Exhibit
99.1
Super League Gaming Launching Monthly Consumer Subscription Service
and Expanding Globally Through Comprehensive Partnership with
ggCircuit
A leading
provider of live and digital esports events and entertainment,
Super League will roll out new programming and Super
League Prime subscription service
across ggCircuit’s global customer base of more than 600
gaming centers
Santa Monica, Calif. - (September 27, 2019) - Super League
Gaming (NasdaqCM:
SLGG), a leader in bringing live and digital esports
entertainment and experiences directly to everyday gamers around
the world, and ggCircuit, a leading cloud-based software solutions
company for gaming centers, are announcing a broad expansion of
their successful existing partnership. Super League will now become
the primary consumer-facing brand within ggCircuit’s software
platform, ggLeap, as part of a platform update that will include
exciting new features designed to further attract, engage and
retain players.
The companies first joined forces in April 2019 to bring Super
League esports events and leagues to gaming centers throughout the
U.S. In the five ensuing months, Super League’s user base and
number of markets have more than doubled. Based on the growth of
the programs and the overwhelming positive response from gaming
center operators, the companies are deepening their strategic
partnership with a focus on more programming, more player benefits,
and an all-new monthly subscription offering called Super League
Prime.
Through Super League Prime, players will receive exclusive access
to select events, special gamer-centric rewards and giveaways, and
valuable perks that can be used at their local gaming center -- all
designed to make gaming together in-person the best possible
experience. The updated version of ggLeap will include a new Events
section enabling players to join esports competitions in real-time
and register for future participation, with Super League
competitions and leagues prominently featured. Within ggLeap and
also on Superleague.com, new local, national, and international
leaderboards and player rankings will be available for the
most-actively played game titles.
“ggCircuit has been behind the scenes helping to support the
growth of the video game industry for years and has amassed an
enviable market share across the global gaming center footprint
through their best-in-class software platform,” said Ann
Hand, chairman and CEO of Super League Gaming. “In
combination with Super League’s strong consumer brand and
offers, now inclusive of Super League Prime, we are taking a huge
step in our mission to be the leading international platform for
in-person gaming across game titles, skill levels and age groups,
with a true end-to-end solution for retail partners who want to
attract gamers.”
With ggLeap’s more than 1.4 million player accounts deployed
across gaming centers in North and South America, Europe and the
Middle East, and Asia-Pacific, Super League will have access to
millions of captive gamers, starting with more than 200,000 unique
players who log into the 15,000+ computers powered by ggLeap every
month.
“We have dedicated ourselves to supporting the growth of
gaming centers for 15 years, ever since we opened our first
location back in 2004 and long before the term
‘esports’ was coined,” said Zack Johnson,
co-founder and CEO of ggCircuit. “We have iterated on our
cutting-edge software management platform to make it even more
functional and easy-to-use for center managers, as well as more
feature-rich for competitive players. Having experienced 117%
growth in unique players within our network over the past 12
months, which aligns with center growth, it was natural to partner
with a company that could accelerate our vision of what a mutually
beneficial consumer offering could become for players and gaming
centers. Working with Super League means we can excite more players
more often, and help ensure the ongoing, healthy expansion of the
gaming center audience everywhere our ggLeap platform is
deployed.”
In the fourth quarter and throughout 2020, Super League will
leverage its expertise as the operator of the first city-vs-city
amateur esports leagues and thousands of live competitive and
social gaming events to bring experiences to players in gaming
centers that drive the continued mainstreaming of competitive
gaming. By adding ggCircuit’s customers to its partnerships
with high-profile venue owners such as Topgolf, Cinemark Theatres
and numerous independent fast-casual restaurants, Super League
strengthens its commitment to supporting the development of
grassroots player communities on a local level and now will provide
a global framework for competition and community
engagement.
“If you’re a gamer, whether you’re in middle
school, high school, college or part of the daily workforce, you
know that gaming together in a great venue is more fun than gaming
alone at home,” said Matt Edelman, chief commercial officer
of Super League Gaming. “With ggCircuit, Super League will be
providing leagues, teams and individuals around the world with
reasons to prioritize playing in their local gaming center, while
simultaneously opening up exciting marketing and revenue
opportunities for every company that recognizes the importance of
esports within the cultural landscape.”
According to Newzoo’s 2019 Global Games Market Report, by
2022 the overall PC gaming market will grow to $39.5 billion and
downloaded/boxed PC games are forecasted to generate $37.3
billion.
About ggCircuit
ggCircuit officially started out as a grassroots movement in 2008
by a group of passionate LAN Center owners/managers that wanted to
provide better management software for cybercafes, universities and
LAN centers worldwide. Drawing on their collective experience as
center owners since 2004, they developed a state-of-the-art
software management system, ggLeap, that was not only easy and
flexible for centers to use, but also delivered end-user features
that kept gamers engaged, offering more benefits than they would
get by playing at home. Since ggCircuit’s humble beginnings
the company has evolved into a fully-fledged esports services
company providing not only center management software solutions,
but also rolling out a global competition and rewards system,
managed esports events and tournaments and center consulting
support services. As the esports scene continues to grow, ggCircuit
is expanding and is positioned to iterate, improve and add services
and solutions for centers, business partners and gamers across the
globe. For more information, please visit: https://corporate.ggcircuit.com/.
About Super League Gaming
Super League Gaming, Inc. (Nasdaq CM: SLGG) is
a global leader in the mission to
bring live and digital esports entertainment and experiences
directly to the more than 2 billion everyday gamers around the
world. In addition to providing premium experiences by operating
city-vs-city amateur esports leagues and producing thousands of
live competitive and social gaming around the country, the
Super League
Network features multiple forms
of content celebrating the love of play via social media, live
streaming, video-on-demand, and website-based offerings.
As a
content producer with a dedicated esports studio, Super League
publishes live streaming and on-demand video content on all major
platforms including YouTube, Twitch and Instagram. And with exclusive
proprietary platforms like Minehut,
the avid Minecraft community of nearly 400,000, Framerate, one of the largest
independent social video networks in esports and gaming, and
through their partnerships with high-profile venue owners
such as Topgolf, Cinemark Theatres and numerous independent
fast-casual restaurants, Super League is committed to supporting
the development of local, grassroots player communities all while
providing a global framework for competition and community
engagement. Believing that gaming together is more fun than gaming
alone, Super League is able to reach the world’s enthusiasts
where they are, bringing them together to play the games they
love.
Forward-Looking
Statements
Safe Harbor Statement under the Private Securities Litigation
Reform Act of 1995. Statements in this press release that are not
strictly historical are “forward-looking” statements
within the meaning of Section 27A of the Securities Act of 1933, as
amended and Section 21E of the Securities Exchange Act of 1934, as
amended. These statements involve substantial risks, uncertainties
and assumptions that could cause actual results to differ
materially from those expressed or implied by such statements.
Forward-looking statements in this communication include, among
other things, statements about our possible or assumed business
strategies, potential growth opportunities, new products and
potential market opportunities. Risks and uncertainties include,
among other things, our ability to implement our plans, forecasts
and other expectations with respect our business; our ability to
realize the anticipated benefits of events that took place during
the quarter ended June 30, 2019, including the possibility that the
expected benefits will not be realized or will not be realized
within the expected time period; unknown liabilities; attracting
new customers and maintaining and expanding our existing customer
base; our ability to scale and update our platform to respond to
customers’ needs and rapid technological change; increased
competition on our market and our ability to compete effectively,
and expansion of our operations and increased adoption of our
platform internationally. Additional risks and uncertainties that
could affect our financial results are included in the section
titled “Risk Factors” and “Management’s
Discussion and Analysis of Financial Condition and Results of
Operations” in our prospectus dated February 25, 2019,
our Quarterly Report on Form 10-Q for the quarter ended June 30,
2019 and other filings that we make from time to time with the
Securities and Exchange Commission which are available on the
SEC’s website at www.sec.gov. In addition, any
forward-looking statements contained in this communication are
based on assumptions that we believe to be reasonable as of this
date. Except as required by law, we assume no obligation to update
these forward-looking statements, or to update the reasons if
actual results differ materially from those anticipated in the
forward-looking statements.
Investor Relations:
Sean
McGowan and Cody Slach
Gateway
Investor Relations
(949)
574-3860
SLG@gatewayir.com
Media Contact:
Ann Kaiser
(212) 918-2029
ann@high10media.com