NASDAQ:SLE Super League Enterprise Q2 2025 Earnings Report $4.41 0.00 (0.00%) Closing price 05/22/2026 04:00 PM EasternExtended Trading$4.70 +0.29 (+6.55%) As of 05/22/2026 07:58 PM Eastern Extended trading is trading that happens on electronic markets outside of regular trading hours. This is a fair market value extended hours price provided by Massive. Learn more. ProfileEarnings HistoryForecast Super League Enterprise EPS ResultsActual EPS-$54.24Consensus EPS -$81.60Beat/MissBeat by +$27.36One Year Ago EPSN/ASuper League Enterprise Revenue ResultsActual Revenue$3.00 millionExpected Revenue$2.60 millionBeat/MissBeat by +$401.00 thousandYoY Revenue GrowthN/ASuper League Enterprise Announcement DetailsQuarterQ2 2025Date8/14/2025TimeAfter Market ClosesConference Call DateThursday, August 14, 2025Conference Call Time5:00PM ETUpcoming EarningsSuper League Enterprise's Q2 2026 earnings is estimated for Thursday, August 13, 2026, based on past reporting schedules, with a conference call scheduled on Friday, August 14, 2026 at 4:00 PM ET. Check back for transcripts, audio, and key financial metrics as they become available.Conference Call ResourcesConference Call AudioConference Call TranscriptPress Release (8-K)Quarterly Report (10-Q)Earnings HistoryCompany ProfilePowered by Super League Enterprise Q2 2025 Earnings Call TranscriptProvided by QuartrAugust 14, 2025 ShareLink copied to clipboard.Key Takeaways Negative Sentiment: Super League's Q2 revenue, while up 10% sequentially, declined 27% year-over-year amid tariff uncertainty and structural shifts in the Roblox ad ecosystem. Positive Sentiment: Gross margin expanded to 44%, up from 40% a year ago, and pro forma operating expenses were reduced by 23% year-over-year, reflecting streamlined operations. Positive Sentiment: Mobile gaming revenue grew to approximately 15% of total Q2 sales after an exclusive partnership with Ad Arcade, and new initiatives like Roadtrends Pro and a Meta/TikTok collaboration are set to diversify future revenue streams. Positive Sentiment: East Coast sales surged 150% year-to-date, driven by new regional leadership in New York and Chicago, unlocking high-potential advertising markets and accelerating seller performance. Positive Sentiment: Balance sheet improvements include $6.6 million in new capital, a 90% reduction in 2025 debt service, and a $20 million equity line, positioning the company to achieve adjusted EBITDA positive results in Q4. AI Generated. May Contain Errors.Conference Call Audio Live Call not available Earnings Conference CallSuper League Enterprise Q2 202500:00 / 00:00Speed:1x1.25x1.5x2xThere are 4 speakers on the call. Operator00:00:00League Second Quarter 2025 Conference Call. Please note this conference is being recorded. Before we begin, I'd like to caution listeners that comments made by management during this call may include forward-looking statements within the meaning of the applicable securities laws. These statements involve material risks and uncertainties, and actual results could differ from those projected in any forward-looking statements due to numerous factors. For a description of these risks and uncertainties, please see Super League's financial statements and MD&A for the second quarter ended June 30, 2025, available on Edgar. Important qualifications regarding forward-looking statements are also contained in Super League's earnings release distributed earlier this afternoon and also available on Edgar. Furthermore, the content of this conference call contains time-sensitive information accurate only as of today, August 14, 2025. Operator00:00:51Super League undertakes no obligation to revise or otherwise update any statements to reflect events or circumstances after the date of this call. I'd now like to turn the conference over to Matt Edelman, President and Chief Executive Officer. Please go ahead, sir. Speaker 200:01:05Thank you very much, and thank you to all who are joining us today. I'm pleased to bring you our second quarter 2025 financial results and provide an update on our business. Super League's second quarter was one of transition. We streamlined our operations, closed a series of important financial transactions, forged new partnerships to support our revenue diversification strategy, and reinforced our standing with key brand clients, with more than 75% of our closed deals coming from repeat customers. Our accomplishments have realigned the company's focus and put us on a determined path towards sustainable profitability. Importantly, we continue to see a compelling long-term growth opportunity that validates our core mission. Our expertise is in enabling iconic brands and IP owners to engage the legions of consumers whose daily content consumption includes playing games. Speaker 200:02:06Whether within massive platforms such as Roblox, Fortnite, or Minecraft, or the rich universe of mobile games, our playable media and content solutions help brands capture and keep the attention of these audiences who play. At Super League, we think of play as a state of mind and body. While playing, people are engaged mentally and physically, emotionally connected, aspirational, and deeply focused. There is no form of leisure content that inspires more authentic human behavior than play, which makes it the perfect forum for brands and advertisers to build lasting affinity with their desired customers. Our research shows that there are more than 5 billion people in the world who play in various forms, spending 8 billion hours per day in active play mode, translating to more than 3 trillion hours of play per year worldwide. Speaker 200:03:05Audiences who play video games represent the largest segment at 3.32 billion people globally. One of the powerhouses in the video game industry continues to be Roblox, a user-generated content platform in which every game is created by the community. Think of it as the YouTube of gaming. Roblox recently posted remarkable second quarter results with record high revenue and strong growth in daily active users, hours engaged, and average monthly unique players. In March 2025, a user-created game named Grow a Garden became the largest Roblox game in history and then the largest video game in history in terms of simultaneous players, with at least 21.9 million concurrent users, surpassing Fortnite's record of 15.3 million and nearly matching the size of Netflix's audience for their debut NFL games on Christmas Day last year. Speaker 200:04:06The growth and power of interactive entertainment is undeniable, with 85% of the total online population playing video games. That includes 98% of Gen Alpha, 96% of Gen Z, and 88% of Millennials. It is why the International Advertising Bureau has just announced a new measurement framework for gaming. This is where Super League lives, at the forefront of this thriving space, punctuated by our recently announced partnership with Advertising Week to launch the first ever Gaming Summit at AW New York in October 2025. This summit will showcase the value, effectiveness, and scale available within this underappreciated sector, with an expert advisory panel of marketers, creators, and gaming platform leads. Why does this matter? Because the story of the opportunity and case study successes must continue to be told. Speaker 200:05:05Despite the data, the shift of advertising dollars to meet consumers where they are the most passionate and attentive within interactive digital entertainment spaces is still in its early stages. Measurement and attribution capabilities that validate the value of digital advertising spends are advancing, but not yet as well established as within other digital media formats. That's the opportunity for Super League, to stay in our leading position, to continue helping to define the future, and to bring creativity, products, and solutions to our clients that raise the bar. Our opportunity is to be the signature company that makes brands playable. Speaker 200:05:48Turning to our recent operating highlights, while immersive gaming platforms like Roblox, Fortnite, and Minecraft have been the backbone of our business historically, mobile gaming has emerged as an exciting growth opportunity, leading to our exclusive partnership with Ad Arcade, whose patented playable ad format outperforms standard playable ads by 3X. We now have access to the entire U.S. population of mobile gamers, representing more than 56% of the country at 191 million people, advancing our ability to deliver scalable, brand-safe solutions to advertisers across every consumer segment while diversifying the company's revenue mix. Non-immersive platform revenue in Q2 remained approximately 15% of our total revenue, keeping pace with Q1, whereas we did not have any meaningful mobile gaming revenue in the first half of 2024. Speaker 200:06:45We are particularly encouraged by recent advancements with programmatic advertising partners that we expect to contribute to broader distribution of this unique playable media product in the second half of the year. With an eye towards further revenue diversification and complementing our current market opportunity, we announced an expansion of our partnership with Meta Stadiums that propels Super League into the TikTok ecosystem through their MetaStars Creator Network, an AI-powered TikTok-centric monetization platform. This expanded collaboration aligns with our strategy to bring innovative solutions to brands across gamified content systems, with TikTok leveraging mobile gaming engagement and monetization best practices that drove more than $6 billion of in-app purchase revenue in 2024, including through the Chinese version named Douyin. We expect to see revenue from this initiative beginning in Q4 of this year and then scaling across 2026 through content, commerce, and campaign activations. Speaker 200:07:51With the importance of reliable data only increasing as the fuel powering the engine of businesses, we launched our first subscription product tied to immersive gaming named Rowtrends Pro. Rowtrends is a Roblox trend intelligence analytics tool, providing actionable Roblox trend insights and unlocking new information for marketers, developers, investors, and analysts. The response has been encouraging with a broad array of subscribers already validating the opportunity. We see Rowtrends as another new contributor to revenue that can help accelerate our path to sustainable profitability while underpinning our company's leading position. While our gross revenue reflected caution from marketers to max out their Q2 budgets due to tariff uncertainty, our client partnerships included programs with an enviable list of companies such as Disney, Mattel, Lego, Hasbro, and Logitech. Speaker 200:08:49We broke into the sport of golf with Augusta National and the Masters, as well as the USGA, driving more than 120 million impressions with Gen Z and Gen Alpha audiences. We expanded on our past success in the finance category with Visa through an initial campaign with Ally, and we continued our work with longtime partner Chipotle. In April, at the IAB PlayFronts, the Interactive Advertising Bureau's dedicated marketplace showcasing advertising as sponsorship opportunities in the gaming industry, we introduced new products that have already been brought to life through two first-to-market opportunities. One is the recent launch of a bold, first-of-its-kind campaign across both Fortnite Creative and Roblox with Panda Express and their creative agency, The Many. The activation continues to demonstrate the power of playability to drive memorable brand engagement and transform a product launch into a hands-on, shareable adventure. Speaker 200:09:48The second is a never-before-seen cross-platform program featuring interactive 3D characters on Roblox, Fortnite Creative, and Minecraft, done in partnership with Universal Pictures for their animated film, Bad Guys 2. Just this week, we were proud to partner for the third year in a row with HiTune on a multi-dimensional Fortnite Creative campaign. Their products look like they were designed to live inside video games. Also in Q2, we acquired Super Social, an award-winning Roblox studio with past clients including Gucci, Elf Beauty, Walmart, Universal Music Group, Heidi Klum, and others. That addition expanded our brand partnership roster and resulted in a Roblox business that has delivered 49 immersive builds, racking up more than 390 million visits and 3 billion impressions on the platform. We continue to look at select opportunities within a fragmented industry to consolidate assets and capabilities through attractive, accretive acquisitions. Speaker 200:10:50In terms of our financial results, our Q2 revenues grew sequentially by 10%, but decreased 27% on a year-over-year basis due to macroeconomic headwinds largely attributable to tariff uncertainty and as we complete the process of adapting to the structural shifts in the Roblox ad ecosystem as previously discussed. With that said, our relentless focus on higher margin revenue is paying off, with Q2 gross margin at 44% compared to 40% in Q2 a year ago and up from 38% in fiscal year 2024. Our cumulative cost reductions, as previously announced, further led to the 23% pro forma operating expense decrease in Q2 2025 compared to the prior year quarter. Most encouraging as we look to the second half of the year with the hard restructuring work behind us, we see promising signs on the revenue front. Of note is our East Coast sales performance. Speaker 200:11:51New York is the largest advertising market in the world and had been under-resourced, leading to the bulk of our revenues coming from West Coast-based brands and relationships. With team members anchored in New York and Chicago and a new regional leadership installed in Q3 2024, we have broken through and begun to unlock the potential of this invaluable market. Our East Coast sales revenue was up 150% through June 30 compared to the first half of 2024, with our top seller having achieved almost 100% of his annual $3 million target in just the first six months. Knowing that more advertising dollars are put to work in the back half of the calendar year, we see this progress as setting a new benchmark for salesforce efficacy, with annual revenue targets per seller of $5 million or more being possible in the future. Speaker 200:12:42Our strategic work in Q2 was no less ambitious. As part of further streamlining our focus and reducing operational costs, we divested our Minecraft property in PVP to MineVille LLC. Through the all-cash transaction, we became MineVille LLC's exclusive partner for brand partnerships and advertising sales, expanding our access to Minecraft audiences. Simultaneously, much of our effort has been focused on the necessary improvements to our capital structure and balance sheet. We've made substantial progress, curing our annual meeting and $1 bid price Nasdaq deficiencies, securing $6.6 million in cumulative new capital since early May, $4.5 million of which closed in the form of a convertible note with a conversion price premium to market just subsequent to the end of Q2. Speaker 200:13:33We also took steps to reduce our 2025 debt service obligations by 90%, from $5.7 million to $600,000, including the conversion of high-interest debt facilities into equity, and we established a $20 million equity line of credit. The benefits of these transactions will kick in during the second half of the year with greater operating leverage and corporate flexibility that allows us to pursue a broader range of strategic and capital market opportunities. Taken together with our continued focus on revenue diversification and gross margin expansion, we remain on track and committed to delivering adjusted EBITDA positive results in Q4 of this year. Finally, lest you think we are unlike so many micro-cap companies in today's market, we are exploring opportunities in the cryptocurrency space. Speaker 200:14:25We are particularly enthusiastic about the recent passage of the Genius Act, which has established a regulatory framework for launching stablecoin-powered programs that have the potential to drive deeper, more consistent, and more enduring consumer engagement for brands and advertisers. I'm grateful for your ongoing support and promise never to waver in my determination to lead Super League towards a more successful future. With that, I'd like to turn it back to the operator to start the Q&A. Operator00:14:56Thank you. We'll now be conducting a question and answer session. If you'd like to ask a question or dial in over the phone, please press star one on your telephone keypad. A confirmation tone will indicate your line is in the question queue. If you're logged in on the webcast, you can use the raise your hand function to ask a question. One moment, please, while we pull up our questions. Our first question today is coming from Jack Van Dorn from Maxim Group. Your line is now live. Speaker 100:15:22Thank you. This is Jack Coderick calling in for Jack Van Dorn. Can you touch a little bit on the new revenue lines? I think you highlighted mobile's already grown to about 15% of total revenue. You're seeing potentially more programmatic in the future, a new subscription service. From a high level, can you kind of describe the scope of the opportunity of each? Maybe like a year or two ahead from now, what do you expect the mix to look like? Speaker 200:15:49Hey Jack, it's good to have your question. Thank you. A good question. This year, the real opportunity will likely remain in mobile in terms of diversification. The subscription product and our partnership to move into TikTok will really just be getting started this year and probably not be as material, certainly compared to mobile. Our target for mobile has been to get it closer to 25% of our revenue this year. We're still aiming for that target. We'll certainly get closer. As we look to next year, I think what we're really hoping is that the immersive platforms in general represent more like 50% to 60% of our revenue, with 40% to 50% coming from these other areas that are still connected, of course, to reaching gaming and gamified content platforms. Speaker 100:16:55Okay, that's super helpful. Given a little bit of efficiencies, do you see your expenses to be, do you expect this to be kind of like $1.7 million, $2 million-ish to be kind of the quarterly run rate of OpEx, or do you expect that to, on a go-forward basis, maybe creep up? Any commentary there would be helpful. Speaker 200:17:19We don't have any plans to increase our expense footprint. We think we have right-sized the business for what the company needs to achieve in order to get to profitability. That's our determined goal and the outcome that we're working hard to achieve. The actual flow of dollars will continue to be somewhat seasonal, with the advertising industry typically spending more money in certain quarters over others, and the back half of the year being stronger. While we don't anticipate any growth on the expense side, there will be a bit of a likely dip in sort of our revenue in the first half of next year, like there has been historically, and then an acceleration in the second half, like there has been historically. Speaker 100:18:22Okay, good to know. Thanks for taking my questions and congrats on the solid quarter. Speaker 200:18:26Thank you. Operator00:18:30Thank you. Our next question today is coming from Howard Halpern from Tech with Village. Your line is now live. Speaker 300:18:37Hi, congratulations on the progress that you've made so far in Q2. In terms of what you're seeing, your customer base, has that hesitation started to abate and activity increased so far in Q3? Speaker 200:18:57That's a great question, Howard. Thank you. Good to hear your voice. The answer is yes. The fear we had in late Q1 and early Q2 was that budgets were going to be cut. Thankfully, that's not what occurred. They were just paused. A number of campaigns were pushed out a bit further than they had initially been planned to run. A lot of the budgets that were sort of sitting on the sideline have opened up since then. We are seeing stronger signs than we've seen in the past, relative especially to Q4, and are very encouraged based on that shift. Speaker 300:19:48Okay. Maybe enlighten us on your thinking. Now you've moved, you said, to New York and Chicago, some people and teams. What is the cycle going to be like as they start to get close to their, what you call their max capacity and you adding new people? You know, what kind of cadence could we possibly expect from that, from your sales force? Speaker 200:20:19That's another good question. From our experience, when you bring somebody new into your sales organization, it's a solid six months before they are sort of operating at full throttle. As it relates to the East Coast, the fact that we are seeing some quite encouraging results does reflect that the team across Chicago and New York really did begin to solidify late last year. We think that they've just begun hitting their stride, and it's one of the reasons we're encouraged by the second half of the year. Speaker 300:21:08Okay. Also, from your perspective, are you looking for potential partnerships or maybe a small acquisition to exploit or find a way to exploit the Genius Act going forward or bring someone new into the organization that has some experience with stablecoin? Speaker 200:21:36I'm glad you asked about that. We have a handful of ideas as to how the Genius Act might open up business opportunities for Super League. We are surrounding ourselves with the right expertise and the right potential partners to make sure if we enter the space, it's from the right starting point with the right foundational elements. There is no need in today's world to build those elements from scratch. Now that the regulatory framework makes it possible to really put together a compelling consumer-facing proposition, leveraging infrastructure that other companies have built is a pretty profound opportunity. Speaker 300:22:26You said opportunity in terms of payments or more that the consumers of your customers gain control of their digital footprint. Speaker 200:22:45I'm not sure that where we would see the opportunity is about the way that customers would possibly manage their identity through the blockchain or, you know, other parts of the crypto ecosystem. I think for us, it's really about looking at new models for consumer engagement and helping our partners understand those models and take advantage of what's achievable, particularly because of the nature of how the Genius Act was designed. Speaker 300:23:24Okay, it's just, it's interesting. I know it's like brand new for many different industries out there, but I'm glad you're exploring it, and thanks and keep up the great work. Speaker 200:23:36Thank you very much, Howard. Operator00:23:40Thank you. We reached the end of our question and answer session. I'd like to turn the floor back over for any further closing comments. Speaker 200:23:47Thank you again for joining the call today and hearing about our progress. We are excited to be back here telling you about our achievements in Q3 and hope you will stay tuned to what we're able to talk about between now and then. Thank you again. Operator00:24:07Thank you. That does conclude today's webcast. You may disconnect your line at this time and have a wonderful day. We thank you for your participation today.Read morePowered by Earnings DocumentsPress Release(8-K)Quarterly report(10-Q) Super League Enterprise Earnings HeadlinesSuper League Introduces Job City By Indeed On RobloxMay 20, 2026 | globenewswire.comWhy Is Super League Enterprise Stock Surging On Tuesday?May 19, 2026 | benzinga.com$30 stock to buy before Starlink goes public (WATCH NOW!)A little-known stock pick with money-doubling potential over the next year is revealed for free in the first three minutes of a new video. This company is a critical piece of Elon Musk's fast-growing Starlink technology. It could climb 100 percent or more over the next year as Elon brings Starlink public in what may be the biggest IPO in history. No credit card is required to get the ticker.May 25 at 1:00 AM | Paradigm Press (Ad)Trump Rattled Markets Again and These 3 Forgotten Stocks Under $30 Were the Unlikely WinnersMay 18, 2026 | 247wallst.comSuper League Enterprise Inc (SLE) Q1 2026 Earnings Call Highlights: Revenue Growth and ...May 17, 2026 | finance.yahoo.comSuper League Enterprise, Inc. (SLE) Q1 2026 Earnings Call TranscriptMay 17, 2026 | seekingalpha.comSee More Super League Enterprise Headlines Get Earnings Announcements in your inboxWant to stay updated on the latest earnings announcements and upcoming reports for companies like Super League Enterprise? Sign up for Earnings360's daily newsletter to receive timely earnings updates on Super League Enterprise and other key companies, straight to your email. Email Address About Super League EnterpriseSuper League Enterprise (NASDAQ:SLE) creates and publishes content and media solutions across immersive platforms in the United States and internationally. The company offers access to audiences who gather in immersive digital spaces to socialize, play, explore, collaborate, shop, learn, and create. It also provides a range of development, distribution, monetization, and optimization capabilities designed to engage users through dynamic and energized programs. Its proprietary cloud-based platform offers dynamic media technology; metaverse game experience and tournament technology; and fully remote production and livestream broadcast technology. In addition, the company operates Minecraft server world for more casual players on consoles and tablets. Further, it sells on-platform media and analytics products, and influencer marketing campaign sales to third-party brands and agencies; game development and custom game experiences within its owned and affiliate game worlds; and production, curation and distribution of entertainment content for its network of digital channels and media and entertainment partner channels. The company was formerly known as Super League Gaming, Inc. and changed its name to Super League Enterprise, Inc. in September 2023. Super League Enterprise, Inc. was founded in 2015 and is headquartered in Santa Monica, California.View Super League Enterprise ProfileRead more More Earnings Resources from MarketBeat Earnings Tools Today's Earnings Tomorrow's Earnings Next Week's Earnings Upcoming Earnings Calls Earnings Newsletter Earnings Call Transcripts Earnings Beats & Misses Corporate Guidance Earnings Screener Latest Articles Ross Stores Earnings Beat Sends Stock To New HighsWas Decker’s Double Beat a Bullish Signal—Or Mere HOKA’s-Pocus?Workday Validates AI Flywheel: Stock Price Recovery BeginsApparel Earnings Winners and Losers: Ralph Lauren Takes OffWhy Walmart, Target and TJX Got Such Different Reactions After EarningsThe Careful Consumer: What Q1 Earnings Reveal—And Where Cracks May AppearOverextended, e.l.f. Beauty Is Primed to Rebound in Back Half Upcoming Earnings AutoZone (5/26/2026)Marvell Technology (5/27/2026)PDD (5/27/2026)Synopsys (5/27/2026)Bank Of Montreal (5/27/2026)Bank of Nova Scotia (5/27/2026)Salesforce (5/27/2026)Snowflake (5/27/2026)Autodesk (5/28/2026)Costco Wholesale (5/28/2026) Get 30 Days of MarketBeat All Access for Free Sign up for MarketBeat All Access to gain access to MarketBeat's full suite of research tools. Start Your 30-Day Trial MarketBeat All Access Features Best-in-Class Portfolio Monitoring Get personalized stock ideas. Compare portfolio to indices. Check stock news, ratings, SEC filings, and more. Stock Ideas and Recommendations See daily stock ideas from top analysts. Receive short-term trading ideas from MarketBeat. Identify trending stocks on social media. Advanced Stock Screeners and Research Tools Use our seven stock screeners to find suitable stocks. Stay informed with MarketBeat's real-time news. Export data to Excel for personal analysis. Sign in to your free account to enjoy these benefits In-depth profiles and analysis for 20,000 public companies. Real-time analyst ratings, insider transactions, earnings data, and more. Our daily ratings and market update email newsletter. Sign in to your free account to enjoy all that MarketBeat has to offer. Sign In Create Account Your Email Address: Email Address Required Your Password: Password Required Log In Email Me a Login Link or Sign in with Facebook Sign in with Google Forgot your password? Your Email Address: Please enter your email address. Please enter a valid email address Choose a Password: Please enter your password. Your password must be at least 8 characters long and contain at least 1 number, 1 letter, and 1 special character. Create My Account (Free) or Sign in with Facebook Sign in with Google By creating a free account, you agree to our terms of service. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
There are 4 speakers on the call. Operator00:00:00League Second Quarter 2025 Conference Call. Please note this conference is being recorded. Before we begin, I'd like to caution listeners that comments made by management during this call may include forward-looking statements within the meaning of the applicable securities laws. These statements involve material risks and uncertainties, and actual results could differ from those projected in any forward-looking statements due to numerous factors. For a description of these risks and uncertainties, please see Super League's financial statements and MD&A for the second quarter ended June 30, 2025, available on Edgar. Important qualifications regarding forward-looking statements are also contained in Super League's earnings release distributed earlier this afternoon and also available on Edgar. Furthermore, the content of this conference call contains time-sensitive information accurate only as of today, August 14, 2025. Operator00:00:51Super League undertakes no obligation to revise or otherwise update any statements to reflect events or circumstances after the date of this call. I'd now like to turn the conference over to Matt Edelman, President and Chief Executive Officer. Please go ahead, sir. Speaker 200:01:05Thank you very much, and thank you to all who are joining us today. I'm pleased to bring you our second quarter 2025 financial results and provide an update on our business. Super League's second quarter was one of transition. We streamlined our operations, closed a series of important financial transactions, forged new partnerships to support our revenue diversification strategy, and reinforced our standing with key brand clients, with more than 75% of our closed deals coming from repeat customers. Our accomplishments have realigned the company's focus and put us on a determined path towards sustainable profitability. Importantly, we continue to see a compelling long-term growth opportunity that validates our core mission. Our expertise is in enabling iconic brands and IP owners to engage the legions of consumers whose daily content consumption includes playing games. Speaker 200:02:06Whether within massive platforms such as Roblox, Fortnite, or Minecraft, or the rich universe of mobile games, our playable media and content solutions help brands capture and keep the attention of these audiences who play. At Super League, we think of play as a state of mind and body. While playing, people are engaged mentally and physically, emotionally connected, aspirational, and deeply focused. There is no form of leisure content that inspires more authentic human behavior than play, which makes it the perfect forum for brands and advertisers to build lasting affinity with their desired customers. Our research shows that there are more than 5 billion people in the world who play in various forms, spending 8 billion hours per day in active play mode, translating to more than 3 trillion hours of play per year worldwide. Speaker 200:03:05Audiences who play video games represent the largest segment at 3.32 billion people globally. One of the powerhouses in the video game industry continues to be Roblox, a user-generated content platform in which every game is created by the community. Think of it as the YouTube of gaming. Roblox recently posted remarkable second quarter results with record high revenue and strong growth in daily active users, hours engaged, and average monthly unique players. In March 2025, a user-created game named Grow a Garden became the largest Roblox game in history and then the largest video game in history in terms of simultaneous players, with at least 21.9 million concurrent users, surpassing Fortnite's record of 15.3 million and nearly matching the size of Netflix's audience for their debut NFL games on Christmas Day last year. Speaker 200:04:06The growth and power of interactive entertainment is undeniable, with 85% of the total online population playing video games. That includes 98% of Gen Alpha, 96% of Gen Z, and 88% of Millennials. It is why the International Advertising Bureau has just announced a new measurement framework for gaming. This is where Super League lives, at the forefront of this thriving space, punctuated by our recently announced partnership with Advertising Week to launch the first ever Gaming Summit at AW New York in October 2025. This summit will showcase the value, effectiveness, and scale available within this underappreciated sector, with an expert advisory panel of marketers, creators, and gaming platform leads. Why does this matter? Because the story of the opportunity and case study successes must continue to be told. Speaker 200:05:05Despite the data, the shift of advertising dollars to meet consumers where they are the most passionate and attentive within interactive digital entertainment spaces is still in its early stages. Measurement and attribution capabilities that validate the value of digital advertising spends are advancing, but not yet as well established as within other digital media formats. That's the opportunity for Super League, to stay in our leading position, to continue helping to define the future, and to bring creativity, products, and solutions to our clients that raise the bar. Our opportunity is to be the signature company that makes brands playable. Speaker 200:05:48Turning to our recent operating highlights, while immersive gaming platforms like Roblox, Fortnite, and Minecraft have been the backbone of our business historically, mobile gaming has emerged as an exciting growth opportunity, leading to our exclusive partnership with Ad Arcade, whose patented playable ad format outperforms standard playable ads by 3X. We now have access to the entire U.S. population of mobile gamers, representing more than 56% of the country at 191 million people, advancing our ability to deliver scalable, brand-safe solutions to advertisers across every consumer segment while diversifying the company's revenue mix. Non-immersive platform revenue in Q2 remained approximately 15% of our total revenue, keeping pace with Q1, whereas we did not have any meaningful mobile gaming revenue in the first half of 2024. Speaker 200:06:45We are particularly encouraged by recent advancements with programmatic advertising partners that we expect to contribute to broader distribution of this unique playable media product in the second half of the year. With an eye towards further revenue diversification and complementing our current market opportunity, we announced an expansion of our partnership with Meta Stadiums that propels Super League into the TikTok ecosystem through their MetaStars Creator Network, an AI-powered TikTok-centric monetization platform. This expanded collaboration aligns with our strategy to bring innovative solutions to brands across gamified content systems, with TikTok leveraging mobile gaming engagement and monetization best practices that drove more than $6 billion of in-app purchase revenue in 2024, including through the Chinese version named Douyin. We expect to see revenue from this initiative beginning in Q4 of this year and then scaling across 2026 through content, commerce, and campaign activations. Speaker 200:07:51With the importance of reliable data only increasing as the fuel powering the engine of businesses, we launched our first subscription product tied to immersive gaming named Rowtrends Pro. Rowtrends is a Roblox trend intelligence analytics tool, providing actionable Roblox trend insights and unlocking new information for marketers, developers, investors, and analysts. The response has been encouraging with a broad array of subscribers already validating the opportunity. We see Rowtrends as another new contributor to revenue that can help accelerate our path to sustainable profitability while underpinning our company's leading position. While our gross revenue reflected caution from marketers to max out their Q2 budgets due to tariff uncertainty, our client partnerships included programs with an enviable list of companies such as Disney, Mattel, Lego, Hasbro, and Logitech. Speaker 200:08:49We broke into the sport of golf with Augusta National and the Masters, as well as the USGA, driving more than 120 million impressions with Gen Z and Gen Alpha audiences. We expanded on our past success in the finance category with Visa through an initial campaign with Ally, and we continued our work with longtime partner Chipotle. In April, at the IAB PlayFronts, the Interactive Advertising Bureau's dedicated marketplace showcasing advertising as sponsorship opportunities in the gaming industry, we introduced new products that have already been brought to life through two first-to-market opportunities. One is the recent launch of a bold, first-of-its-kind campaign across both Fortnite Creative and Roblox with Panda Express and their creative agency, The Many. The activation continues to demonstrate the power of playability to drive memorable brand engagement and transform a product launch into a hands-on, shareable adventure. Speaker 200:09:48The second is a never-before-seen cross-platform program featuring interactive 3D characters on Roblox, Fortnite Creative, and Minecraft, done in partnership with Universal Pictures for their animated film, Bad Guys 2. Just this week, we were proud to partner for the third year in a row with HiTune on a multi-dimensional Fortnite Creative campaign. Their products look like they were designed to live inside video games. Also in Q2, we acquired Super Social, an award-winning Roblox studio with past clients including Gucci, Elf Beauty, Walmart, Universal Music Group, Heidi Klum, and others. That addition expanded our brand partnership roster and resulted in a Roblox business that has delivered 49 immersive builds, racking up more than 390 million visits and 3 billion impressions on the platform. We continue to look at select opportunities within a fragmented industry to consolidate assets and capabilities through attractive, accretive acquisitions. Speaker 200:10:50In terms of our financial results, our Q2 revenues grew sequentially by 10%, but decreased 27% on a year-over-year basis due to macroeconomic headwinds largely attributable to tariff uncertainty and as we complete the process of adapting to the structural shifts in the Roblox ad ecosystem as previously discussed. With that said, our relentless focus on higher margin revenue is paying off, with Q2 gross margin at 44% compared to 40% in Q2 a year ago and up from 38% in fiscal year 2024. Our cumulative cost reductions, as previously announced, further led to the 23% pro forma operating expense decrease in Q2 2025 compared to the prior year quarter. Most encouraging as we look to the second half of the year with the hard restructuring work behind us, we see promising signs on the revenue front. Of note is our East Coast sales performance. Speaker 200:11:51New York is the largest advertising market in the world and had been under-resourced, leading to the bulk of our revenues coming from West Coast-based brands and relationships. With team members anchored in New York and Chicago and a new regional leadership installed in Q3 2024, we have broken through and begun to unlock the potential of this invaluable market. Our East Coast sales revenue was up 150% through June 30 compared to the first half of 2024, with our top seller having achieved almost 100% of his annual $3 million target in just the first six months. Knowing that more advertising dollars are put to work in the back half of the calendar year, we see this progress as setting a new benchmark for salesforce efficacy, with annual revenue targets per seller of $5 million or more being possible in the future. Speaker 200:12:42Our strategic work in Q2 was no less ambitious. As part of further streamlining our focus and reducing operational costs, we divested our Minecraft property in PVP to MineVille LLC. Through the all-cash transaction, we became MineVille LLC's exclusive partner for brand partnerships and advertising sales, expanding our access to Minecraft audiences. Simultaneously, much of our effort has been focused on the necessary improvements to our capital structure and balance sheet. We've made substantial progress, curing our annual meeting and $1 bid price Nasdaq deficiencies, securing $6.6 million in cumulative new capital since early May, $4.5 million of which closed in the form of a convertible note with a conversion price premium to market just subsequent to the end of Q2. Speaker 200:13:33We also took steps to reduce our 2025 debt service obligations by 90%, from $5.7 million to $600,000, including the conversion of high-interest debt facilities into equity, and we established a $20 million equity line of credit. The benefits of these transactions will kick in during the second half of the year with greater operating leverage and corporate flexibility that allows us to pursue a broader range of strategic and capital market opportunities. Taken together with our continued focus on revenue diversification and gross margin expansion, we remain on track and committed to delivering adjusted EBITDA positive results in Q4 of this year. Finally, lest you think we are unlike so many micro-cap companies in today's market, we are exploring opportunities in the cryptocurrency space. Speaker 200:14:25We are particularly enthusiastic about the recent passage of the Genius Act, which has established a regulatory framework for launching stablecoin-powered programs that have the potential to drive deeper, more consistent, and more enduring consumer engagement for brands and advertisers. I'm grateful for your ongoing support and promise never to waver in my determination to lead Super League towards a more successful future. With that, I'd like to turn it back to the operator to start the Q&A. Operator00:14:56Thank you. We'll now be conducting a question and answer session. If you'd like to ask a question or dial in over the phone, please press star one on your telephone keypad. A confirmation tone will indicate your line is in the question queue. If you're logged in on the webcast, you can use the raise your hand function to ask a question. One moment, please, while we pull up our questions. Our first question today is coming from Jack Van Dorn from Maxim Group. Your line is now live. Speaker 100:15:22Thank you. This is Jack Coderick calling in for Jack Van Dorn. Can you touch a little bit on the new revenue lines? I think you highlighted mobile's already grown to about 15% of total revenue. You're seeing potentially more programmatic in the future, a new subscription service. From a high level, can you kind of describe the scope of the opportunity of each? Maybe like a year or two ahead from now, what do you expect the mix to look like? Speaker 200:15:49Hey Jack, it's good to have your question. Thank you. A good question. This year, the real opportunity will likely remain in mobile in terms of diversification. The subscription product and our partnership to move into TikTok will really just be getting started this year and probably not be as material, certainly compared to mobile. Our target for mobile has been to get it closer to 25% of our revenue this year. We're still aiming for that target. We'll certainly get closer. As we look to next year, I think what we're really hoping is that the immersive platforms in general represent more like 50% to 60% of our revenue, with 40% to 50% coming from these other areas that are still connected, of course, to reaching gaming and gamified content platforms. Speaker 100:16:55Okay, that's super helpful. Given a little bit of efficiencies, do you see your expenses to be, do you expect this to be kind of like $1.7 million, $2 million-ish to be kind of the quarterly run rate of OpEx, or do you expect that to, on a go-forward basis, maybe creep up? Any commentary there would be helpful. Speaker 200:17:19We don't have any plans to increase our expense footprint. We think we have right-sized the business for what the company needs to achieve in order to get to profitability. That's our determined goal and the outcome that we're working hard to achieve. The actual flow of dollars will continue to be somewhat seasonal, with the advertising industry typically spending more money in certain quarters over others, and the back half of the year being stronger. While we don't anticipate any growth on the expense side, there will be a bit of a likely dip in sort of our revenue in the first half of next year, like there has been historically, and then an acceleration in the second half, like there has been historically. Speaker 100:18:22Okay, good to know. Thanks for taking my questions and congrats on the solid quarter. Speaker 200:18:26Thank you. Operator00:18:30Thank you. Our next question today is coming from Howard Halpern from Tech with Village. Your line is now live. Speaker 300:18:37Hi, congratulations on the progress that you've made so far in Q2. In terms of what you're seeing, your customer base, has that hesitation started to abate and activity increased so far in Q3? Speaker 200:18:57That's a great question, Howard. Thank you. Good to hear your voice. The answer is yes. The fear we had in late Q1 and early Q2 was that budgets were going to be cut. Thankfully, that's not what occurred. They were just paused. A number of campaigns were pushed out a bit further than they had initially been planned to run. A lot of the budgets that were sort of sitting on the sideline have opened up since then. We are seeing stronger signs than we've seen in the past, relative especially to Q4, and are very encouraged based on that shift. Speaker 300:19:48Okay. Maybe enlighten us on your thinking. Now you've moved, you said, to New York and Chicago, some people and teams. What is the cycle going to be like as they start to get close to their, what you call their max capacity and you adding new people? You know, what kind of cadence could we possibly expect from that, from your sales force? Speaker 200:20:19That's another good question. From our experience, when you bring somebody new into your sales organization, it's a solid six months before they are sort of operating at full throttle. As it relates to the East Coast, the fact that we are seeing some quite encouraging results does reflect that the team across Chicago and New York really did begin to solidify late last year. We think that they've just begun hitting their stride, and it's one of the reasons we're encouraged by the second half of the year. Speaker 300:21:08Okay. Also, from your perspective, are you looking for potential partnerships or maybe a small acquisition to exploit or find a way to exploit the Genius Act going forward or bring someone new into the organization that has some experience with stablecoin? Speaker 200:21:36I'm glad you asked about that. We have a handful of ideas as to how the Genius Act might open up business opportunities for Super League. We are surrounding ourselves with the right expertise and the right potential partners to make sure if we enter the space, it's from the right starting point with the right foundational elements. There is no need in today's world to build those elements from scratch. Now that the regulatory framework makes it possible to really put together a compelling consumer-facing proposition, leveraging infrastructure that other companies have built is a pretty profound opportunity. Speaker 300:22:26You said opportunity in terms of payments or more that the consumers of your customers gain control of their digital footprint. Speaker 200:22:45I'm not sure that where we would see the opportunity is about the way that customers would possibly manage their identity through the blockchain or, you know, other parts of the crypto ecosystem. I think for us, it's really about looking at new models for consumer engagement and helping our partners understand those models and take advantage of what's achievable, particularly because of the nature of how the Genius Act was designed. Speaker 300:23:24Okay, it's just, it's interesting. I know it's like brand new for many different industries out there, but I'm glad you're exploring it, and thanks and keep up the great work. Speaker 200:23:36Thank you very much, Howard. Operator00:23:40Thank you. We reached the end of our question and answer session. I'd like to turn the floor back over for any further closing comments. Speaker 200:23:47Thank you again for joining the call today and hearing about our progress. We are excited to be back here telling you about our achievements in Q3 and hope you will stay tuned to what we're able to talk about between now and then. Thank you again. Operator00:24:07Thank you. That does conclude today's webcast. You may disconnect your line at this time and have a wonderful day. We thank you for your participation today.Read morePowered by