We could not find any results for:
Make sure your spelling is correct or try broadening your search.
Share Name | Share Symbol | Market | Type |
---|---|---|---|
Super League Gaming Inc | NASDAQ:SLGG | NASDAQ | Common Stock |
Price Change | % Change | Share Price | Bid Price | Offer Price | High Price | Low Price | Open Price | Shares Traded | Last Trade | |
---|---|---|---|---|---|---|---|---|---|---|
0.00 | 0.00% | 0.0856 | 0.0839 | 0.0854 | 0 | 01:00:00 |
Delaware
|
47-1990734
|
(State or other jurisdiction of incorporation or
organization)
|
(IRS Employer Identification No.)
|
Title of each class
|
Trading Symbol(s)
|
Name of each exchange on which registered
|
Common Stock, par value $0.001 per share
|
SLGG
|
NASDAQ Capital Market
|
Large
accelerated filer
|
☐
|
Accelerated
filer
|
☐
|
Non–Accelerated
filer
|
☐
|
Small
reporting company
|
☒
|
|
|
Emerging
growth company
|
☒
|
|
Item No.
|
|
Page No.
|
|
|||
1
|
|||
|
12
|
||
|
32
|
||
|
32
|
||
|
32
|
||
|
32
|
||
|
33
|
||
|
35
|
||
|
37
|
||
|
51
|
||
|
52
|
||
|
52
|
||
|
53
|
||
|
53
|
||
|
|||
|
54
|
||
|
54
|
||
|
54
|
||
|
54
|
||
|
54
|
||
|
|||
55
|
|||
55
|
|||
F-26
|
●
|
overall strength and stability of general economic conditions and
of the electronic video game sports (“esports”)
industry in the United States and globally;
|
●
|
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;
|
●
|
changes in the competitive environment, including adoption of
technologies, services and products that compete with our
own;
|
●
|
our ability to generate consistent revenue;
|
●
|
our ability to effectively execute our business plan;
|
●
|
changes in the price of streaming services, licensing fees, and
network infrastructure, hosting and maintenance;
|
●
|
changes in laws or regulations governing our business and
operations;
|
●
|
our ability to maintain adequate liquidity and financing sources
and an appropriate level of debt on terms favorable to
us;
|
●
|
our ability to effectively market our services;
|
●
|
costs and risks associated with litigation;
|
●
|
our ability to obtain and protect our existing intellectual
property protections, including patents, trademarks and
copyrights;
|
●
|
our ability to obtain and enter into new licensing agreements with
game publishers and owners;
|
●
|
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;
|
●
|
interest rates and the credit markets; and
|
●
|
other risks described from time to time in periodic and current
reports that we file with the SEC.
|
●
|
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.
|
●
|
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.
|
●
|
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.
|
●
|
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.
|
●
|
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:
|
|
|
|
2019
|
2020
|
Growth
|
Views and impressions (1)
|
120,000,000
|
2,031,615,000
|
+17X Increase
|
Registered users (2)
|
950,000
|
2,919,000
|
+3X Increase
|
Engagement hours (3)
|
15,000,000
|
72,205,000
|
+4.8X Increase
|
(1)
|
Views
and impressions represent number of views of our video content
which is distributed on several platforms.
|
(2)
|
Registered
users represent individuals who have registered on our platform,
providing applicable identifying information, that have engaged
with our platform at some point.
|
(3)
|
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.
|
●
|
Master
brand sponsorships;
|
●
|
Tournament
and game specific sponsorships;
|
●
|
City
Club sponsorships;
|
●
|
Custom
digital programs for brands and advertisers both in-stream and
in-game; and
|
|
|
●
|
Video
and display programmatic advertising.
|
●
|
the
democratization of content creation and rise of live
streaming;
|
●
|
game
design that is inherently competitive and
cross-platform;
|
●
|
increased
accessibility through cloud-based gaming and 5G
broadband;
|
●
|
the
further establishment of professional esports teams and leagues;
and
|
●
|
multi-generational
and mass participatory gaming.
|
●
|
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.
|
●
|
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.
|
●
|
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.
|
●
|
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.
|
●
|
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.
|
●
|
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.
|
●
|
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.
|
●
|
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.
|
●
|
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.
|
●
|
our computer software or hardware, or our customers’ or
suppliers’ computer software or hardware;
|
●
|
our network, our customers’ networks or our suppliers’
networks; or
|
●
|
our connections and outsourced service arrangements with third
parties.
|
●
|
Our systems and operations are also vulnerable to damage or
interruption from:
|
●
|
power loss, transmission cable cuts and other telecommunications
and utility failures;
|
●
|
hurricanes, fires, earthquakes, floods and other natural
disasters
|
●
|
a terrorist attack in the U.S. or in another country in which we
operate;
|
●
|
interruption of service arising from facility migrations, resulting
from changes in business operations including acquisitions and
planned data center migrations;
|
●
|
computer viruses or software defects;
|
●
|
loss or misuse of proprietary information or customer data that
compromises security, confidentiality or integrity; or
|
●
|
errors by our employees or third-party service
providers.
|
●
|
changes to our industry,
including demand and regulations;
|
●
|
we may not be able to compete
successfully against current and future
competitors;
|
●
|
competitive pricing
pressures;
|
●
|
our ability to obtain working
capital financing as required;
|
●
|
additions or departures of key
personnel;
|
●
|
sales of our common stock;
|
●
|
our ability to execute our business plan;
|
●
|
operating results that fall below expectations;
|
●
|
loss of any strategic relationship, sponsor or
licensor;
|
●
|
any major change in our management;
|
●
|
changes in accounting standards, procedures, guidelines,
interpretations or principals; and
|
●
|
economic, geo-political and other external factors.
|
●
|
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;
|
●
|
reduced
disclosure obligations regarding executive compensation in our
periodic reports and annual report on Form 10-K; and
|
●
|
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.
|
●
|
the
last day of the fiscal year in which we have more than $1.07
billion in annual revenue;
|
●
|
the
date we qualify as a “large accelerated filer,” with at
least $700 million of equity securities held by
non-affiliates;
|
●
|
the
date on which we have issued, in any three-year period, more than
$1.0 billion in non-convertible debt securities; or
|
●
|
the
last day of the fiscal year ending after the fifth anniversary of
the completion of our offering.
|
|
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
|
|
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
|
|
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
|
●
|
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.
|
|
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)
|
|
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%
|
|
Fiscal
Year
|
|
||
|
2020
|
2019
|
$ Change
|
% Change
|
Cost
of revenue
|
$856,000
|
$513,000
|
$343,000
|
67%
|
|
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)%
|
|
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)%
|
|
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)%
|
|
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)%
|
|
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
|
|
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)
|
|
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
|
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
|
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.
|
|
|
|
|
|
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
|
|
|
|
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
|
|
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
|
|
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
|
|
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
|
1.
|
DESCRIPTION OF BUSINESS
|
2.
|
SUMMARY OF SIGNIFICANT ACCOUNTING POLICIES
|
|
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
|
3.
|
PROPERTY AND EQUIPMENT
|
|
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
|
4.
|
INTANGIBLE AND OTHER ASSETS
|
|
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
|
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
|
5.
|
BUSINESS COMBINATION
|
|
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
|
|
Amount
|
|
|
Accounts
receivable
|
$15,000
|
Intangible assets -
trade name
|
189,000
|
Goodwill
|
2,565,000
|
Total
purchase price
|
$2,769,000
|
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%;
|
6.
|
NOTES PAYABLE
|
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
|
7.
|
STOCKHOLDERS’ EQUITY
|
8.
|
STOCK-BASED INCENTIVE PLANS
|
|
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
|
$7.45
|
|
|
Weighted-Average
|
|
|
|
Options (#)
|
Exercise
Price Per Share ($)
|
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
|
$296,000
|
|
Restricted
Stock
Units (#)
|
Weighted Average
Grant Date
Fair Value ($)
|
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
|
|
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
|
|
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
|
9.
|
INCOME TAXES
|
|
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
|
$-
|
$-
|
|
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
|
$-
|
$-
|
|
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)
|
|
-%
|
-%
|
10.
|
COMMITMENTS AND CONTINGENCIES
|
11.
|
SUBSEQUENT EVENTS
|
|
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)
|
|
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)
|
|
|
|
|
/s/
David Steigelfest
|
Director
|
March 19, 2021
|
David
Steigelfest
|
|
|
|
|
|
/s/
Jeff Gehl
|
Director
|
March 19, 2021
|
Jeff
Gehl
|
|
|
|
|
|
/s/
Kristin Patrick
|
Director
|
March 19, 2021
|
Kristin
Patrick
|
|
|
|
|
|
/s/
Mark Jung
|
Director
|
March 19, 2021
|
Mark
Jung
|
|
|
|
|
|
/s/ Michael Keller
|
Director
|
March 19, 2021
|
Michael
Keller
|
|
|
|
|
|
1 Year Super League Gaming Chart |
1 Month Super League Gaming Chart |
It looks like you are not logged in. Click the button below to log in and keep track of your recent history.
Support: +44 (0) 203 8794 460 | support@advfn.com
By accessing the services available at ADVFN you are agreeing to be bound by ADVFN's Terms & Conditions