER ASSETS
|
Intangible
and other assets consisted of the following at December 31, 2020
and 2019:
|
2020
|
2019
|
|
|
|
Capitalized
software development costs
|
$3,291,000
|
$2,363,000
|
Licenses
|
-
|
340,000
|
Tradename (Note
5)
|
189,000
|
189,000
|
Domain
|
68,000
|
68,000
|
Copyrights and
other
|
435,000
|
289,000
|
|
3,983,000
|
3,249,000
|
Less:
accumulated amortization
|
(2,076,000)
|
(1,265,000)
|
|
$1,907,000
|
$1,984,000
|
Amortization
expense totaled $1,258,000 and $245,000 for the years ended
December 31, 2020 and 2019, respectively.
Future
amortization expense of intangible and other assets is expected to
be as follows:
For the years
ending December 31:
|
|
2021
|
$899,000
|
2022
|
584,000
|
2023
|
271,000
|
2024
|
80,000
|
2025
|
38,000
|
Thereafter
|
35,000
|
|
$1,907,000
|
In September 2019, the Company and a third party entered into
an expanded commercial partnership agreement (the
“Expanded Agreement”) pursuant to
which Super League became
the primary consumer-facing brand within the third
party’s B2B gaming
center software
platform. In consideration for
the rights granted by the third party to Super League, Super League
paid an upfront fee of $340,000 and paid quarterly fees over the
term of the Agreement, commencing with the first quarter of 2020,
based on predetermined contractual revenue levels. The upfront fee
was included as "Licenses" in intangible assets and other assets,
net, in the accompanying balance sheet (2019 only) and was being
amortized over the initial term of the Expanded Agreement of five
years, commencing October 1, 2019.
In April 2020, we amended our arrangement with the third party
terminating certain rights and licenses from the prior agreement,
as amended, focused on in-person play in gaming centers, and
securing other rights and licenses from the third party, focused on
online play at home. As a result of the termination of the rights
and licenses related to the prior arrangement, the Company
accelerated the amortization of the remaining balance related to
the prior rights and licenses included in “Licenses”
above, totaling $306,000, and certain capitalized internal use
software development costs totaling $107,000, which are included in
technology platform and infrastructure expense in the accompanying
statement of operations for the year ended December 31,
2020.
F-14
5.
|
BUSINESS COMBINATION
|
On June 3, 2019, Super League and SLG Merger Sub, Inc., a Delaware
corporation and wholly-owned subsidiary of the Company
(“Merger Sub”), entered into an agreement and plan of
merger (the “Merger Agreement”) with Framerate, Inc., a
Delaware corporation (“Framerate”), pursuant to which
Framerate merged with and into Merger Sub, with Merger Sub
continuing as the surviving corporation (the
“Acquisition”). The Acquisition was consummated on June
6, 2019 when the certificate of merger of Merger Sub and Framerate
was filed with the Secretary of State of the State of Delaware (the
“Effective Date”). As consideration for the
Acquisition, the Company ratably paid and/or issued to the former
shareholders of Framerate an aggregate of (i) $1.5 million paid in
cash and (ii) $1.0 million paid by the issuance of a total of
134,422 shares of the Company’s common stock, at a price per
share of $7.4395 (the “Closing Shares”). The Merger Sub
was dissolved subsequent to the consummation of the
Acquisition.
The Acquisition was approved by the board of directors of each of
the Company and Framerate, and was approved by the stockholders of
Framerate. Transaction costs incurred relating to this acquisition
were not material. The acquisition of Framerate expands the
Company’s digital programming footprint and enhances the
Company’s ability to provide value to its gaming and
spectator communities through multiple forms of
engagement.
In addition to the issuance of the Closing Shares, the Merger
Agreement provides for the issuance of up to an additional $980,000
worth of shares of the Company’s common stock at the same
price per share as the Closing Shares (the “Earn-Out
Shares”) in the event Framerate achieves certain
performance-based milestones during the two-year period following
the closing of the Acquisition, or June 6, 2021 (the
“Earn-Out”). One-half of the Earn-Out Shares are
issuable on the one-year anniversary of the Effective Date, and the
remaining one-half are issuable on the second anniversary of the
Effective Date. The fair value of the Earn-Out on the Effective
Date was estimated to be $454,000. In June 2020, we issued an
additional 32,936 shares of our common stock to the former
shareholders of Framerate in connection with the achievement of
certain components of the year-one earn-out related performance
milestones.
The Company determined that the Acquisition constitutes a business
acquisition as defined by Accounting Standards Codification
(“ASC”) 805, Business
Combinations. Accordingly, the
assets acquired and liabilities assumed in the transaction were
recorded at their estimated acquisition date fair values, while
transaction costs associated with the acquisition were expensed as
incurred pursuant to the purchase method of accounting in
accordance with ASC 805. Super League’s preliminary
purchase price allocation was based on an evaluation of the
appropriate fair values and represents management’s best
estimate based on available data. Fair values are determined based
on the requirements of ASC 820, Fair Value Measurements and
Disclosures (“ASC
820”).
The Company hired the former Chief Executive of Framerate
(“Framerate Executive”), who was also a selling
shareholder of Framerate. Pursuant to the provisions of the
Earn-Out included in the Merger Agreement, in the event that the
Framerate Executive is terminated for cause or resigns from his
employment with the Company at any time on or before the second
anniversary of the Effective Date, and any such resignation is
without “Good Reason” as such term is defined in his
employment agreement, then the maximum amount of any portion of the
Earn-Out that has not yet been earned as of the date of resignation
shall be reduced by 44.0164%. Under ASC 805, a contingent
consideration arrangement in which the payments are automatically
forfeited if employment terminates is considered to be compensation
for post-combination services, and not acquisition consideration.
As such approximately 44% of the estimated fair value of the
Earn-Out, or $200,000 was accounted for as deferred compensation
expense and being amortized in the statement of operations over the
two-year period ending on the second anniversary of the Effective
date. The remaining deferred compensation balance, totaling
$90,000, was expensed in July 2020 due to the cessation of
services.
The
Earn-Out arrangement does not meet the liability classification
criteria outlined in ASC 480, “Distinguishing Liabilities
from Equity,” and is both (i) indexed to the Company’s
own shares and (ii) classified in shareholders’ equity in the
accompanying balance sheet. Equity-classified contingent
consideration is measured initially at fair value on the
acquisition date and is not remeasured subsequent to initial
recognition. As such, the initial value recognized for the Earn-Out
on the acquisition date is not adjusted for changes in the fair
value of the Earn-Out as of any future settlement date. Subsequent
differences between the estimated fair value of the Earn-Out
recorded at the acquisition date and the actual amount of Earn-Out
paid based on actual performance will be reflected as a charge or
credit, as applicable, in the statement of operations.
The following table summarizes the fair value of purchase price
consideration paid to acquire Framerate:
|
Amount
|
|
|
Cash
consideration at closing
|
$1,515,000
|
Equity
consideration at closing
|
1,000,000
|
Fair value of
Earn-Out shares
|
254,000
|
Total
|
$2,769,000
|
The preliminary purchase price allocation was based upon an
estimate of the fair value of the assets acquired and the
liabilities assumed by the Company in connection with the
acquisition of Framerate, as follows:
|
Amount
|
|
|
Accounts
receivable
|
$15,000
|
Intangible assets -
trade name
|
189,000
|
Goodwill
|
2,565,000
|
Total
purchase price
|
$2,769,000
|
F-15
The identifiable intangible asset acquired, totaling $189,000, was
comprised of Framerate’s trade name with an estimated useful
life of approximately five years, and is included in intangible and
other assets, net in the accompanying balance sheet. The trade name
intangible asset is being amortized over the estimated useful life
on a straight-line basis. Goodwill recognized primarily reflects
anticipated cost and growth synergies associated with the combined
operations.
Management is responsible for determining the fair value of the
identifiable intangible assets acquired as of the Effective Date.
Management considered a number of factors, including reference to
an analysis under ASC 805 solely for the purpose of allocating the
purchase price to the assets acquired. The fair values of the acquired intangible asset,
as described above, was determined using the following
methods:
Description
|
|
Valuation Method
|
|
Valuation Method Description
|
|
Assumptions
|
Trade Name
|
|
Relief-from-Royalty method under the income approach
|
|
Under the Relief-from-Royalty method, the royalty savings is
calculated by estimating a reasonable royalty rate that a third
party would negotiate in a licensing agreement. Such royalties are
most commonly expressed as a percentage of total revenue involving
a trade name.
|
|
Useful life: 5 years; Royalty Rate: 05%; Discount Rate:
50%
|
|
|
|
|
|
|
|
Earn-Out
|
|
Scenario Based Model
|
|
The payoff structure was determined to be linear and the Earn-Out
is payable within two years. Revenue scenarios were estimated and a
probability for each scenario based on the likelihood of achieving
the forecasted revenues was estimated. The estimated payments from
the scenarios were then discounted based on the Company's credit
risk and the related risk-free rate. The value per share was then
adjusted for the time period through the payout date. The option
methodology employed was the Black-Scholes Option
Model.
|
|
Volatility: 75% - 100%; Term 1 -2 years; Risk Free Rate 2.21% -
1.95%;
|
The Acquisition was treated for tax purposes as a nontaxable
transaction and as such, the historical tax bases of the acquired
assets, net operating losses, and other tax attributes of Framerate
will carryover. As a result, no new goodwill for tax purposes was
be created in connection with the Acquisition as there is no
step-up to fair value of the underlying tax bases of the acquired
net assets.
The historical balance sheets and statements of operations of
Framerate were not material to the
Company.
6.
|
NOTES PAYABLE
|
Long-Term Note Payable
On May
4, 2020, the Company entered into a potentially forgivable loan
from the U.S. Small Business Administration (“SBA”)
resulting in net proceeds of $1,200,047 pursuant to the Paycheck
Protection Program (“PPP”) enacted by Congress under
the CARES Act administered by the SBA (the “PPP Loan”).
To facilitate the PPP Loan, the Company entered into a Note Payable
Agreement with a bank (the “Lender”) (the “PPP
Loan Agreement”).
The PPP
Loan will mature on May 4, 2022. However, under the CARES Act and
the PPP Loan Agreement, all payments of both principal and interest
will be deferred until at least December 4, 2020. The PPP Loan
accrues interest at a rate of 1.00% per annum, and interest will
continue to accrue throughout the period the PPP Loan is
outstanding, or until it is forgiven. The Company will be eligible
to apply for forgiveness of all loan proceeds used to pay payroll
costs and other qualifying expenses during the 24-week period
following receipt of the loan, provided that the Company maintained
its employment and compensation within certain parameters during
such period. Any amounts forgiven will not be included in the
Company’s taxable income. As specifically intended under the
program, the PPP Loan, together with our cost savings initiatives,
helped us to continue operations without salary reductions, layoffs
or furloughs, during the challenging and uncertain economic
environment created by the COVID-19 pandemic.
The PPP
Loan is accounted for as a financial liability in accordance with
FASB ASC 470, “Debt” and interest is accrued in
accordance with the interest method. Additional interest is not
imputed at a market rate pursuant to a scope exception for interest
rates prescribed by governmental agencies under the applicable
guidance.
The
proceeds from the PPP Loan are recorded as a long-term liability on
the balance sheet until either (1) the loan is, in part or wholly,
forgiven and the company has been “legally released” or
(2) the Company pays off the loan to the Lender. Once the loan is,
in part or wholly, forgiven, and legal release is received, the
Company will reduce the liability by the amount forgiven and record
a gain on extinguishment in the statement of operations in the
period of extinguishment.
Under the CARES Act, for federal tax purposes, the amount of PPP
Loan forgiven is excluded from gross income. In December 2020, the
Consolidated Appropriations Act was signed into law, which reversed
then existing U.S. Internal Revenue Service guidance provided in
prior notices, allowing taxpayers to fully deduct any business
expenses, regardless of whether the expense was paid for using
forgiven PPP Loan proceeds. In September 2020, California
passed tax legislation which conforms to the federal rules for
PPP Loan forgiveness, allowing an exclusion from gross income for
the amount of PPP Loans that are forgiven, while disallowing the
deductions for amounts paid or incurred using the forgiven PPP Loan
funds.
F-16
Convertible Notes Payable
In
February through April 2018, the Company issued 9.00% secured
convertible promissory notes with a collective face value of
$3,000,000 (the “Initial 2018 Notes”). The Initial 2018
Notes (i) accrued simple interest at the rate of 9.00% per annum,
(ii) matured on the earlier of December 31, 2018 or the close of a
$15,000,000 equity financing (“Qualifying Equity
Financing”) by the Company, and (iii) all outstanding
principal and accrued interest was automatically convertible into
equity or equity-linked securities sold in a Qualifying Equity
Financing based upon a conversion rate equal to (x) a 10% discount
to the price per share of a Qualifying Equity Financing, with (y) a
floor of $10.80 per share. In addition, the holders of the Initial
2018 Notes were collectively issued warrants to purchase
approximately 55,559 shares of common stock, at an exercise price
of $10.80 per share and a term of five years (the “Initial
2018 Warrants”).
In May
through August 2018, the Company issued additional 9.00% secured
convertible promissory notes with a collective face value of
$10,000,000 (the “Additional 2018 Notes”). In May 2018,
all of the Initial 2018 Notes and related accrued interest,
totaling $3,056,000, were converted into the Additional 2018 Notes,
resulting in an aggregate principal amount of $13,056,000
(hereinafter collectively, the “2018 Notes”). The
holders of the converted Initial 2018 Notes retained their
respective Initial 2018 Warrants.
The
2018 Notes (i) accrued simple interest at the rate of 9.00% per
annum, (ii) matured on the earlier of the closing of an initial
public offering of the Company’s common stock on a national
securities exchange or April 30, 2019, and (iii) all outstanding
principal and accrued interest was automatically convertible into
shares of common stock upon the closing of an IPO at the lesser of
(x) $10.80 per share or (y) a 15% discount to the price per share
of the IPO. In addition, the holders of the 2018 Notes were
collectively issued 1,396,420 warrants to purchase common stock
equal to 100% of the aggregate principal amount of the 2018 Notes
divided by $9.35 per share (the “2018 Warrants”). The
2018 Warrants are exercisable for a term of five years, commencing
on the close of an IPO, at an exercise price of $9.35 and are
callable at the election of the Company at any time following the
closing of an IPO. The 2018 Notes were secured by a security
interest in all of the assets, tangible and intangible, of the
Company.
The
proceeds from the sale of the 2018 Notes, the 2018 Warrants and the
Initial 2018 Warrants, were allocated to the instruments based on
the relative fair values of the convertible debt instrument without
the warrants and of the warrants themselves at the time of
issuance. The portion of the proceeds, totaling $5,933,000
allocated to the 2018 Warrants, was accounted for as a discount to
the debt, with the offsetting credit to additional paid-in capital.
The remainder of the proceeds were allocated to the convertible
debt instrument portion of the transaction. The resulting debt
discount is amortized over the period from issuance to April 30,
2019, the stated maturity date of the debt.
Debt
issuance costs were comprised of $389,000 of cash commissions and
warrants with a fair value of $223,000, paid and issued,
respectively, to third-parties in connection with the debt
financing, and are reflected as a discount to the debt instrument,
net of accumulated amortization, in the December 31, 2018 balance
sheet. Debt issuance costs are amortized over the term of the debt
as interest expense in the statement of operations.
Concurrent
with the closing of the IPO on February 27, 2019, all outstanding
principal and accrued interest outstanding under the 2018 Notes
totaling $13,793,000 was automatically converted into 1,475,164
shares of the Company’s common stock at a conversion price
per share of $9.35. As a result of the automatic conversion of the
2018 Notes and the application of conversion accounting, the
Company recorded an immediate charge to interest expense of
$1,384,000 for the year ended December 31, 2019, representing
the write-off of the unamortized balance of debt
discounts associated with the 2018 Warrants and cash commissions
and warrants issued to third parties. Unamortized debt discounts at
December 31, 2019 and 2018 totaled $0 and $2,684,000,
respectively.
The
non-detachable conversion feature embedded in the 2018 Notes
provides for a conversion rate that is below market value at the
commitment date, and therefore, represents a beneficial conversion
feature (“BCF”). The BCF is generally recognized
separately at issuance by allocating a portion of the debt proceeds
equal to the intrinsic value of the BCF to additional paid-in
capital. The resulting convertible debt discount is recognized as
interest expense using the effective yield method. The BCF is
measured using the commitment date stock price. However, the
conversion feature associated with the 2018 Notes was not
exercisable until the consummation of an initial public offering by
the Company of its common stock, and therefore, was not required to
be recognized in earnings until the IPO related contingency was
resolved, which occurred on the IPO Closing Date. The commitment
date is the IPO Closing Date and the commitment date stock price
was $11.00 per share. The intrinsic value of the BCF on the IPO
Closing Date, which was limited to the net proceeds allocated to
the debt on a relative fair value basis, was approximately
$7,067,000, and is reflected as additional interest expense in the
statement of operations for the year ended December 31,
2019.
The
weighted-average grant date fair value of 2018 Warrants issued during the year ended
December 31, 2018 was $7.98. The aggregate fair value of
2018 Warrants that vested
during the year ended December 31, 2018 was $10,296,926.
The weighted-average exercise price
and weighted-average remaining contractual term for the 2018
Warrants was $9.41 and 4.5 years. At December 31, 2019 the
aggregate intrinsic value of the 2018 Warrants totaled
$(10,230,000).
The
fair value of Debt Warrants issued was estimated on their
respective issue dates using the Black Scholes-Merton option
pricing model and the following weighted-average
assumptions:
Volatility
|
96%
|
Risk–free
interest rate
|
2.75
|
Dividend
yield
|
-%
|
Expected life of
options (in years)
|
5
|
Weighted-average
fair value of common stock
|
$9.41
|
F-17
7.
|
STOCKHOLDERS’ EQUITY
|
Preferred Stock
The
Company’s initial certificate of incorporation authorized
5,000,000 shares of preferred stock, par value $0.001 per share. No
preferred stock had been issued and outstanding since inception of
the Company. In October 2016, the Company’s Board of
Directors (the “Board of Directors”) and a majority of
the holders of the Company’s common stock approved an
amendment and restatement of the certificate of incorporation
which, in part, eliminated the authorized preferred stock. In
August 2018, the Board of Directors approved a second amendment and
restatement of the Company’s amended and restated certificate
of incorporation (the “Amended and Restated Charter”)
to, in part, increase the Company’s authorized capital to a
total of 110.0 million shares, including 10.0 million shares of
newly created preferred stock, par value $0.001 per share
(“Preferred Stock”), authorize the Board of Directors
to fix the designation and number of each series of Preferred
Stock, and to determine or change the designation, relative rights,
preferences, and limitations of any series of Preferred Stock. The
Amended and Restated Charter was approved by a majority of the
Company’s stockholders in September 2018, and was filed
with the State of Delaware in November 2018. All references in the
accompanying financial statements to Preferred Stock have been
restated to reflect the Amended and Restated Charter.
Common Stock
The
Amended and Restated Charter also increased the Company’s
authorized capital to include 100.0 million shares of common stock,
par value $0.001, and removed the deemed liquidation provision, as
such term is defined in the Amended and Restated Charter. Each
holder of common stock is entitled to one vote for each share of
common stock held at all meetings of stockholders.
Reverse Stock Split
On
February 8, 2019, the Company filed an amendment to the
Company’s amended and restated certificate of incorporation
to effect a reverse split of shares of the Company’s common
stock on a one-for-three basis (the “Reverse Stock
Split”). All references to common stock, warrants to purchase
common stock, options to purchase common stock, early exercised
options, restricted stock, share data, per share data and related
information contained in the financial statements have been
retrospectively adjusted to reflect the effect of the Reverse Stock
Split for all periods presented. No fractional shares were issued
in connection with the Reverse Stock Split. Any fractional shares
resulting from the Reverse Stock Split will be rounded down to a
whole share, and any effected stockholders will receive a cash
payment equal to the value of such fractional shares.
Equity Financings
In
August 2020, the Company issued 4,540,541 shares of common stock at
a price of $1.85 per share, raising aggregate net proceeds of
approximately $7.6 million, after deducting placement agent fees of
$588,000 and other offering expenses totaling $180,000. The
offering was conducted pursuant to the Company’s effective
Registration Statements on Form S-1 (File No. 333-248248), and a
related registration statement filed pursuant to Rule 462(b) under
the Securities Act. In addition, pursuant to the terms of the
related underwriting agreement, the Company granted to the
underwriter a 30-day over-allotment option to purchase up to an
additional 681,081 Shares at the same public offering price per
share, less discounts and commissions, which was partially
exercised in September 2020, resulting in the issuance of 448,440
shares of common stock and net proceeds of $771,000, after
deducting placement agent fees of $58,000.
In
May 2020, the Company issued 1,825,000 shares of common stock at a
price of $3.50 per share, raising aggregate net proceeds of
approximately $6.0 million, after deducting placement agent fees of
$319,000 and other offering expenses totaling $116,000. The
offering was made pursuant to an effective shelf registration
statement on Form S-3 previously filed with the U.S. Securities and
Exchange Commission. The net proceeds
from these offerings are intended to be used for working capital
and other general corporate purposes, including
sales and marketing activities, product development and capital
expenditures. The Company may also use a portion of the net
proceeds for the acquisition of, or investment in, technologies,
solutions or businesses.
On February 27, 2019, Super League completed its IPO of its common
stock, pursuant to which the Company issued and sold an aggregate
of 2,272,727 shares of common stock at $11.00 per share, raising
aggregate net proceeds of $22,458,000 after deducting underwriting
discounts, commissions and offering costs of $2,542,000. Concurrent
with the closing of the IPO on February 27, 2019 (the “IPO
Closing Date”), in accordance with the related
agreements, all outstanding principal and interest for the
9.00% convertible notes outstanding, totaling $13,793,000, was
automatically converted into 1,475,164 shares of the
Company’s common stock at a conversion price of
$9.35.
The principal purposes of the IPO were to obtain additional capital
to support our operations, to create a public market for our common
stock and to facilitate our future access to the public equity
markets. The net proceeds received from the IPO were used for
working capital and general corporate purposes, including sales and
marketing activities, product development and capital expenditures.
A portion of the net proceeds were also available for any strategic
acquisition of, or investment in, technologies, solutions or
businesses that may have complemented our business and or
accelerated our growth. The amounts and timing of our actual
expenditures, including expenditure related to sales and marketing
and product development depended on numerous factors, including the
status of our product development efforts, our sales and marketing
activities, expansion internationally, the amount of cash generated
or used by our operations, competitive pressures and other
factors.
Upon closing of the IPO, 83,333 options and 125,000 warrants
previously granted to the CEO (with an average grant date fair
value of $8.50) became fully vested. As a result, the
Company recorded an additional $1,770,000 of stock-based
compensation during the year ended December 31, 2019.
Pursuant to the related underwriting agreement, in connection with
the completion of the IPO, for the purchase price of $50.00, the
Company issued a warrant to purchase shares of our common stock
equal to 3.0% of the shares sold in the IPO, or 68,182 shares, at
an exercise price of $11.00 per share (the
“Underwriters’ Warrants”). The
Underwriters’ Warrants are exercisable during the period
commencing from the date of the close of the IPO and ending five
years from the closing date of the IPO. The Underwriters’
Warrants represent additional noncash offering costs, with an
estimated grant date fair value of $547,000, which was reflected in
additional-paid-in capital when issued and as a corresponding
offering cost in the statement of shareholders equity for the year
ended December 31, 2019. The fair value of the
Underwriters’ Warrant was estimated on February 27, 2019, the
grant date, using the Black Scholes-Merton option pricing model and
the following weighted-average assumptions: (i) volatility of 95%,
(ii) risk-free interest rate of 2.5%, and (iii) expected term of
five years.
F-18
8.
|
STOCK-BASED INCENTIVE PLANS
|
The
Super League 2014 Stock Option and Incentive Plan (the
“Plan”) was approved by the Board of Directors and the
stockholders of Super League in October 2014. The Plan was subsequently amended in May 2015, May
2016, July 2017 and October 2018. The Plan allows grants of
stock options, stock awards and performance shares with respect to
common stock of the Company to eligible individuals, which
generally includes directors, officers, employees, advisors and
consultants. The Plan provides for both the direct award and sale
of shares of common stock and for the grant of options to purchase
shares of common stock. Options granted under the Plan include
non-statutory options as well as incentive options intended to
qualify under Section 422 of the Internal Revenue Code of 1986, as
amended.
The
Board of Directors administers the Plan and determines which
eligible individuals are to receive option grants or stock
issuances under the Plan, the times when the grants or issuances
are to be made, the number of shares of common stock subject to
each grant or issuance, the status of any granted option as either
an incentive stock option or a non-statutory stock option under the
federal tax laws, the vesting schedule to be in effect for the
option grant or stock issuance and the maximum term for which any
granted option is to remain outstanding. The exercise price of
options is generally equal to the fair market value of common stock
of the Company on the date of grant. Options generally begin
to be exercisable six months to one year after grant and typically
expire 10 years after grant. Stock options and restricted
shares generally vest over two to four years (generally
representing the requisite service period). The Plan terminates
automatically on July 1, 2027. The Plan provides for the following
programs:
Option Grants
Under
the discretionary option grant program, the Company’s
compensation committee of the Board of Directors may grant (1)
non-statutory options to purchase shares of common stock to
eligible individuals in the employ or service of Super League or
its affiliates (including employees, non-employee members of the
Board of Directors and consultants) at an exercise price not less
than 85% of the fair market value of such shares on the grant date,
and (2) incentive stock options to purchase shares of common stock
to eligible employees at an exercise price not less than 100% of
the fair market value of such shares on the grant date (not less
than 110% of fair market value if such employee actually or
constructively owns more than 10% of Super League’s voting
stock or the voting stock of any of its subsidiaries).
Stock Awards or Sales
Under
the stock award or sales program, eligible individuals may be
issued shares of common stock of the Company directly, upon the
attainment of performance milestones or the completion of a
specified period of service or as a bonus for past services. Under
this program, the purchase price for the shares will not be less
than 100% of the fair market value of the shares on the date of
issuance, and payment may be in the form of cash or past services
rendered. Eligible individuals will have no stockholder rights with
respect to any unvested restricted shares or restricted stock units
issued to them under the stock award or sales program; however,
eligible individuals will have the right to receive any regular
cash dividends paid on such shares.
F-19
The
initial reserve under the Plan was 583,334 shares of common stock,
which reserve was subsequently increased to 1,000,000 shares upon
stockholders’ approval in May 2016. In July 2017, the Company
amended and restated the Plan to increase the number of shares of
common stock reserved thereunder from1,000,000 shares to 1,500,000
shares. In October 2018, the Company amended and restated the Plan
to increase the number of shares of common stock reserved
thereunder from 1,500,000 shares to 1,833,334 shares. In July 2020,
the Company’s shareholders approved an amendment to the Plan
to increase the number of shares authorized for issuance from
1,833,334 to 2,583,334. As of December 31, 2020, 588,423 shares
remained available for issuance under the Plan.
Super
League issues new shares of common stock upon the exercise of stock
options, the grant of restricted stock, or the delivery of shares
pursuant to vested restricted stock units. The compensation
committee of the Board of Directors may amend or modify the Plan at
any time, subject to any required approval by the stockholders of
the Company, pursuant to the terms therein.
Stock Options
The
fair value of stock options granted was estimated on their
respective grant dates using the Black-Scholes-Merton option
pricing model and the following weighted-average assumptions for
the years ended December 31, 2020 and 2019:
|
2020
|
2019
|
Volatility
|
95%
|
95%
|
Risk–free
interest rate
|
.47%
|
1.99%
|
Dividend
yield
|
-%
|
-%
|
Expected life of
options (in years)
|
6.02
|
6.08
|
Weighted-average
fair value of common stock
|
$2.23
|
$7.45
|
A
summary of stock option activity for the year ended December 31,
2020 is as follows:
|
|
Weighted-Average
|
|
|
|
Options (#)
|
Exercise
Price Per Share ($)
|
Remaining
Contractual Term (Years)
|
Aggregate
Intrinsic Value ($)
|
|
|
|
|
|
Outstanding
at December 31, 2019
|
1,551,000
|
$8.86
|
7.51
|
$309,000
|
Granted
|
815,000
|
$2.93
|
|
|
Exercised
|
(33,000)
|
$0.30
|
|
|
Canceled
/ forfeited
|
(695,000)
|
$9.42
|
|
|
Outstanding
at December 31, 2020
|
1,638,000
|
$5.59
|
7.71
|
$308,000
|
Vested
and exercisable at December 31, 2020
|
812,000
|
$7.47
|
6.09
|
$296,000
|
The
weighted-average grant date fair value of stock options granted
during the years ended December 31, 2020 and 2019 was $2.23 and
$5.76, respectively. The aggregate fair value of stock options that
vested during the years ended December 31, 2020 and 2019 was
$620,000 and $3,989,000, respectively. As of December 31, 2020, the
total unrecognized compensation expense related to non-vested stock
option awards was $1,864,000, which is expected to be recognized
over a weighted-average term of approximately 3.14
years.
In
February 2020, the Board of Directors approved the cancellation of
540,000 stock options in exchange for 243,000 RSUs (the
“Stock Swap”) for seven employees. The stock options
canceled had a weighted average exercise price of $10.16 and a
weighted average grant date fair value of $8.33. The RSUs issued
had weighted average grant date fair value of $2.60 and vest over
two years. Cancellation of an existing equity-classified award
along with a concurrent grant of a replacement award is accounted
for as a modification under ASC 718, “Stock-based
Compensation.” Total compensation cost to be recognized is
equal to the original grant date fair value plus any incremental
fair value calculated as the excess of the fair value of the
replacement RSUs over the fair value of the original stock option
awards on the cancellation date. Any incremental compensation cost
is recognized prospectively over the remaining service period, in
addition to the remaining unrecognized grant date fair value. There
was no incremental compensation cost in connection with the Stock
Swap. Total remaining unrecognized grant date fair value for the
Stock Swap was $1,775,000, which is expected to be recognized over
a weighted-average term of approximately two years. The net impact
of the Stock Swap was to return 297,000 shares to the share reserve
under the Plan for the Company's future employee related incentive
and retention activities.
F-20
Restricted Stock Units
The
following table summarizes non-vested restricted stock unit
activity for the year ended December 31, 2020:
|
Restricted
Stock
Units (#)
|
Weighted Average
Grant Date
Fair Value ($)
|
Non-vested
restricted stock units at December 31, 2019
|
29,000
|
$10.40
|
Granted
|
382,000
|
$4.68
|
Vested
|
(29,000)
|
$10.40
|
Canceled
|
–
|
|
Non-vested
restricted stock units at December 31, 2020
|
382,000
|
$4.68
|
As of
December 31, 2020, the total unrecognized compensation expenses
related to non-vested restricted stock units was $1,003,000 which
will be recognized over a weighted-average term of approximately
1.0 years.
Warrants Issued to Employees and Nonemployees for
Services
A summary of employee and nonemployee warrant activity for the year
ended December 31, 2020 is as follows:
|
|
Weighted-Average
|
|
|
Warrants (#)
|
Exercise
Price Per Share ($)
|
Remaining
Contractual Term (Years)
|
Aggregate
Intrinsic Value ($)
|
|
|
|
|
|
|
Outstanding at
December 31, 2019
|
1,031,000
|
$9.92
|
|
|
Expired
|
(67,000)
|
$9.00
|
|
$-
|
Outstanding at
December 31, 2020
|
964,000
|
$10.02
|
4.56
|
$-
|
Vested and
exercisable as of December 31, 2020
|
964,000
|
$10.02
|
4.56
|
$-
|
Compensation
expense related to common stock purchase warrants was $282,000 and
$2,182,000 for the years ended December 31, 2020 and 2019,
respectively. No warrants were granted to employees or non-employees in exchange for
services performed during the periods presented herein. The
aggregate fair value of warrants that vested during the years ended
December 31, 2020 and 2019 was $206,000 and $2,092,000,
respectively. As of December 31, 2020, the total unrecognized
compensation expense related to warrants was $0.
F-21
Noncash Stock Compensation Expense
Noncash stock-based compensation expense for the periods presented
was comprised of the following:
|
Fiscal Year
|
|
|
2020
|
2019
|
Stock
options
|
$745,000
|
$3,573,000
|
Warrants
|
282,000
|
2,182,000
|
Restricted
stock units
|
836,000
|
370,000
|
Earn-out compensation expense (Note 5)
|
141,000
|
58,000
|
Other
|
-
|
34,000
|
Total
noncash stock compensation expense
|
$2,004,000
|
$6,217,000
|
Noncash stock-based compensation expense for the periods presented
was included in the following financial statement line
items:
|
Fiscal Year
|
|
|
2020
|
2019
|
Sales,
marketing and advertising
|
$849,000
|
$635,000
|
Technology platform
and infrastructure
|
254,000
|
129,000
|
General and
administrative
|
901,000
|
5,453,000
|
Total
noncash stock compensation expense
|
$ 2,004,000
|
$6,217,000
|
Noncash stock-based compensation expense for the year ended
December 31, 2019 included compensation expense resulting from the
vesting of certain performance-based options and warrants
previously granted to certain
executives, which vested upon the achievement of certain
performance-based milestones, pursuant to vesting conditions in the
underlying equity grant agreements. Performance targets included
the completion of our IPO in February 2019 and other operational
performance-based milestones. During fiscal year 2019, 325,000 of
performance-based stock options and warrants vested with grant date
fair values ranging from $8.28 to $8.50, resulting in noncash stock
compensation expense of $2,766,000 during fiscal year 2019.
The fair
value of these equity awards was estimated on October 31, 2018,
their original grant date, using the Black Scholes-Merton option
pricing model and the following weighted-average assumptions: (i)
volatility of 93%, (ii) risk-free interest rate of 3.0%,
and (iii) expected term of 6.5 years.
F-22
9.
|
INCOME TAXES
|
Super
League’s provision for income taxes consisted of the
following for the years ended December 31, 2020 and
2019:
|
2020
|
2019
|
Current:
|
|
|
Federal
taxes
|
$-
|
$-
|
State
taxes
|
-
|
-
|
Total
current
|
$-
|
$-
|
|
|
|
|
2020
|
2019
|
Deferred:
|
|
|
Federal
taxes
|
$2,919,000
|
$4,098,000
|
State
taxes
|
886,000
|
1,374,000
|
Subtotal
|
3,805,000
|
5,472,000
|
Change
in valuation allowance
|
(3,805,000)
|
(5,472,000)
|
Total
deferred
|
-
|
-
|
Provision
for income taxes
|
$-
|
$-
|
F-23
The tax
effects of temporary differences and carryforwards that give rise
to significant portions of deferred tax assets and liabilities
consist of the following as of December 31, 2020 and 2019.
|
2020
|
2019
|
Deferred
tax assets (liabilities):
|
|
|
Net
operating loss and credits
|
$20,799,000
|
$14,456,000
|
Stock
compensation
|
3,155,000
|
3,992,000
|
Accrued
liabilities
|
65,000
|
-
|
Accrued
interest expense
|
-
|
1,541,000
|
Fixed
assets and intangibles
|
(106,000)
|
118,000
|
Total
deferred tax assets
|
23,913,000
|
20,107,000
|
Valuation
allowance
|
(23,913,000)
|
(20,107,000)
|
Total
deferred tax assets, net of valuation allowance
|
$-
|
$-
|
A
reconciliation of the federal statutory income tax rate and the
effective income tax rate is as follows:
|
2020
|
2019
|
|
|
|
Statutory
federal tax rate - (benefit) expense
|
21%
|
21%
|
State tax, net
|
-
|
-
|
Non-deductible
permanent items
|
(1)
|
(6)
|
Change
in tax rate
|
-
|
-
|
Valuation
allowance
|
(20)
|
(15)
|
|
-%
|
-%
|
For the
years ended December 31, 2020 and 2019, the Company recorded full
valuation allowances against its net deferred tax assets due to
uncertainty regarding future realizability pursuant to guidance set
forth in the FASB’s Accounting Standards Codification Topic
No. 740, Income Taxes. In
future periods, if the Company determines it will more likely than
not be able to realize these amounts, the applicable portion of the
benefit from the release of the valuation allowance will generally
be recognized in the statements of operations in the period the
determination is made.
At
December 31, 2020, the Company had U.S. federal and state
income tax net operating loss carryforwards of approximating
$74,592,000 and $73,520,000, respectively, expiring through 2040.
Utilization of the net operating loss carryforwards may be subject
to a substantial annual limitation due to ownership change
limitations that may have occurred or that could occur in the
future, as required by Section 382 of the Internal Revenue
Code of 1986, as amended, as well as similar state provisions. The
Company has not completed a study to assess whether an ownership
change has occurred or whether there have been multiple ownership
changes since the Company’s formation due to the complexity
and cost associated with such a study, and the fact that there may
be additional such ownership changes in the future.
F-24
10.
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COMMITMENTS AND CONTINGENCIES
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Operating Leases
The
Company leased office space under an operating lease agreement
which expired on May 31, 2017 and was amended to a month-to-month
lease. In June 2020, we terminated the lease for the majority of
our corporate headquarters (approximately 4,965 square feet). As of
December 31, 2020 we maintain approximately 1650 square feet of
office space on a month-to-month basis.
Rent
expense for the years ended December 31, 2020 and 2019 was
approximately $200,000 and $349,000, respectively, and is included
in general and administrative expenses in the accompanying
statements of operations. Rental payments are expensed in the
statements of operations in the period to which they relate.
Scheduled rent increases, if any, are amortized on a straight-line
basis over the lease term.
Related Party Transactions
In May
2018, the Company entered into a consulting agreement with a member
of the Board of Directors, pursuant to which the board member
provides the Company with strategic advice and planning services
for which he receives a cash payment of $7,500 per month from the
Company. The consulting agreement had an initial term ending
December 31, 2019, and could be extended upon mutual agreement of
the board member and the Company. The consulting agreement was
extended throughout fiscal year 2020, and continues to be active
during fiscal year 2021.
11.
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SUBSEQUENT EVENTS
|
The
Company evaluated subsequent events for their potential impact on
the financial statements and disclosures through the date the
annual audited financial statements were available to be issued
and determined that no subsequent
events occurred that were reasonably expected to impact the
financial statements presented herein.
Equity Financings
In January 2021, we entered into securities purchase agreements
with institutional investors for the registered
direct offering of an aggregate of 3,076,924 shares of our
common stock at a purchase price of $2.60 per share. The
offering closed on January 13, 2021, and resulted in gross proceeds
to the Company of $8.0 million. The offering was conducted pursuant
to an effective shelf registration statement on Form S-3,
which was originally filed with the Securities and Exchange
Commission on April 10, 2020 (File No. 333-237626).
In February 2021, we entered into securities purchase agreements
with institutional investors for the registered
direct offering of an aggregate of 2,926,830 shares of the
Company’s common stock, par value $0.001 per share, at a
purchase price of $4.10 per share. The offering closed on
February 11, 2021, and resulted in gross proceeds to the Company of
$12.0 million. The shares were offered pursuant to an effective
shelf registration statement on Form S-3, which was originally
filed with the Securities and Exchange Commission on April 10, 2020
(File No. 333-237626).
Proposed Acquisition of Mobcrush Streaming, Inc.
On March 9, 2021, Super League Gaming, Inc. entered into an
Agreement and Plan of Merger (the “MC Merger
Agreement”) by and among Mobcrush Streaming, Inc.
(“Mobcrush”), the Company, and SLG Merger Sub II, Inc.,
a wholly-owned subsidiary of the Company (“Merger Co”).
The MC Merger Agreement provides for the acquisition of Mobcrush by
Super League pursuant to the merger of Merger Co with and into
Mobcrush, with Mobcrush as the surviving corporation (the
“Merger”). Upon completion of the Merger, Mobcrush will
be a wholly-owned subsidiary of the Super League, Inc.
F-25
In accordance with the terms and subject to the conditions of the
MC Merger Agreement: (A) each outstanding share of Mobcrush common
stock ("Mobcrush Common Stock") and Mobcrush preferred stock
("Mobcrush Preferred Stock", and with the Mobcrush Common Stock,
the "Mobcrush Stock") (other than dissenting shares) will be
canceled and converted into the right to receive (i) 0.528 shares
of the Company's common stock ("Company Common Stock"), as
determined in the MC Merger Agreement (the “Share Conversion
Ratio”), and (ii) any cash in lieu of fractional shares of
Common Stock otherwise issuable under the Merger Agreement (the
"Merger Consideration"); (B) vested options of Mobcrush will be
assumed by Mobcrush and converted into comparable options that are
exercisable for shares of Company Common Stock, with a value
determined in accordance with the Share Conversion Ratio; and (C)
unvested options of Mobcrush will either be (i) assumed by the
Company and converted into comparable options that are exercisable
for shares of Company Common Stock, with a value as determined by
the Company and Mobcrush prior to the closing of the Merger, or
(ii) terminated and re-issued as options that are exercisable for
shares of Company Common Stock with a value as determined by the
Company and Mobcrush prior to the closing of the Merger. Subject to
certain adjustments and other terms and conditions more
specifically set forth in the MC Merger Agreement, the Company will
be issuing 12,582,204 shares of the Company’s Common Stock as
the Merger Consideration. The Merger Agreement contains
representations, warranties and covenants of each of the parties
thereto that are customary for transactions of this
type.
The obligations of the Company and Mobcrush to consummate the
Merger are subject to certain closing conditions, including, but
not limited to the approval of Mobcrush's and the Company’s
shareholders.
F-26
SIGNATURES
Pursuant
to the requirements of Section 13 or 15(d) 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.
|
SUPER LEAGUE GAMING, INC. |
|
|
|
|
|
|
Date: March 19,
2021
|
By:
|
/s/ Ann
Hand
|
|
|
|
Ann Hand |
|
|
|
President
and Chief Executive Officer
(Principal Executive Officer)
|
|
|
SUPER LEAGUE GAMING, INC. |
|
|
|
|
|
|
Date: March 19,
2021
|
By:
|
/s/ Clayton
Haynes
|
|
|
|
Clayton Haynes |
|
|
|
Chief Financial Officer
(Principal Financial and Accounting Officer)
|
|
Pursuant
to the requirements of the Securities Exchange Act of 1934, this
report has been signed below by the following persons on behalf of
the registrant and in the capacities and on the dates
indicated.
Signature
|
Title
|
Date
|
|
|
|
/s/ Ann
Hand
|
Chief
Executive Officer,
|
March 19, 2021
|
Ann
Hand
|
President,
Chair of the Board
|
|
|
(Principal
Executive Officer)
|
|
|
|
|
/s/
Clayton Haynes
|
Chief
Financial Officer
|
March 19, 2021
|
Clayton
Haynes
|
(Principal
Financial and Accounting Officer)
|
|
|
|
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/s/
David Steigelfest
|
Director
|
March 19, 2021
|
David
Steigelfest
|
|
|
|
|
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/s/
Jeff Gehl
|
Director
|
March 19, 2021
|
Jeff
Gehl
|
|
|
|
|
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/s/
Kristin Patrick
|
Director
|
March 19, 2021
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Kristin
Patrick
|
|
|
|
|
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/s/
Mark Jung
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Director
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March 19, 2021
|
Mark
Jung
|
|
|
|
|
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/s/ Michael Keller
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Director
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March 19, 2021
|
Michael
Keller
|
|
|
|
|
|
F-26