SLENasdaqServices-Computer Integrated Systems DesignUS GAAP · USD

Super League Enterprise, Inc.

Super League Enterprise, Inc. creates playable media and immersive advertising experiences for brands across mobile games and large gaming platforms. The company combines in-game advertising, branded content, direct-to-consumer digital offers, and content production through a single operating segment based in the United States.

Liikevaihto11,3milj. USD
−29,9 %v/v
Liikevoitto (EBIT)−13,1milj. USD
+22,1 %v/v
EBIT-marginaali−115,1%
−11,6 %-yks.v/v
Nettotulos−20,7milj. USD
−24,5 %v/v
Vapaa kassavirta−10,7milj. USD
+7,1 %v/v

Tilikausi 2025 · muutos edellisvuodesta

Kehitys 2020–2025

−100−75−50−2502550milj. USD2020: 2,1 milj. USD2020: EBIT −19 milj. USD20202021: 12 milj. USD2021: EBIT −25 milj. USD20212022: 20 milj. USD2022: EBIT −85 milj. USD20222023: 25 milj. USD2023: EBIT −33 milj. USD20232024: 16 milj. USD2024: EBIT −17 milj. USD20242025: 11 milj. USD2025: EBIT −13 milj. USD202511−13
LiikevaihtoLiikevoitto (EBIT)

Liiketoiminta

Osuus liikevaihdosta
Playable advertising45 %

Brand campaigns delivered inside games and immersive platforms through playable ad formats and integrations.

Publishing and immersive experiences30 %

Custom game worlds, branded experiences, and experience publishing for advertisers and partners.

Content and technology services15 %

Production and distribution of owned, advertiser, and third-party content plus related technology services.

Direct-to-consumer digital commerce10 %

In-game items, digital collectibles, e-commerce, and game pass style offers sold to players.

Tuotteet

Raportoitu · osuus liikevaihdosta
49,4%47,9%FY2025100 %
  • Advertising and Sponsorships49,4 %
  • Publishing and Content Studio47,9 %
  • Direct to Consumer2,8 %

Lähde: 10-K FY2025, yhtiön tuotelinjoittain raportoima liikevaihto (SEC XBRL). Osuudet on laskettu näytetyistä riveistä ja ne summautuvat 100 %:iin.

Asiakkaat

Super League sells primarily to consumer brands, media agencies, and entertainment companies that want to reach gamers through interactive formats. It also works with platform partners, creators, and game communities that support branded experiences and content distribution. Direct-to-consumer offers are aimed at players who buy digital items, collectibles, or access-based content inside game environments.

Consumer brands

Buy immersive campaigns, branded worlds, and playable ads to drive engagement and recall.

Media agencies

Purchase campaign execution and playable media solutions for advertiser clients.

Entertainment and lifestyle companies

Use branded game experiences and content activations to reach fan communities.

Gaming platforms and creator partners

Provide distribution, inventory, and collaboration opportunities for branded content.

Direct-to-consumer players

Buy in-game items, digital collectibles, and other consumer-facing digital offers.

Strategia

Super League is focused on expanding its playable media offering through internal development, collaborations, and selective acquisitions. It is also building revenue diversification by adding new platform relationships, creator ecosystem access, and broader brand activation capabilities. Capital raising and partnership formation remain important to support growth and execution.

Grow playable media and immersive brand activationsLyhyt aikaväli

These offerings are the core monetization engine and differentiate the company from standard digital ad sellers.

Expand partnerships and platform accessKeskipitkä aikaväli

Broader distribution and creator relationships increase campaign scale and advertiser reach.

Diversify revenue sourcesKeskipitkä aikaväli

Mixing advertising, content, and direct-to-consumer offers reduces dependence on any single format.

Use acquisitions to add capability and clientsKeskipitkä aikaväli

Acquired studios can bring live experiences, client relationships, and production capacity.

Maantiede

The company is based in the United States and its disclosed customer examples show a primarily U.S.-centric commercial footprint. Its products are delivered through mobile games and immersive gaming platforms that can reach global audiences, so the business is tied to digital distribution rather than physical locations. Geography matters mainly through where advertisers are based, where gaming audiences are active, and where platform partnerships can be monetized.

Riskit

The business depends on winning and retaining advertiser spend in a competitive digital media market, where campaign budgets can shift quickly and performance expectations are high. It also faces financing, listing, and dilution risk because continued operations and growth may require additional capital. As a digital platform business, it is exposed to partner concentration, changing platform rules, and the challenge of monetizing audience attention consistently.

Järjestetty vakavuuden mukaan
MatalaKohtalainenKorkeaMatalaKohtalainenKorkeaVaikutus →Todennäköisyys →Going-concern and financing risk1Nasdaq delisting risk2Execution risk on acquisitions and partnerships4
Vaikutus on riskin vakavuus ja todennäköisyys sen toteutumisen todennäköisyys lähivuosina, molemmat arvioitu yhtiön raporttien perusteella. Numerot vastaavat listaa.
  1. Going-concern and financing riskVaikutus: KriittinenTodennäköisyys: Korkea

    The company states it may need additional equity or debt to fund operations and growth.

    Kohdistuu: Capital markets access

  2. Nasdaq delisting riskVaikutus: KorkeaTodennäköisyys: Korkea

    Failure to meet continued listing standards could reduce liquidity and hinder financing.

    Kohdistuu: Public market listing

  3. Customer demand concentrationVaikutus: Korkea

    Revenue depends on advertiser and agency campaign spending, which can be uneven.

    Kohdistuu: Brand advertising budgets

  4. Execution risk on acquisitions and partnershipsVaikutus: KeskitasoTodennäköisyys: Korkea

    New assets and alliances must be integrated and monetized to create value.

    Kohdistuu: Studio acquisitions and commercial partnerships

  5. Platform and partner dependenceVaikutus: Keskitaso

    The business relies on gaming platforms, creators, and commercial partners for reach.

    KohdistuuRobloxMobile gamingCreator ecosystems

Kirjanpito

Harkinnanvaraiset erät
Revenue recognition

Different offerings have different performance obligations and timing of transfer.

Vaikutus: Can materially affect quarterly revenue and margins

Collectability assessment

Revenue may only be recognized when collection is reasonably assured.

Vaikutus: Can shift revenue timing and receivable balances

Principal versus agent judgments

Determines whether the company records gross revenue or only its net share.

Vaikutus: Affects reported top line and cost of revenue

Completion estimates for custom work

Immersive experiences and custom development may be recognized over time.

Vaikutus: Can create quarter-to-quarter volatility

Acquisition and digital property accounting

Studio acquisitions and asset sales require valuation and disposal accounting.

Vaikutus: Can affect intangible assets, gains/losses, and future amortization

Julkisesti listattuja yhtiöitä, joilla on samankaltainen liiketoiminta.

Päivitetty: 24.9.2026