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"The Renaissance of Instant Play on the Web" finds nearly half of consumers ages 13 to 55 play web games monthly, an audience most brand media plans still miss SANTA MONICA, Calif., Sept. 17, 2026 (GLOBE NEWSWIRE) -- Super League (Nasdaq: SLE), an audience intelligence and media activation company trusted by global brands to reach and influence people who play video games across the digital landscape, today released a new white paper, "The Renaissance of Instant Play on the Web," examining the resurgence of browser-based gaming as one of culture's largest and most overlooked play-first audiences. The white paper finds that 46% of online consumers ages 13 to 55 play web games monthly (according to the Google x Newzoo Whitepaper, "How to win with H5 gamers"). Much of that scale sits with Poki, the largest web gaming platform, which topped 100 million monthly active players in 2026, a tenfold increase since 2020. Poki is one of several platforms, alongside CrazyGames, Coolmath Games and Friv, that have reached significant independent scale, yet the category remains largely absent from traditional brand media planning. "Brands want to be where active, engaged audiences spend their time, and web-based games are one of the biggest, most overlooked examples of that today," said Rhiannon Apple, EVP Commercial Operations at Super League. "Through our partnership with leading web gaming platforms like Poki, we're bringing brands custom integrations and measurable media units within curated, brand-safe environments, backed by the appeal of hugely popular titles like Subway Surfers. Everything we've proven in UGC gaming - what drives engagement, what earns trust, what performs - we're now bringing to one of the largest under-monetized audiences in the space." The white paper also points to depth, not just reach. 86% of web gamers play weekly or more often, and 37% play multiple times a day. Sessions run long: more than a quarter last over 30 minutes, and only 4% wrap up in under five. Unlike platforms where ads interrupt gameplay, web gamers treat them as the price of admission: 94% recall seeing ads, and many actively prefer rewarded formats over other ad types. One recent campaign shows what that opportunity looks like in practice: L'Oréal's CeraVe built a custom CeraVe Pharmacy inside Poki's Sprint League, where players use CeraVe products to clear oil and bacteria. Players spent an average of five minutes engaging with the brand, 231 times longer than a typical piece of social content. It's the kind of engagement most media plans aren't built to capture, and exactly the audience this report argues brands can no longer afford to ignore. The full white paper, including audience data by platform and age group, and a three-step framework for brands entering web gaming, is available at https://www.superleague.com/instantplayreport2026. About Super LeagueSuper League (Nasdaq: SLE) connects brands with the 3.5 billion-person global gaming population through advertising and branded content programs across gaming and digital media platforms. The Company generates revenue by delivering these programs through proprietary interactive formats, creator content, immersive experiences, data-driven insights, and strategic campaign services designed to improve marketing performance. By translating player behavior into actionable intelligence, Super League serves as a trusted partner helping brands reach and influence consumers who play video games. With a deep understanding of this highly engaged yet under-monetized audience, Super League is positioned to capture
Super League to be renamed “Superplanet, Inc.” and become Metaplanet’s U.S. Bitcoin treasury platform, backed by the world’s third-largest corporate Bitcoin holder with 43,000 BTC Five-year Metaplanet lock-up reflects long-term commitment as Nasdaq and Tokyo Stock Exchange platforms unite under a single Bitcoin treasury strategy SANTA MONICA, Calif. and TOKYO, Aug. 18, 2026 (GLOBE NEWSWIRE) -- Super League Enterprise, Inc. (Nasdaq: SLE) (“Super League”) and Metaplanet, Inc. (“Metaplanet”) (TSE: 3350) today announced a definitive agreement pursuant to which Metaplanet, through its wholly owned U.S. subsidiary, Metaplanet Holdings, Inc., will contribute 2,100 Bitcoin, valued at approximately $132.1 million, together with $2.5 million in cash, to Super League in exchange for 44,859,400 shares of common stock at a price of $3.00 per share, shares of preferred stock and warrants in Super League. Upon closing the proposed transaction, Super League will be renamed “Superplanet, Inc.” and become a consolidated subsidiary of Metaplanet, with Metaplanet holding approximately 95.7% of Superplanet’s issued and outstanding shares of common stock (approximately 93.6%, assuming exercise of Super League’s outstanding pre-funded warrants), creating a Bitcoin treasury platform spanning the Nasdaq Capital Market and the Tokyo Stock Exchange. The proposed transaction is a strategic investment in Super League, an existing Nasdaq-listed operating company, through a private placement of newly issued securities. It is not a reverse takeover or SPAC transaction. Super League will remain listed on Nasdaq with its established gaming media business intact, now backed by a long-term, majority owner who is committed to disciplined capital allocation and enduring shareholder value. A U.S. Bitcoin Treasury Platform, Backed by Metaplanet Superplanet is designed to give U.S. investors a new way to own a Bitcoin treasury: a Nasdaq-listed company with 2,100 BTC at closing, the backing of a sponsor that holds 43,000 BTC presently, and an operating business that generates revenue alongside the treasury. The Bitcoin treasury is expected to become a primary driver of Superplanet’s long-term shareholder value. Superplanet will secure capital in the U.S. and Metaplanet will continue to secure capital in Japan. Together, Superplanet and Metaplanet will form a consolidated group that will fund long-term accumulation of Bitcoin from two of the world’s principal capital markets. All capital that Superplanet secures without increasing its shares of common stock, by issuing securities such as perpetual preferred stock, is anticipated to increase the Bitcoin per share of Superplanet’s common stock. Such capital financings are also expected to increase the Bitcoin attributable to each Metaplanet share. The Bitcoin that is contributed by the consolidated group will not leave the group, and Superplanet’s Bitcoin will be consolidated within Metaplanet’s financial statements. Superplanet will operate with the support of the Metaplanet group through its balance sheet, its capital markets track record and its operating know-how developed across capital allocation, Bitcoin financial management and income-generating Bitcoin strategies. The result is a consolidated group with two listed Bitcoin treasury platforms – one in Japan and one in the U.S. – each with its own investor base and its own currency, compounding a single group-level Bitcoin position. As a listed member of the consolidated group, Superplanet is designed to access capital at a cost and scale that may not otherwise be available to a company of its size. For more information, visit www.superplanet.com</u
Net Revenue increases 16% sequentially as gross margin expands five percentage points to 41% Adjusted EBITDA improves approximately 20% year-over-year as Company maintains disciplined cost structure SANTA MONICA, Calif., Aug. 14, 2026 (GLOBE NEWSWIRE) -- Super League (Nasdaq: SLE) (the “Company”), an audience intelligence and media activation company trusted by global brands to reach and engage people who play video games across the digital advertising landscape, today announced financial results for the second quarter ended June 30, 2026, reflecting continued operating progress despite a challenging advertising environment. Gross revenue for Q2 2026 was approximately $3.0 million, essentially flat both year-over-year and sequentially. Net revenue increased 16% sequentially to approximately $1.24 million from $1.08 million in Q1 2026, while gross margin expanded to 41% from 36%, reflecting continued progress in the quality and economics of the Company’s revenue mix and delivery model. Adjusted EBITDA improved approximately 20% year-over-year, to a loss of approximately $1.7 million compared with a loss of approximately $2.1 million in the prior-year quarter. Matt Edelman, Chief Executive Officer of Super League, stated: “Q2 was a quarter of resilience and continued operating progress. While gross revenue remained essentially flat in a challenging advertising environment, we made meaningful progress beneath the top line. Net revenue increased 16% sequentially, gross margin expanded by five percentage points, and Adjusted EBITDA improved approximately 20% year-over-year.” “We also took important steps to strengthen the underlying business. We successfully integrated the Misfits Ads assets acquired on May 1st of this year without increasing our overall cost base, expanded our programmatic and turnkey media capabilities, and upgraded our commercial organization with new revenue leadership and experienced sales talent. As of July 31, our weighted pipeline per seller for opportunities through year-end increased approximately 57% from the level reported following Q1.” “We entered 2026 saying our focus had shifted from stabilization to execution. Halfway through the year, we believe the business is stronger, our commercial capabilities are broader, and our financial foundation is healthier. We remain focused on achieving Adjusted EBITDA profitability in the fourth quarter and believe the gains we are seeing in margin, operating efficiency and commercial activity continue to support that objective.” Expanding Revenue Capabilities and Commercial Momentum Super League completed its acquisition of the Misfits Ads assets on May 1, 2026, and integrated the assets into Super League’s operations without increasing the Company’s overall cost base. The acquisition expands Super League’s programmatic advertising and turnkey media capabilities, adding solutions that require less operational support, are generally higher margin, and have the potential to become more predictable sources of revenue. The Company recently launched its Youth and Family Marketplace, providing advertisers with a single point of access to kid-safe media across gaming channels through both programmatic buying and Super League’s managed-services team. The offering advances the revenue diversification strategy behind the Misfits Ads acquisition and expands the range of advertiser objectives the Company can address across gaming and digital media. Super League also upgraded its commercial organization during and following the second quarter, adding new revenue leadership and experienced sales talent across key U.S. advertising markets, while maintaining headcount at approximately pre-transaction levels.
SANTA MONICA, Calif., Aug. 06, 2026 (GLOBE NEWSWIRE) -- Super League (Nasdaq: SLE) (the “Company”), an audience intelligence and media activation company trusted by global brands to reach and influence people who play video games across the digital landscape, announced today that the Company will post its second quarter 2026 financial results before market open on Friday, August 14, 2026. A webinar will be held the same day at 8:30 am Eastern Time to discuss the results and can be accessed using the below dial-in numbers or registration link. Super League Second Quarter 2026 Earnings Webinar Date: Friday, August 14, 2026 Time: 8:30 am Eastern Time Dial-in: 1-877-407-0779 International Dial-in: 1-201-389-0914 Webinar: Register Here A replay will be available within 24 hours after the webinar and can be accessed here or on the Company’s investor relations website at https://ir.superleague.com/. About Super League Super League (Nasdaq: SLE) connects brands with the 3.5 billion-person global gaming population through advertising and branded content programs across gaming and digital media platforms. The Company generates revenue by delivering these programs through proprietary interactive formats, creator content, immersive experiences, data-driven insights, and strategic campaign services designed to improve marketing performance. By translating player behavior into actionable intelligence, Super League serves as a trusted partner helping brands reach and influence consumers who play video games. With a deep understanding of this highly engaged yet under-monetized audience, Super League is positioned to capture an increasing share of brand advertising spend as the market evolves. Investor Relations Contact:Allan RosenthalIntelligent IR ATXabrosey@intelligentiratx.com Source: Super League Enterprise
Partnership Unlocks Premium, Audience-First Advergaming Units Across the World's Largest Portfolio of CTV Games and Video Channels SANTA MONICA, Calif., June 09, 2026 (GLOBE NEWSWIRE) -- Super League (Nasdaq: SLE) (the “Company”), an audience intelligence and media activation company trusted by global brands to reach and influence people who play video games across the digital landscape, today announced a U.S. advertising sales partnership with Play.Works, the world's largest Connected TV (CTV) games and gaming video content distributor. In this pioneering arrangement, Super League will collaborate with Play.Works to offer iconic brands premium access to immersive, playable ad and rewarded video inventory deployed across a network reaching more than 100 million households. With Play.Works as a premier partner, Super League expands its strategic position as a category leader, enabling marketers to activate audiences who play video games, one of the largest and most under-monetized consumer segments in modern media. Together, the companies can offer solutions within a one-of-a-kind inventory set at the intersection of gaming, video streaming and interactive entertainment. “Play.Works has built something remarkable - a scaled, brand-safe corner of Connected TV where audiences play and interact. That kind of purposeful attention is exactly what our brand partners want: verifiable actions that prove a target audience is connecting with their content and messaging,” said Matt Edelman, Chief Executive Officer and President at Super League. “We’re honored and grateful to be Play.Works U.S. advergaming partner. Differentiated inventory like this simply doesn’t exist anywhere else, further widening what we can do for the brands we serve.” A New Category of CTV Advertising The Play.Works platform merges immersive gaming, video-on-demand content, and premium Connected TV inventory into an active environment where audiences play, compete and spend significant time with branded experiences on the world’s largest screen. Games on the platform average more than 19 minutes of session time per user, while the network delivers more than 150 million monthly ad impressions with a 95% view-through-rate (VTR). Through this partnership, Super League will bring Play.Works’ Playable CTV inventory to U.S. advertisers as a fully managed media solution, helping brands connect with highly desirable audiences through measurable, hands-on experiences. “Super League understands gaming audiences and the power of playable media better than anyone in the ad sales business. Their team will bring the right brand conversations to our platform - partners who want to meet audiences in an environment where they’re leaning forward, not leaning back. We couldn’t ask for a better U.S. representative to bring our advergaming inventory to market.” - Oz Avni, Chief Operating Officer, Play.Works Why Playable CTV, Why Now Playable CTV advertising answers a mounting problem on CTV - fragmented attention and passive viewing - by turning the biggest screen in the house into a place to play. The Play.Works audience doesn’t just watch - they participate while holding their TV controllers, competing with family members and friends, and returning to titles daily. That daily habit gives brands a contextual setting that passive video cannot replicate. For Super League’s brand partners, this unique offering comes at a perfect moment in the media landscape: the convergence of massive audience attention and advanced advertising technology on CTV. As global ad spend for traditional linear TV collapses to just 12% of total ad spend, CTV is set to command over 40% of the market by 2030, fueling a thriving $51 billion U.S. market by 2029 (source: <a href="https://www.globenewswire.com/T
Gaming media veteran brings a proven track record of scaling sales and turning programmatic depth and media innovation into measurable brand outcomes SANTA MONICA, Calif., June 03, 2026 (GLOBE NEWSWIRE) -- Super League (Nasdaq: SLE) (the “Company”), an audience intelligence and media activation company trusted by global brands to reach and influence people who play video games across the digital landscape, today announced the appointment of Anthony Alexander as Executive Vice President of Revenue, effective June 8, 2026. Reporting to CEO and President Matt Edelman, Alexander will lead the Company's global sales organization, overseeing revenue strategy, brand and agency relationships, and commercialization of the Company’s audience, data, and technology capabilities and assets. Over 15 Years of Proven Sales Success Alexander brings more than 15 years building sales teams and ramping revenue inside the gaming and digital media industries. Most recently, he served as Chief Revenue Officer at Livewire, a global gaming marketing agency. Before that, he spent more than a decade at Playwire, the programmatic revenue and advertising-technology company, where he rose from account executive to Executive Vice President of Global Sales and oversaw its entire direct advertising business. "We've said this is the year we move from stabilization to execution, and execution runs on revenue," said Edelman. "Anthony has spent his career in gaming media doing exactly what we need now — assembling high-performing teams, accelerating sales, and finding the points of differentiation in programmatic advertising that drive outsized growth. He turns data into outcomes brands can measure. Anthony has the builder's instinct that our renewed momentum demands, and the expertise to help us reach cash-based EBITDA profitability as a more scalable gaming media company." Capitalizing on Strategic Momentum Alexander joins Super League following the May 2026 acquisition of the Misfits Ads Business, which broadened the Company's capabilities, diversified its revenue mix, and expanded its client base. His mandate is to turn that broader, more diversified business into commercial results through branded programs and advertising campaigns across the world’s largest immersive platforms such as Roblox, Minecraft and Fortnite Creative, and within playable, premium, and programmatic inventory throughout the gaming content and influencer landscape. "Gaming has become one of the most important channels for audience engagement, culture, and digital media consumption,” said Alexander. “Super League has built a strong foundation across gaming media, audience intelligence, and activation, and I believe the Company is uniquely positioned for its next stage of commercial growth. I’m excited to join the team and help scale revenue, partnerships, and long-term value creation." Alexander's arrival reflects Super League’s continued focus on converting a reinvigorated commercial foundation into stronger, more predictable revenue and profitable growth in the fiscal quarters ahead. About Super League Super League (Nasdaq: SLE) connects brands with the 3.5 billion-person global gaming population through advertising and branded content programs across gaming and digital media platforms. The Company generates revenue by delivering these programs through proprietary interactive formats, creator content, immersive experiences, data-driven insights, and strategic campaign services designed to improve marketing performance. By translating player behavior into actionable intelligence, Super League serves as a trusted partner helping brands reach and influence consumers who play video games. With a deep understanding of this highly engaged yet under-monetized audience, Super League is positioned to capture an increasing sha
With rich collection of educational mini-games, Super League brings essential workplace skills to the global Roblox community SANTA MONICA, Calif., May 20, 2026 (GLOBE NEWSWIRE) -- Super League (Nasdaq: SLE) (the “Company”), an audience intelligence and media activation company trusted by global brands to reach and influence people who play video games across the digital landscape, announced the launch of the Job City by Indeed game, an immersive new experience on Roblox designed to help players explore and build essential workplace skills through interactive, game-based assessments. In partnership with the world’s #1 job site and a leading hiring platform, Indeed, Job City helps players build and demonstrate in-demand skills like organization, prioritization, and attention to detail—skills job seekers can showcase on their official Indeed profile. Upon entering Job City by Indeed, players are welcomed into a vibrant, dynamic world where they can explore a variety of real-world-inspired environments, including a retail store, a hospital, and a school. Each location offers unique, hands-on challenges that simulate professional scenarios and encourage players to develop critical career competencies. As players complete each mini-game and demonstrate competency in the targeted skill sets, they unlock exclusive badges for their Roblox profiles, providing a sense of achievement and progression. Super League has previously activated other education-based games, including Google’s Be Internet Awesome Roblox experience and AVID Creator Planet on Roblox. The new Job City expands Super League’s educational portfolio and further establishes its place in the future of gamified education. "The future of learning is instruction through participation,” said Matt Edelman, CEO of Super League. “Job City by Indeed demonstrates how immersive gaming environments can build real-world workplace skills and confidence, making career readiness more engaging, approachable, and relevant for the next generation of job seekers." Roblox players can visit the Indeed Job City by Indeed game here. Additional updates to the experience are planned through the end of 2026 including new quizzes, features, and skill assessments. About Super League Super League (Nasdaq: SLE) connects brands with the 3.5 billion-person global gaming population through advertising and branded content programs across gaming and digital media platforms. The Company generates revenue by delivering these programs through proprietary interactive formats, creator content, immersive experiences, data-driven insights, and strategic campaign services designed to improve marketing performance. By translating player behavior into actionable intelligence, Super League serves as a trusted partner helping brands reach and influence consumers who play video games. With a deep understanding of this highly engaged yet under-monetized audience, Super League is positioned t
Gross revenue growth and improved gross margin reflects strengthening operating momentum Strong cash position and expanded operating capabilities support path to EBITDA profitability by fiscal year-end SANTA MONICA, Calif., May 15, 2026 (GLOBE NEWSWIRE) -- Super League (Nasdaq: SLE) (the “Company”), an audience intelligence and media activation company trusted by global brands to reach and engage people who play video games across the digital advertising landscape, today announced financial results for the first quarter ended March 31, 2026, and provided a business update following the recent closing of its acquisition of the Misfits Ads Business. Gross revenue for Q1 2026 increased to $3.0 million, compared to $2.7 million in the prior-year first quarter. Gross margin improved to 36% in Q1 2026, compared to 32% in Q4 2025, reflecting continued improvement in the quality and structure of the Company’s revenue mix and delivery model. The Company also reported an 11% year-over-year improvement in cash based EBITDA and ended the quarter with $11.4 million in cash and investments. Even with the $1.5 million cash consideration associated with the Misfits Ads Business acquisition paid at closing in early May 2026, the Company does not anticipate needing to raise capital in the foreseeable future to fund ongoing operations. Matt Edelman, Chief Executive Officer of Super League, stated: “Our first quarter results reflect the early stages of executing against the strategy we laid out entering 2026. Over the past year, we bolstered our balance sheet, eliminated debt, simplified our capital structure, reduced operating costs, and established a more disciplined operating model. Today, our focus is on translating that work into stronger and more predictable financial performance. “We are doing precisely what we said we would do: strengthening the business, improving the quality and predictability of our revenue model, expanding our capabilities, and positioning Super League to participate more meaningfully in large and growing markets. “We are beginning to see encouraging operational signals across the business. Brand partnerships that begin on one gaming platform are evolving into multi-platform programs spanning additional gaming environments, creators, and media channels. We have engaged 23 new clients year to date and are securing multiple renewals with existing partners. At the same time, the recent closing of the Misfits Ads Business acquisition strengthens our operating model through the addition of profitable programmatic revenue, proprietary technology, and expanded monetization capabilities. “We continue to advance a more connected and strategically integrated business through the combination of our Platform and Data capabilities, Strategic Properties initiative, and expanding commercial partnerships. Together, these initiatives strengthen our ability to understand audience behavior, deliver differentiated inventory and media solutions, and position Super League to participate more meaningfully in a consumer economy increasingly shaped by progression, participation, and interactive engagement. “We still have important work ahead of us. But today, the priority is execution - not stabilization, a phase now behind us. We believe the coming quarters will increasingly reflect the progress we have made in building the new Super League.” The Company will host a webinar at 8:30 am Eastern Daylight Time today, May 15, 2026, to discuss financial results, provide a corporate update and end with a question-and-answer session. To participate, please use the following information.Super League First Quarter 2026 Earnings Webinar <
Transaction adds profitable revenue, proprietary technology, and expanded scale to capture a greater share of the under-monetized gaming advertising market SANTA MONICA, Calif., May 06, 2026 (GLOBE NEWSWIRE) -- Super League (Nasdaq: SLE) (the “Company”), an audience intelligence and media activation company trusted by global brands to reach and engage people who play video games across the digital advertising landscape, today announced the closing of its previously announced acquisition of the Misfits Ads Division from Misfits Gaming Group. The transaction marks a meaningful step forward in Super League’s evolution, adding profitable revenue, improving the predictability of performance, expanding brand relationships, and reinforcing the Company’s path to cash-based EBITDA profitability. Super League Chief Executive Officer Matt Edelman commented: “With the closing of the Misfits Ads Division transaction, we are entering the next phase of Super League’s evolution. We’ve done the work to strengthen our foundation—now we’re building a more scalable and predictable revenue engine on top of it. The Misfits Ads Division adds programmatic revenue, proprietary technology, and proven execution with leading brands. That combination strengthens our operating model and positions us to capture a larger share of an under-monetized gaming audience—more than 200 million consumers in the U.S. spending significant time in highly engaging environments. We expect to see a contribution to our financial results beginning in the second quarter, supporting our path to cash-based EBITDA profitability by year end.” Expanded Capabilities and Competitive Advantages Programmatic capabilities introduce more reliable, transaction-based revenue streams that complement existing campaign work and contribute to a more predictable financial profile. Proprietary rewarded video and monetization capabilities increase control over how programs are delivered, reducing reliance on third-party solutions. The Misfits team and its established relationships expand reach across brands, agencies, creators, and gaming communities, resulting in increased sales capacity and a broader pipeline in the gaming media sector. Preferred Commercial Brand Partnership with Misfits Gaming Group, enabling brand integrations across a portfolio of Roblox games reaching more than 100 million monthly active users. Growing Market Opportunity Consumers spend nearly as much time playing video games as they do on social media and watching television and streaming. Yet, while advertising spend across social and streaming channels combined exceeds $150 billion annually in the United States, total spend in gaming remains near $10 billion. That disconnect between attention and investment creates a clear opening for companies that understand how to translate gaming activations into measurable marketing outcomes. With the addition of the Misfits Ads Division, Super League is better positioned to capture a larger share of this under-monetized market. Moving forward, the Company is is focused on delivering more consistent financial performance in the quarters ahead, now with a stronger foundation, enhanced through new capabilities. Board and Executive Additions As a condition of closing the acquisition, the Company is pleased to announce that Robert Kalutkiewicz, Senior Vice President of Corporate Development, Strategy and Strategic Investments at the E.W. Scripps Company is joining its board of directors, effective today. In parallel, Mark Jung is stepping down from Super League’s Board, also effective today. The Company also welcomes Justin Stefanovic, formerly Senior Vice President at Misfits Gaming Group, as its Senior Vice President of Busi
SANTA MONICA, Calif., May 05, 2026 (GLOBE NEWSWIRE) -- Super League (Nasdaq: SLE) (the “Company”), an audience intelligence and media activation company trusted by global brands to reach and influence people who play video games across the digital landscape, announced today that the Company will post its first quarter 2026 financial results before market open on Friday, May 15, 2026. A webinar will be held the same day at 8:30 am Eastern Time to discuss the results and can be accessed using the below dial-in numbers or registration link. Super League First Quarter 2026 Earnings Webinar Date: Friday, May 15, 2026 Time: 8:30 am Eastern Time Dial-in: 1-877-407-0779 International Dial-in: 1-201-389-0914 Webinar: Register Here A replay will be available within 24 hours after the webinar and can be accessed here or on the Company’s investor relations website at https://ir.superleague.com/. About Super League Super League (Nasdaq: SLE) connects brands with the 3.5 billion-person global gaming population through advertising and branded content programs across gaming and digital media platforms. The Company generates revenue by delivering these programs through proprietary interactive formats, creator content, immersive experiences, data-driven insights, and strategic campaign services designed to improve marketing performance. By translating player behavior into actionable intelligence, Super League serves as a trusted partner helping brands reach and influence consumers who play video games. With a deep understanding of this highly engaged yet under-monetized audience, Super League is positioned to capture an increasing share of brand advertising spend as the market evolves. Investor Relations Contact:Kirsten Beduya Quantum Media Groupteam@quantum-corp.com Source: Super League Enterprise