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SUPER LEAGUE GAMING REPORTS FOURTH QUARTER AND FULL YEAR 2019 RESULTS
SANTA MONICA, Calif., March 12, 2020 (GLOBE NEWSWIRE) -- Super League Gaming (Super League or the Company) (Nasdaq: SLGG), a global leader in competitive

About this update from Super League Enterprise, Inc.
[{"type":"text","content":"SANTA MONICA, Calif., March 12, 2020 (GLOBE NEWSWIRE) -- Super League Gaming (Super League or the Company) (Nasdaq: SLGG), a global leader in competitive video gaming and esports entertainment for everyday players around the world, reported recent operational developments and financial results for the fourth quarter and full year ended December 31, 2019.\n Recent Operational Developments OnePlus signed as a sponsor of the PUBG MOBILE North American Super League 2019-2020 season.Super League Prime, a premium subscription service, was launched in December, initially targeting users in North American gaming centers running ggCircuit’s platform.Veteran marketing guru John Boyden, known for his success with multiple consumer digital services and subscription products, joined Super League as senior vice president and general manager of Super League Prime.Wanda Cinemas Games, a unit of the Wanda Group and one of China’s premiere entertainment companies, formed a partnership with Super League to bring live, competitive gaming experiences to Wanda’s 700+ theatres across China.Super League introduced eight new gaming clubs expanding its international city-based amateur esports league to 24 teams across the United States, Canada and Mexico. Key Performance Indicators (KPIs) for Full Year 2019 At year end, all KPI’s identified at IPO significantly exceeded targets: Views – 120 million vs. target of two millionAvailable Games – Over 20 game titles vs. target of sixVenues – 500+ venues vs. target of 200Registered users – Approximately one million vs. target of 600,000Gameplay hours – 15 million vs. 250,000 Management Commentary“It has been just over one year since Super League’s IPO, yet our progress has exceeded our expectations,” said Ann Hand, CEO of Super League. “I truly believe the transparency and positive sense of urgency that comes from being a public company created an added layer of focus, and the results are evident in our rapidly growing audience, player base, global venue partner footprint and game title portfolio. Our platform connects the deeply engaged, passionate audience of competitive gamers to each other and to their hometown venues to not just compete, but share their content around the love of the game establishing Super League as a software and media backbone for bringing amateur, local esports to scale.” Fourth Quarte...