UNITED STATES
SECURITIES AND EXCHANGE COMMISSION
Washington, D.C. 20549
FORM 10-Q
(Mark One)
[X]
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QUARTERLY REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES
EXCHANGE ACT OF 1934
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For the quarterly period ended March 31, 2021
OR
[ ]
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TRANSITION REPORT UNDER SECTION 13 OR 15(d) OF THE EXCHANGE ACT OF
1934
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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)
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 and posted on its corporate web site, if any, every
Interactive Data File required to be submitted and posted pursuant
to Rule 405 of Regulation S-T (Sec.232.405 of this chapter) during
the preceding 12 months (or for such shorter period that the
registrant was required to submit and post such files). Yes
[X] No [ ]
Indicate by check mark whether the registrant is a large
accelerated filer, an accelerated filer, a non-accelerated filer,
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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Non-accelerated filer
|
[ ]
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Smaller reporting company
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[X]
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Emerging growth company
|
[X]
|
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 Exchange Act).
Yes [ ] No [X]
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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As of May 14, 2021, there were 23,133,918
shares of the registrant’s
common stock, $0.001 par value, issued and
outstanding.
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FINANCIAL INFORMATION
ITEM
1.
CONDENSED FINANCIAL
STATEMENTS
SUPER LEAGUE GAMING, INC.
CONDENSED BALANCE SHEETS
(Unaudited)
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ASSETS
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Current Assets
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Cash and cash
equivalents
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$36,742,000
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$7,942,000
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Accounts
receivable
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915,000
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588,000
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Prepaid expenses and other
current assets
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751,000
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837,000
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Total current
assets
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38,408,000
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9,367,000
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Property and equipment,
net
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119,000
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138,000
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Intangible and other
Assets, net
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1,927,000
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1,907,000
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Goodwill
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2,565,000
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2,565,000
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Total assets
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$43,019,000
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$13,977,000
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LIABILITIES
AND STOCKHOLDERS’ EQUITY
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Current
Liabilities
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|
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Accounts payable and
accrued expenses
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$1,637,000
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$1,829,000
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Deferred
revenue
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8,000
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-
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Total current
liabilities
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1,645,000
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1,829,000
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Long-term note
payable
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1,211,000
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1,208,000
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Total
liabilities
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2,856,000
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3,037,000
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Commitments and
Contingencies
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Stockholders’
Equity
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Preferred stock, par value
$0.001 per share; 10,000,000 shares authorized; no shares issued or
outstanding
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-
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-
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Common stock, par value
$0.001 per share; 100,000,000 shares authorized; 23,133,918 and
15,483,010 shares issued and outstanding as of March 31, 2021 and
December 31, 2020, respectively.
|
33,000
|
25,000
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Additional paid-in
capital
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149,299,000
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115,459,000
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Accumulated
deficit
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(109,169,000)
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(104,544,000)
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Total stockholders’
equity
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40,163,000
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10,940,000
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Total liabilities and
stockholders’ equity
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$43,019,000
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$13,977,000
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See accompanying notes to condensed financial
statements
SUPER LEAGUE GAMING, INC.
CONDENSED STATEMENTS OF OPERATIONS
(Unaudited)
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Three Months
Ended March 31,
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REVENUES
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$788,000
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$243,000
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COST OF
REVENUES
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342,000
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117,000
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GROSS
PROFIT
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446,000
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126,000
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OPERATING
EXPENSES
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Selling, marketing and
advertising
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1,483,000
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1,273,000
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Technology platform and
infrastructure
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1,603,000
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1,949,000
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General and
administrative
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1,986,000
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2,052,000
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Total operating
expenses
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5,072,000
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5,274,000
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NET
OPERATING LOSS
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(4,626,000)
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(5,148,000)
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OTHER
INCOME (EXPENSE)
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Accrued interest
expense
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(3,000)
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-
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Other
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4,000
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14,000
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Total other income
(expense)
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1,000
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14,000
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NET
LOSS
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$(4,625,000)
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$(5,134,000)
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Net loss
attributable to common stockholders - basic and
diluted
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Basic and diluted loss per
common share
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$(0.23)
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$(0.60)
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Weighted-average number of
shares outstanding, basic and diluted
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19,807,775
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8,584,834
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See accompanying notes to condensed financial
statements
SUPER LEAGUE GAMING, INC.
CONDENSED STATEMENTS OF STOCKHOLDERS’ EQUITY
(Unaudited)
|
Three Months
Ended March 31,
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Common stock (Shares)
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Balance,
beginning of period
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15,483,010
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8,573,922
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Issuance of
common stock at $2.60 per share
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3,076,924
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-
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Issuance of
common stock at $4.10 per share
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2,926,830
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-
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Issuance of
common stock at $9.00 per share
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1,512,499
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134,655
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21,820
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Balance, end of period
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23,133,918
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8,595,742
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Common stock (Amount):
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Balance,
beginning of period
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$25,000
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$18,000
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Issuance of
common stock at $2.60 per share (Note 5)
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3,000
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-
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Issuance of
common stock at $4.10 per share (Note 5)
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3,000
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-
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Issuance of
common stock at $9.00 per share (Note 5)
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2,000
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-
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Balance, end of period
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$33,000
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$18,000
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Additional paid-in-capital:
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Balance,
beginning of period
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$115,459,000
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$99,237,000
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Issuance of
common stock at $2.60 per share, net of issuance costs (Note
5)
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7,924,000
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-
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Issuance of
common stock at $4.10 per share, net of issuance costs (Note
5)
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11,927,000
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-
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Issuance of
common stock at $9.00 per share, net of issuance costs (Note
5)
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13,540,000
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-
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Stock-based
compensation
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411,000
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677,000
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Stock
option exercises
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38,000
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-
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Balance, end of period
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$149,299,000
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$99,914,000
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Accumulated Deficit:
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Balance,
beginning of period
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$(104,544,000)
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$(85,812,000)
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Net
Loss
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(4,625,000)
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(5,134,000)
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Balance,
end of period
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(109,169,000)
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(90,946,000)
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Total stockholders’ equity
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$40,163,000
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$8,986,000
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See accompanying notes to condensed financial
statements
SUPER LEAGUE GAMING,
INC.
CONDENSED STATEMENTS OF CASH FLOWS
(Unaudited)
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Three Months
Ended March 31,
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CASH FLOWS FROM OPERATING ACTIVITIES
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Net
loss
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$(4,625,000)
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$(5,134,000)
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Adjustments
to reconcile net loss to net cash used in operating
activities:
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Depreciation
and amortization
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266,000
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525,000
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Stock-based
compensation
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411,000
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702,000
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Changes in
assets and liabilities:
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Accounts
receivable
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(327,000)
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(76,000)
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Prepaid
expenses and other current assets
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86,000
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(560,000)
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Accounts
payable and accrued expenses
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(192,000)
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1,242,000
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Deferred
revenue
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8,000
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(87,000)
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Accrued
interest on note payable
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3,000
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-
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Net cash used in operating activities
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(4,370,000)
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(3,388,000)
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CASH FLOWS FROM INVESTING ACTIVITIES
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Purchase of
property and equipment
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(2,000)
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(4,000)
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Capitalization
of software development costs
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(192,000)
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(240,000)
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Acquisition
of other intangible assets
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(73,000)
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(39,000)
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Net cash used in investing activities
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(267,000)
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(283,000)
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CASH FLOWS FROM FINANCING ACTIVITIES
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Proceeds
from issuance of common stock, net of issuance costs (Note
5)
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33,399,000
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-
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Proceeds
from common stock option exercises
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38,000
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-
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Net cash provided by financing activities
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33,437,000
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-
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INCREASE IN CASH
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28,800,000
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(3,671,000)
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Cash –
beginning of
period
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7,942,000
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8,442,000
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Cash – end of period
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$36,742,000
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$4,771,000
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See accompanying notes to condensed 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.
Proposed Acquisition of Mobcrush Streaming, Inc.
On March 9, 2021, we 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
Company.
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, 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"). 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. On April
20, 2021, we entered into an amendment to the MC Merger Agreement
(the “Merger Agreement Amendment”). For information
regarding the Merger Agreement Amendment, please see Note 6,
Subsequent Events, below.
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, which agreement was reached on April 20,
2021, (iii) receipt of any necessary regulatory approvals, (iv) the
execution and delivery of certain support agreements pursuant to
which officers, directors and certain stockholders of Super League
and Mobcrush agree to vote in favor any and all stockholder
proposals related to the Merger, and (v) the execution and delivery
of the Registration Rights Agreement, pursuant to which we provided
Mobcrush stockholders with certain registration rights for the
shares of common stock issuable as Merger Consideration. We filed
our Definitive Proxy Statement (the “Proxy”) with the
SEC on April 30, 2021, inviting our stockholders of record to
attend the 2021 annual meeting of stockholders of Super League
Gaming, Inc., to be held at 10:00 a.m., Pacific Time, on May 27,
2021. In addition to certain routine matters, the Proxy requests
our stockholders to approve of the issuance of a total of
12,582,204 shares of our common stock in exchange for all issued
and outstanding securities of Mobcrush pursuant to the MC Merger
Agreement (the “Mobcrush Issuance Proposal”). The proxy
discloses that the request of our stockholders to approve of the
Mobcrush Issuance Proposal is being made in order to comply with
Listing Rule 5635 of the Nasdaq Stock Market.
2.
|
SUMMARY OF SIGNIFICANT ACCOUNTING POLICIES
|
Basis of Presentation
The
accompanying condensed financial statements have been prepared in
accordance with accounting principles generally accepted in the
United States of America (“U.S. GAAP”) for interim
financial information and with the instructions to Form 10-Q and
Rule 8-03 of Regulation S-X. Accordingly, certain
information and footnotes required by U.S. GAAP in annual financial
statements have been omitted or condensed in accordance with
quarterly reporting requirements of the Securities and Exchange
Commission (“SEC”). These interim financial statements should be read
in conjunction with our audited financial statements for the year
ended December 31, 2020 included in our Annual Report on Form 10-K
for the year ended December 31, 2020, filed with the SEC on March
19, 2021.
The
year-end condensed balance sheet data was derived from audited
financial statements, but does not include all disclosures required
by U.S. GAAP.
The condensed
interim financial statements of Super League include all
adjustments of a normal recurring nature which, in the opinion of
management, are necessary for a fair statement of Super
League’s financial position as of March 31, 2021, and results
of its operations and its cash flows for the interim periods
presented. The results of operations for the three
months ended March 31, 2021 are not necessarily indicative of the
results to be expected for the entire fiscal year.
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.
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, stock-based compensation expense, capitalized
internal-use-software costs, and valuation allowances against net
deferred tax assets, require its most difficult, subjective or
complex judgments.
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.
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:
|
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|
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|
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Advertising and
sponsorships
|
$558,000
|
$207,000
|
Content sales
|
166,000
|
21,000
|
Direct to
consumer
|
64,000
|
15,000
|
|
$788,000
|
$243,000
|
For the three
months ended March 31, 2021 and 2020, 55% and 21% of revenues were
recognized at a single point in time, and 45% and 79% 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 Super League brand related advertising costs include
the cost of ad production, social media, print media, marketing,
promotions, and merchandising. The Company expenses advertising
costs as incurred. Advertising costs are included in selling,
marketing and advertising expenses in the accompanying statements
of operations. Advertising expenses for the three months ended
March 31, 2021 and 2020 were $134,000 and $67,000,
respectively.
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.
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.
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.
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.
Noncash stock-based compensation expense for the
periods presented was included in the following financial statement
line items:
|
Three Months
Ended March 31,
|
|
|
|
Sales,
marketing and advertising
|
$183,000
|
$173,000
|
Technology platform and
infrastructure
|
33,000
|
89,000
|
General and administrative
|
195,000
|
440,000
|
Total
noncash stock compensation expense
|
$411,000
|
$702,000
|
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 three months ended March 31, 2021 and 2020, financing costs
charged against gross proceeds in connection with equity financings
totaled $215,000 and $0, respectively.
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 three months ended March 31, 2021 and 2020, three customers
accounted for 43% and four customers accounted for 79% of revenue,
respectively. At March 31, 2021, five customers accounted for 58%
of accounts receivable. At December 31, 2020, two customers
accounted for 39% of accounts receivable. At March 31, 2021, one
vendor accounted for 25% of accounts payable. At December 31, 2020,
three vendors accounted for 52% of accounts payable.
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 4,364,000 and
4,470,000 at March 31, 2021 and December 31, 2020, respectively,
have been excluded from the computation of diluted loss per share
because the effect of inclusion would have been
anti-dilutive.
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.
|
INTANGIBLE AND OTHER
ASSETS
|
Intangible and
other assets consisted of the following for the periods
presented:
|
|
|
|
|
|
Capitalized
software development costs
|
$3,483,000
|
$3,291,000
|
Trade name
|
189,000
|
189,000
|
Domain
|
68,000
|
68,000
|
Copyrights and
other
|
507,000
|
435,000
|
|
4,247,000
|
3,983,000
|
Less: accumulated
amortization
|
(2,320,000)
|
(2,076,000)
|
Intangible and other
assets, net
|
$1,927,000
|
$1,907,000
|
Amortization
expense totaled $244,000 and $493,000 for the three months ended
March 31, 2021 and 2020, respectively. In April 2020, we amended an arrangement with a
third party terminating certain rights and licenses from a prior
agreement, as amended, focused on in-person gameplay 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,
totaling $306,000, which is included in technology platform and
infrastructure expense in the accompanying statement of operations
for the three months ended March 31, 2020.
4. NOTE
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 has applied 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, and believes that the Company maintained its
employment and compensation within applicable parameters during
such period. The Company’s forgiveness application is
currently awaiting review and processing with the SBA. 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.
Financing Activities
In January 2021, the Company issued 3,076,924 shares of common
stock at a price of $2.60 per share, raising aggregate net proceeds
of approximately $8.0 million, after deducting offering expenses
totaling $73,000.
In February 2021, the Company issued 2,926,830 shares of common
stock at a price of $4.10 per share, raising aggregate net proceeds
of approximately $12.0 million, after deducting offering expenses
totaling $70,000.
In March 2021, the Company issued 1,512,499 shares of common stock
at a price of $9.00 per share, raising aggregate net proceeds of
approximately $13.6 million, after deducting offering expenses
totaling $72,000.
The offerings described above were made 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). 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.
The Company
evaluated subsequent events for their potential impact on the
financial statements and disclosures through the date the financial
statements were available to be issued and determined that, except
as set forth below, no subsequent events occurred that were
reasonably expected to impact the financial statements presented
herein.
Amendment to MC Merger Agreement
On April
20, 2021, the Company and Mobcrush entered into Amendment No. 1 to
the MC Merger Agreement, pursuant to which the MC Merger Agreement
was modified as follows: (i) the termination date was extended to
June 30, 2021, and (ii) all vested options of Mobcrush Common Stock
will be exercised prior to the consummation of Merger, and all
unvested options will be cancelled. Any and all vested options
exercised prior to the closing of the Merger will not increase the
12,582,204 shares of the Company’s common stock expected to
be issued to Mobcrush equity holders as Merger
Consideration.
ITEM 2.
MANAGEMENT’S DISCUSSION AND ANALYSIS OF FINANCIAL
CONDITION AND RESULTS OF OPERATIONS
References in this Quarterly Report on Form 10-Q 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.
Forward-Looking Statements
You should read the following
discussion and analysis of our financial condition and results of
operations in conjunction with our condensed financial statements
and the related notes included elsewhere in this interim report.
Our condensed financial statements have been prepared in accordance
with U.S. GAAP. The following discussion and analysis contains
forward-looking statements within the meaning of Section 27A
of the Securities Act of 1933, as amended (the “Securities
Act”) and Section 21E of the Securities Exchange Act of
1934, as amended (the “Exchange Act”), including,
without limitation, statements regarding our expectations, beliefs,
intentions or future strategies that are signified by the words
“expect,” “anticipate,”
“intend,” “believe,” or similar language.
All forward-looking statements included in this document are based
on information available to us on the date hereof, and we assume no
obligation to update any such forward-looking statements. Our
business and financial performance are subject to substantial risks
and uncertainties. Actual results could differ materially from
those projected in the forward-looking statements. In evaluating
our business, you should carefully consider the information set
forth under the heading “Risk Factors” included
Part I,
Item 1A of our Annual Report on Form 10-K for the year ended
December 31, 2020, as well as in Item II, Part 1A of this Quarterly Report on
Form 10-Q (this “Report”). Readers are cautioned not to
place undue reliance on these forward-looking
statements.
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.
First Quarter 2021 Developments
Registered Direct Offerings. During the
quarter ended March 31, 2021, we offered and sold to certain
institutional investors an aggregate total of 7,516,253 shares of
common stock in registered direct offerings pursuant to our
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). We
received aggregate net proceeds of approximately $33.6 million,
after deducting offering expenses.
Mobcrush Merger
Agreement. On March 9, 2021, we
entered into an Agreement and Plan of Merger (the “MC Merger
Agreement”) with Mobcrush Streaming, Inc.
(“Mobcrush”) 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.
In accordance with the terms and subject to the conditions of the
MC Merger Agreement: (A) each outstanding share of Mobcrush common
stock and Mobcrush preferred stock (collectively, 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 (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"). 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 our common
stock as the Merger Consideration.
On April
20, 2021, the Company and Mobcrush entered into Amendment No. 1 to
the MC Merger Agreement (the “Merger Agreement
Amendment”), pursuant to which the MC Merger Agreement was
modified as follows: (i) the termination date was extended to June
30, 2021, and (ii) all vested options of Mobcrush Common Stock will
be exercised prior to the consummation of Merger, and all unvested
options will be cancelled. Any and all vested options exercised
prior to the closing of the Merger will not increase the 12,582,204
shares of the Company’s common stock expected to be issued to
Mobcrush equity holders as Merger Consideration.
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, which agreement was finalized pursuant to
the Merger Agreement Amendment (iii) receipt of any necessary
regulatory approvals, (iv) the execution and delivery of certain
support agreements pursuant to which officers, directors and
certain stockholders of Super League and Mobcrush agree to vote in
favor any and all stockholder proposals related to the Merger, and
(v) the execution and delivery of a Registration Rights Agreement,
pursuant to which we provided Mobcrush stockholders with certain
registration rights for the shares of common stock issuable as
Merger Consideration. We filed our Definitive Proxy Statement (the
“Proxy”) with the SEC on April 30, 2021, inviting our
stockholders of record to attend the 2021 annual meeting of
stockholders of Super League Gaming, Inc. to be held at 10:00 a.m.,
Pacific Time, on May 27, 2021. In addition to certain routine
matters, the Proxy requests our stockholders to approve of the
issuance of a total of 12,582,204 shares of our common stock in
exchange for all issued and outstanding securities of Mobcrush
pursuant to the MC Merger Agreement (the “Mobcrush Issuance
Proposal”). The proxy discloses that the request of our
stockholders to approve of the Mobcrush Issuance Proposal is being
made in order to comply with Listing Rule 5635 of the Nasdaq Stock
Market.
Commerical
Partnerships. In February 2021,
reflecting the shifting focus of video gaming, Super League
and innovative esports community aggregator and media
distributor, Harena Data, Inc., agreed to a partnership to
produce and distribute video gaming and esports entertainment and
targeted community-driven experiences nationwide, amplified through
global content distribution.
In March 2021, we announced the continuation of our existing
partnership with Topgolf Entertainment Group to broadcast a series
of World Golf Tour by Topgolf competitive events. These
events, streamed live across digital platforms, bring together avid
golf fans, celebrities and professional athletes—connecting
everyone through their love for the game of golf.
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.
During the
three months ended March 31, 2021, 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 strong key performance
indicator (“KPI”) performance described below, we: (i)
continued our focus on our premium advertising model for future
monetization of our rapidly growing premium advertising inventory,
and increased revenues generated from programmatic display and
video advertising units; (ii) continued to focus on 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 the 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
continued rollout of our micro-transaction marketplace; and, (iv)
continued 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
the current and 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.
In addition, as
described above, in March 2021, we announced the proposed
acquisition of Mobcrush, a live streaming technology platform
used by hundreds of thousands of gaming influencers who generate
and distribute almost two million hours of original content
annually and have accumulated more than 4.5 billion fans and
subscribers across the most popular live streaming and social media
platforms, including Twitch, YouTube, Facebook, Instagram, Twitter,
and more. Mobcrush also owns Mineville, one of six exclusive,
official Minecraft server partners that is enjoyed by more than 22
million unique players annually. Mineville is highly complementary
to Minehut, Super League’s owned and operated Minecraft
community, strengthening the combined company’s leading
position with young gamers. This strategic, all-stock transaction,
is anticipated to be accretive and will enable Super League to take
a significant leap forward in providing brands, advertisers, and
other consumer facing businesses with massive audience reach across
the most important engagement channels in video gaming –
competitive events, social media and live streaming content, and
in-game experiences.
From a KPI and metrics standpoint, we believe the combination of
Super League and Mobcrush has the potential to represent a new,
higher level of increased scale and reach, including the
following:
●
The combined companies have the potential to reach more than
25 million players per year, three million players per month, with
over 400,000 players per day.
●
In addition, the combination of Super League and Mobcrush
has the potential for a U.S. monthly viewing audience of 85
million, which would create for a top 50 U.S. media property
according to measurements used by Nielsen.
●
Annually, Super League and Mobcrush combined have the
potential to generate 7.7 billion annual U.S video views across
live streaming platforms, two billion views on social media
platforms, and enable 60 million hours of gameplay on owned and
operated platforms.
●
Collectively, we believe the combined companies could
generate and distribute over 200,000 gameplay highlights across
streaming and social channels per month.
Key Performance Indicators for the Three Months Ended March 31,
2021.
We focus and
report on three KPIs, as outlined below, to assess our
progress and drive revenue growth, which is also a key performance
indicator. As March 31, 2021, we
continued to see strong growth in our leading key performance
indicators, as follows:
●
|
Views and Impressions: During the three months
ended March 31, 2021, we generated 578.0 million views and
impressions, compared to 199.0 million views and impressions during
the three months ended March 31, 2020, representing an
approximately 3 times, or 190% increase, compared to the prior year
quarter. This continued growth in views results in the exponential
growth of our total and monetizable advertising inventory, which
can drive brands and advertisers to our audience and
platform.
|
●
|
Registered Users: As of March 31, 2021,
we increased our registered users by approximately 25%, to 3.7
million registered users, from 2.9 million as of December 31, 2020,
and by 174% from 1.3 million as of March 31, 2020. We believe that
continuing the trend of significant 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 the three
months ended March 31, 2021, including our live gaming experiences
and our expanding digital gameplay channels, we generated
approximately 34.6 million hours of gameplay and other engagement,
as compared to approximately 10.0 million hours of gameplay and
other engagement for the three months ended March 31, 2020, an
increase of approximately 245%. 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.
Commencing in
the first quarter of 2020, 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, in the first half of
2020, as a result of COVID-19, we felt the impact of the deferral
of some of the programs in our pipeline and related revenues to
future periods. 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.
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. For a discussion of
the risk factors related to COVID-19, please refer to Part II, Item
1A. "Risk Factors" in our Annual Report on Form 10-K for the year
ended December 31, 2020.
Critical Accounting Estimates
Our unaudited interim condensed financial statements have been
prepared in accordance with accounting principles generally
accepted in the United States of America. Preparation of these
condensed statements requires management to make judgments and
estimates. Some accounting policies have a significant impact on
amounts reported in these condensed 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 in our
Annual Report on Form 10-K for the year ended December 31, 2020,
filed with the SEC on March 19, 2021. In addition, refer to Note 2
to the condensed financial statements included in this Report. The
following accounting policies were identified during the current
period, based on activities occurring during the current period, 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.
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.
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.
Results of Operations for the Three Months Ended March 31, 2021 and
2020
The following
table sets forth a summary of our statements of operations for the
three months ended March 31, 2021 and 2020:
|
Three Months Ended
March 31,
|
|
|
|
|
|
|
|
|
|
|
REVENUES
|
$788,000
|
$243,000
|
$545,000
|
224%
|
COST OF REVENUES
|
342,000
|
117,000
|
225,000
|
192%
|
GROSS PROFIT
|
446,000
|
126,000
|
320,000
|
254%
|
OPERATING EXPENSES
|
|
|
|
|
Selling,
marketing and advertising
|
1,483,000
|
1,273,000
|
210,000
|
16%
|
Technology
platform and infrastructure
|
1,603,000
|
1,949,000
|
(346,000)
|
(18)%
|
General and
administrative
|
1,986,000
|
2,052,000
|
(66,000)
|
(3)%
|
|
5,072,000
|
5,274,000
|
(202,000)
|
(4)%
|
|
(4,626,000)
|
(5,148,000)
|
522,000
|
(10)%
|
OTHER INCOME (EXPENSE), NET
|
1,000
|
14,000
|
(13,000)
|
(93)%
|
|
$(4,625,000)
|
$(5,134,000)
|
$509,000
|
(10)%
|
Comparison of the Results for the Three Months Ended March 31, 2021
and 2020
Revenue
|
Three
Months Ended March 31,
|
|
|
|
|
|
Advertising
and sponsorships
|
$558,000
|
$207,000
|
$351,000
|
170%
|
Content
sales
|
166,000
|
21,000
|
145,000
|
+300%
|
Direct to
consumer
|
64,000
|
15,000
|
49,000
|
+300%
|
|
$788,000
|
$243,000
|
$545,000
|
224%
|
Revenue for the
three months ended March 31, 2021 increased $545,000 or 224%,
compared to the three months ended March 31, 2020. For the three months
ended March 31, 2021 and 2020, three customers accounted for 43%
and four customers accounted for 79% of revenues,
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 period, reflecting our continued focus
on the monetization of our increasing premium advertising inventory
and esports and entertainment content.
Advertising and
sponsorship revenues for the three months ended March 31, 2021
increased $351,000, or 170%, and included revenues from advertising
campaigns with ViacomCBS Digital, in connection with the promotion
of ViacomCBS Digital’s Spongebob property, Logitech, Inc., in
connection with our Galentine’s Games and Minehut related
Spring Break activations, Square Enix, in connection with the
promotion of their platform game, Balan Wonderworld, and Moose
Toys, in connection with the promotion of Moose Toys’ Goo Jit
Zu and Treasure X products within our Minehut digital property. The
change reflects an increase in direct sales and programmatic
display and video advertising revenues within our Minecraft related
digital property, Minehut, of $419,000, a significantly greater
than 300% increase, compared to the prior year quarter. The
increase in advertising revenues was partially offset by a $67,000
decrease in sponsorship and other revenues during the three months
ended March 31, 2021.
Content related revenues increased to $166,000, or greater than
300%, for the three months ended March 31, 2021, as compared to
$21,000 in the comparable prior year period. 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 Entertainment Group and GenG during the three months ended
March 31, 2021.
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 quarterly revenue growth in the second half of fiscal
2020 and in the first quarter of 2021, compared to the comparable
prior year quarters, 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 the three months ended March 31, 2021 increased
$49,000, or greater than 300%, compared to the comparable prior
year quarter.
Cost of Revenue
|
Three Months Ended March 31,
|
|
|
|
|
|
Cost of
revenue
|
$342,000
|
$117,000
|
$225,000
|
192%
|
Cost of revenues increased $225,000, or 192%, relatively consistent
with the 224% increase in related revenues for the same periods.
The less than proportionate increase in cost of revenue was driven
by the increase in lower cost advertising and third party content
sales revenues during the three months ended March 31,
2021.
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
|
Three
Months Ended March 31,
|
|
|
|
|
|
Selling,
marketing and advertising
|
$1,483,000
|
$1,273,000
|
$210,000
|
16%
|
Technology
platform and infrastructure
|
1,603,000
|
1,949,000
|
(346,000)
|
(18)%
|
General and
administrative
|
1,986,000
|
2,052,000
|
(66,000)
|
(3)%
|
Total
operating expenses
|
$5,072,000
|
$5,274,000
|
$(202,000)
|
(4)%
|
Noncash stock-based compensation expense for the periods presented
was included in the following operating expense line
items:
|
Three Months Ended March 31,
|
|
|
|
|
|
Selling,
marketing and advertising
|
$183,000
|
$173,000
|
$10,000
|
6%
|
Technology
platform and infrastructure
|
33,000
|
114,000
|
(81,000)
|
(71%
|
General and
administrative
|
195,000
|
415,000
|
(220,000)
|
(53)%
|
Total
noncash stock compensation expense
|
$411,000
|
$702,000
|
$(291,000)
|
(41)%
|
Selling, Marketing and
Advertising. The increase in
selling, marketing and advertising expense for the three months
ended March 31, 2021 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 also reflects
an increase in digital marketing expense, compared to the prior
year period, which reflected a reduction in marketing costs due to
the impact of the COVID-19 pandemic on our marketing activities in
first quarter of 2020.
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 decrease in technology platform and infrastructure
costs for the three months ended March 31, 2021 primarily
reflects a net reduction in engineering personnel and related
recruiting costs totaling, $179,000, a decrease in quarterly fees
paid to a third party under a licenses and rights agreement, as
amended (the “License Agreement”), totaling $150,000,
and the acceleration of amortization, totaling $306,000, related to
the termination of the License Agreement in the first quarter of
2020, as described at Note 3 to our financial statements elsewhere
herein. The decrease was partially offset by an increase in cloud
services and other technology platform costs totaling
$327,000, which primarily reflects the impact of the surge in
engagement across our digital properties occurring subsequent to
the first quarter of 2020, and continuing into fiscal year
2021.
General and Administrative. General and
administrative expense for the periods presented was comprised of
the following:
|
Three
Months Ended
March 31,
|
|
|
|
|
|
Personnel
costs
|
$461,000
|
$491,000
|
$(30,000)
|
(6)%
|
Office and
facilities
|
27,000
|
99,000
|
(72,000)
|
(73)%
|
Professional
fees
|
457,000
|
209,000
|
248,000
|
119%
|
Stock-based
compensation
|
195,000
|
415,000
|
(220,000)
|
(53)%
|
Depreciation
and amortization
|
51,000
|
71,000
|
(20,000)
|
(28)%
|
Other
|
795,000
|
767,000
|
28,000
|
4%
|
Total
general and administrative expense
|
$1,986,000
|
$2,052,000
|
$(66,000)
|
(3)%
|
A summary of the main drivers of the net
decrease in general and administrative expenses for the periods
presented is as
follows:
●
Office and
facilities costs decreased due to the termination of the leases for
75% of our office space in Santa Monica, California, and converting
to a fully remote work structure as of June 30, 2020, resulting in
significant rent and facilities costs savings for the applicable
periods presented and going forward.
●
Professional fees costs
increased $248,000, or 119%, primarily due to legal, audit,
advisory and financial and tax due diligence professional fees,
totaling $217,000, incurred in connection with the proposed
acquisition of Mobcrush, described elsewhere herein. In accordance
with the acquisition method of accounting, acquisition-related
costs incurred are expensed as incurred in the period that the
services are performed.
●
Noncash
stock compensation expense included in general and administrative
expense decreased primarily due to the completion of the vesting
and related expensing of certain previously granted nonemployee
common stock purchase warrants in the second quarter of 2020,
resulting in a decrease in warrant related stock compensation of
$222,000 for the three months ended March 31, 2021.
Liquidity and Capital Resources
General
Cash and cash equivalents totaled $36.7 million and $7.9
million at March 31, 2021 and December 31, 2020, respectively. The
period over period increase is largely attributable to the
aggregate net proceeds of $33.6 million received from the
registered direct offerings completed during the quarter ended
March 31, 2021.
To date, our principal
sources of capital used to fund our operations have been the net
proceeds we received from sales of equity securities, such as the
registered direct offerings completed during the first
quarter. 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. For a discussion of the
risk factors related to COVID-19, please refer to Part II, Item 1A.
"Risk Factors" in our Annual Report on Form 10-K for the year ended
December 31, 2020.
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.
Cash Flows for the Three Months Ended March 31, 2021 and
2020
The following table summarizes the change in
cash balances for the periods presented:
|
Three Months Ended March 31,
|
|
|
|
Net cash
used in operating activities
|
$(4,370,000)
|
$(3,388,000)
|
Net cash
used in investing activities
|
(267,000)
|
(283,000)
|
Net cash
provided by financing activities
|
33,437,000
|
-
|
Increase in
cash
|
28,800,000
|
(3,671,000)
|
Cash and cash equivalents, at beginning of period
|
7,942,000
|
8,442,000
|
Cash and cash equivalents, at end of period
|
$36,742,000
|
$4,771,000
|
Cash Flows from Operating
Activities. Net cash used in
operating activities during the three months ended March 31, 2021
was $4,370,000, which primarily reflected our net GAAP loss
for the three months ended March 31, 2021 of $4,625,000, net
of adjustments to reconcile net GAAP loss to net cash used in
operating activities of $255,000, which included $411,000 of
noncash stock compensation charges and depreciation and
amortization of $266,000. 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 the three months ended March 31, 2020 was $3,388,000,
which primarily reflected our net GAAP loss of $5,134,000, net
of adjustments to reconcile net GAAP loss to net cash used in
operating activities of $1,746,000, which included $702,000 of
noncash stock compensation charges and depreciation and
amortization of 525,000. Changes in working capital primarily
reflected the impact of the settlement of receivables and payables
in the ordinary course.
Cash Flows from Investing
Activities. Cash flows from
investing activities were comprised of the following for the
periods presented:
|
Three Months Ended March 31,
|
|
|
|
Purchase of
property and equipment
|
(2,000)
|
(4,000)
|
Capitalization
of software development costs
|
(192,000)
|
(240,000)
|
Acquisition
of other intangible and other assets
|
(73,000)
|
(39,000)
|
Net cash used in investing activities
|
$(267,000)
|
$(283,000)
|
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.
Cash Flows from Financing
Activities. Cash flows from
financing activities were comprised of the following for the
periods presented:
|
Three Months Ended March 31,
|
|
|
|
Proceeds
from issuance of common stock, net
|
$33,399,000
|
$-
|
Proceeds
from stock option exercises
|
38,000
|
-
|
Net cash used in investing activities
|
$33,437,000
|
$-
|
Equity Financings
In January 2021, the Company issued 3,076,924 shares of common
stock at a price of $2.60 per share, raising aggregate net proceeds
of approximately $8.0 million, after deducting offering expenses
totaling $73,000.
In February 2021, the Company issued 2,926,830 shares of common
stock at a price of $4.10 per share, raising aggregate net proceeds
of approximately $12.0 million, after deducting offering expenses
totaling $70,000.
In March 2021, the Company issued 1,512,499 shares of common stock
at a price of $9.00 per share, raising aggregate net proceeds of
approximately $13.6 million, after deducting offering expenses
totaling $72,000.
The offerings described above were made 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). 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.
Contractual Obligations
As of March 31,
2021, except as described below, and excluding the forgivable PPP
Loan described above, 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. In June 2020, we terminated
the lease for the majority of our corporate headquarters
(approximately 4,965 square feet). As of March 31, 2021 we maintain
approximately 1650 square feet of office space on a month-to-month
basis. The following table lists our material known future cash
commitments as of March 31, 2021:
|
|
|
|
|
|
|
Insurance premium
financing
|
$1,876,000
|
$1,876,000
|
-
|
-
|
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 accompany condensed
financial statements contained elsewhere in this
Report.
Relaxed Ongoing Reporting Requirements
Upon the
completion of our initial public offering, 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 3. QUANTITATIVE AND
QUALITATIVE DISCLOSURES ABOUT MARKET RISKS
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.
ITEM 4. CONTROLS AND
PROCEDURES
Disclosure Controls and Procedures
As required by Rule 13a-15(b) under the Exchange Act, our Chief
Executive Officer (“CEO”) and our Chief Financial
Officer (“CFO”) conducted an evaluation as of the end
of the period covered by this Quarterly Report on Form 10-Q, of the
effectiveness of our disclosure controls and procedures as defined
in Rules 13a-15(e) and 15d-15(e) under the Exchange Act. Based on
that evaluation, our CEO and our CFO each concluded that our
disclosure controls and procedures are effective to provide
reasonable assurance that information required to be disclosed in
the reports that we file or submit under the Exchange Act, (i) is
recorded, processed, summarized and reported within the time
periods specified in the Securities and Exchange Commission's rules
and forms and (ii) is accumulated and communicated to our
management, including our CEO and our CFO, as appropriate to allow
timely decisions regarding required disclosure.
Changes in Internal Control Over Financial Reporting
There were no changes in our internal control over financial
reporting identified in management’s evaluation pursuant to
Rules 13a-15(d) or 15d-15(d) of the Exchange Act during the period
covered by this Report that materially affected, or are reasonably
likely to materially affect, our internal control over financial
reporting.
OTHER INFORMATION
ITEM
1. LEGAL PROCEEDINGS
|
None.
Except as set forth below, management is not aware of any material
changes to the risk factors discussed in Part 1, Item 1A, of the
Annual Report on Form 10-K for the year ended December 31,
2020. In addition to the following risk factors and other
information set forth in this Quarterly Report on Form 10-Q, you
should carefully consider the risk factors discussed in Part 1,
Item 1A, of the Annual Report on Form 10-K for the year ended
December 31, 2020, which could materially and adversely affect
the Company’s business, financial condition, results of
operations, and stock price. The risks described in the Annual
Report on Form 10-K are not the only risks facing the Company.
Additional risks and uncertainties not presently known to
management, or that management presently believes not to be
material, may also result in material and adverse effects on our
business, financial condition, and results of
operations.
We may experience difficulties in integrating the operations of
Mobcrush into our business and in realizing the expected benefits
of the Merger.
The success
of the Merger will depend in part on our ability to realize the
anticipated business opportunities from combining the operations of
Mobcrush with our business in an efficient and effective manner.
The integration process could take longer than anticipated and
could result in the loss of key employees, the disruption of each
company’s ongoing businesses, tax costs or inefficiencies, or
inconsistencies in standards, controls, information technology
systems, procedures and policies, any of which could adversely
affect our ability to maintain relationships with customers,
employees or other third parties, or our ability to achieve the
anticipated benefits of the Merger, and could harm our financial
performance. If we are unable to successfully or timely integrate
the operations of Mobcrush with our business, we may incur
unanticipated liabilities and be unable to realize the revenue
growth, synergies and other anticipated benefits resulting from the
Merger, and our business, results of operations and financial
condition could be materially and adversely affected.
We have
incurred significant costs in connection with the Merger. The
substantial majority of these costs are non-recurring expenses
related to the Merger. These non-recurring costs and expenses are
not reflected in the unaudited pro forma condensed combined
financial information incorporated by reference in this proxy
statement. We may incur additional costs in the integration of
Mobcrush’s business, and may not achieve cost synergies and
other benefits sufficient to offset the incremental costs of the
Merger.
The Merger is subject to conditions to closing that could result in
the Merger being delayed or not consummated and can be terminated
in certain circumstances, each of which could negatively impact our
stock price and future business and operations.
The Merger
is subject to conditions to closing as set forth in the MC Merger
Agreement. In addition, each of the Company and Mobcrush has the
right, in certain circumstances, to terminate the MC Merger
Agreement. If the MC Merger Agreement is terminated or any of the
conditions to the Merger are not satisfied and, where permissible,
not waived, the Merger will not be consummated. Failure to
consummate the Merger or any delay in the consummation of the
Merger or any uncertainty about the consummation of the Merger may
adversely affect the Company’s stock price or have an adverse
impact on the Company’s future business
operations.
If the
Merger is not completed, the Company’s ongoing business may
be adversely affected and, without realizing any of the benefits of
having completed the Merger, it would be subject to a number of
risks, including the following:
●
negative
reactions from the financial markets and from persons who have or
may be considering business dealings with the Company;
●
financial
difficulties that the Company may experience;
●
the Company
will be required to pay certain costs relating to the Merger,
whether or not the Merger is completed; and
●
the Company
has agreed to pay Mobcrush's expenses if the Merger Agreement is
terminated in certain circumstances.
In
addition, the Company could be subject to litigation related to any
failure to complete the Merger or related to any proceeding
commenced against the Company seeking to require the Company to
perform its obligations under the Merger Agreement.
The Merger will present challenges associated with integrating
operations, personnel, and other aspects of the companies and
assumption of liabilities that may exist at Mobcrush and which may
be known or unknown by the Company.
The results
of the combined company following the Merger will depend in part
upon the Company’s ability to integrate Mobcrush’s
business with the Company’s business in an efficient and
effective manner. The Company’s attempt to integrate two
companies that have previously operated independently may result in
significant challenges, and the Company may be unable to accomplish
the integration smoothly or successfully. In particular, the
necessity of coordinating geographically dispersed organizations
and addressing possible differences in corporate cultures and
management philosophies may increase the difficulties of
integration. The integration may require the dedication of
significant management resources, which may temporarily distract
management’s attention from the day-to-day operations of the
businesses of the combined company. In addition, the combined
company may adjust the way in which Mobcrush or the Company has
conducted its operations and utilized its assets, which may require
retraining and development of new procedures and methodologies. The
process of integrating operations and making such adjustments after
the Merger could cause an interruption of, or loss of momentum in,
the activities of one or more of the combined company’s
businesses and the loss of key personnel. Employee uncertainty,
lack of focus, or turnover during the integration process may also
disrupt the businesses of the combined company. Any inability of
management to integrate the operations of the Company and Mobcrush
successfully could have a material adverse effect on the business
and financial condition of the combined company.
In
addition, the Merger will subject the Company to contractual or
other obligations and liabilities of Mobcrush, some of which may be
unknown. Although the Company and its legal and financial advisors
have conducted due diligence on Mobcrush and its business, there
can be no assurance that the Company is aware of all obligations
and liabilities of Mobcrush. These liabilities, and any additional
risks and uncertainties related to Mobcrush’s business and to
the Merger not currently known to the Company or that the Company
may currently be aware of, but that prove to be more significant
than assessed or estimated by the Company, could negatively impact
the business, financial condition, and results of operations of the
combined company following consummation of the Merger.
Completion of the Merger would result in the issuance of a
significant number of additional shares of our common stock, which
will reduce the voting power of our current stockholders and may
depress the trading price of our common stock.
Completion
of the Merger would result in the issuance of a significant number
of shares of the Company’s common stock. As a result, the
Company’s existing stockholders will not exert the same
degree of voting power with respect to the combined company that
they did before the consummation of the Merger. Further, the
issuance of such a significant amount of common stock, and its
potential sale in the public market from time to time, could
depress the trading price of our common stock and you may lose all
or a part of your investment.
The Company has incurred and will continue to incur significant
transaction, combination-related and restructuring costs in
connection with the Merger.
The Company
has incurred and will continue to incur transaction fees and other
expenses related to the Merger, including filing fees, legal and
accounting fees, soliciting fees, regulatory fees, and printing and
mailing costs. The Company also expects to incur significant costs
associated with combining the operations of the two companies. It
is difficult to predict the amount of these costs before we begin
the integration process. The combined company may incur additional
unanticipated costs as a consequence of difficulties arising from
efforts to integrate the operations of the twocompanies. Although
we expect that the elimination of duplicative costs, as well as the
realization of other efficiencies related to the integration of the
businesses, can offset incremental transaction,
combination-related, and restructuring costs over time, we may not
be able to achieve this net benefit in the near term, or at all. If
the Merger is not completed, the Company would have to recognize
these expenses without realizing the expected benefits of the
Merger.
If Mobcrush or the combined company fails to comply with
obligations under any license, collaboration or other agreements,
the combined company could lose intellectual property rights that
are necessary for developing and commercializing product
candidates.
Mobcrush’s
intellectual property relating to the Minecraft Online Channel
Agreement licensed from
Microsoft corporation intellectual property relating to
InPVP’s Mineville, one of six official Microsoft Minecraft
partner servers. Mobcrush’s license agreements with Microsoft
impose, and any future licenses or collaboration agreements the
combined company might enter into are likely to impose, various
development, maintenance, funding, milestone, royalty, diligence,
sublicensing, copyright prosecution and enforcement and other
obligations]. These type of agreements and related obligations are
complex and subject to contractual disputes. If Mobcrush (and the
combined company following the closing of the Merger) breaches any
of these imposed obligations, or use the intellectual property
licensed to Mobcrush in an unauthorized manner, Mobcrush (and the
combined company following the closing of the Merger) might be
required to pay damages or the licensor might have the right to
terminate the license, which could result in the loss of the
intellectual property rights and Mobcrush (and the combined company
following the closing of the Merger) being unable to develop,
manufacture and sell drugs that are covered by the licensed
technology.
ITEM 2. UNREGISTERED SALES OF EQUITY SECURITIES AND USE
OF PROCEEDS
|
None.
ITEM 3.
DEFAULTS UPON SENIOR
SECURITIES
|
None.
ITEM 4. MINE SAFETY DISCLOSURES
|
|
Not applicable.
ITEM 5. OTHER INFORMATION
|
None.
Exhibit No.
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Description
|
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Incorporation by
Reference
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Agreement and Plan of
Merger, dated March 9, 2021, by and among Super League Gaming,
Inc., SLG Merger Sub II, Inc., and Mobcrush,
Inc.
|
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Exhibit 2.1 to the Current
Report on Form 8-K, filed March 11, 2021.
|
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Amendment No. 1 to
Agreement and Plan of Merger by and between Super League Gaming,
Inc., and Mobcrush Streaming, Inc., dated April 20,
2021
|
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Exhibit 10.1 to the Current
Report on Form 8-K, filed April 21, 2021.
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Form of Registration Rights
Agreement
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Exhibit 10.1 to the Current
Report on Form 8-K, filed March 11, 2021.
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Form of Voting
Agreement
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Exhibit 10.2 to the Current
Report on Form 8-K, filed March 11, 2021.
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Form of
Securities Purchase Agreement, dated March 19,
2021
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Exhibit 10.1 to the Current
Report on Form 8-K, filed March 23, 2021.
|
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Certification
of the Principal Executive Officer, pursuant to Section
302 of the Sarbanes-Oxley Act of 2002
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Certification
of the Principal Financial Officer, pursuant to Section 302 of the
Sarbanes-Oxley Act of 2002
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Certification
of the Principal Executive Officer and Principal
Financial Officer, pursuant to 18 U.S.C. Section 1350, as adopted
pursuant to Section 906 of the Sarbanes-Oxley Act of
2002
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101.INS
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XBRL Instance
Document
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101.SCH
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XBRL Taxonomy
Extension Schema
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101.CAL
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XBRL Taxonomy
Extension Calculation Linkbase
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101.DEF
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XBRL Taxonomy
Extension Definition Linkbase
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101.LAB
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XBRL Taxonomy
Extension Label Linkbase
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101.PRE
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XBRL Taxonomy
Extension Presentation Linkbase
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Pursuant to the requirements 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.
|
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SUPER LEAGUE GAMING, INC.
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By
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/s/ Ann
Hand
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Ann Hand
President and Chief Executive Officer
(Principal Executive Officer)
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By
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/s/ Clayton
Haynes
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Clayton Haynes
Chief Financial Officer
(Principal Financial and Accounting Officer)
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Date: May 17, 2021
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