−Removed: Super League Gaming, Inc., a leading gaming-centric creator and content platform, builds and operates networks of games, monetization tools and content channels across metaverse gaming platforms that empower developers, energize players, and entertain fans.
−Removed: Our solutions provide incomparable access to an audience consisting of players in the largest global metaverse environments, fans of hundreds of thousands of gaming influencers, and viewers of gameplay content across major social media and digital video platforms.
−Removed: Fueled by proprietary and patented technology systems, our platform includes access to vibrant in-game communities, an innovative metaverse advertising platform, a network of highly viewed channels and original shows on Instagram, TikTok, Snap, YouTube, and Twitch, cloud-based livestream production tools, and an award-winning esports invitational tournament series.
−Removed: In addition to our platform, our properties deliver powerful opportunities for brands and advertisers to achieve impactful insights and marketing outcomes with gamers of all ages.
−Removed: We generate revenues from (i) advertising, serving as a marketing channel for brands and advertisers to reach their target audiences of gamers across our network, (ii) content, curating and distributing esports and gaming-centric entertainment content for our own network of digital channels and media and entertainment partner channels, and (iii) direct to consumer offers including digital subscriptions, in-game digital goods, and gameplay access fees.
−Removed: As an early-mover in defining the esports category for the everyday gamer since 2015, Super League focused on creating esports experiences for both young gamers, as well as the avid ten year old to thirty year old gaming demographic. 
−Removed: Our experience and insight led us to further develop our reach in metaverse games including Minecraft and Roblox, where a large amount of young creative and competitive players focus their time. 
−Removed: With that focus, we today reach 75.0 million monthly players in metaverse games and augment that reach with over 11.0 billion annual views on our social and digital channels, supported by metaverse gaming content, along with more heightened esports competitions and entertainment targeting the older gaming demographic.
−Removed: We believe we have successfully iterated our business model through these market insights, and our organic and inorganic growth to establish scale and ultimately drive our monetization strategies with a position that is synergistic and accretive to the greater gaming ecosystem. 
−Removed: Our software supports the creation and operation of our owned and operated metaverse gaming worlds and content network, along with creator tools and analytics. 
−Removed: These tools enable Super League to access these extended audiences with our innovative in-game and in-stream ad products, and allow our game designers and content creators to participate in our advertising economy. 
−Removed: Our analytics suite provides Super League, brands and advertisers, and game developers data that informs campaign measurement and insights, along with enhanced game design. 
−Removed: Beyond our primary advertising revenue stream, we have the opportunity to extend further downstream in the metaverse gaming worlds we operate, and generate direct to consumer revenues. 
−Removed: In addition, our platform, and our capability to produce and stream compelling gaming-centric broadcasts feeds and drives viewership to our own digital channels and generates content production and syndication revenues from third party partners.
−Removed: Specifically, Super League’s advertising products provide a wide range of solutions for advertisers. 
−Removed: From branded in-game experiences, through to custom content and media, Super League can provide 360-degree solutions for brands to acquire customers, deepen brand affinity and deliver campaign performance with innovative advertising inventory. 
−Removed: As Super League has scaled in both metaverse player and viewing audience reach, hawse have experienced growth in both the average revenue size of advertiser programs, along with a strong percentage of repeat buyers, while upholding our premium cost per impressions (“CPM”) advertising rates, further validating our premium marketing channel allowing advertisers to reach elusive Generation Z and Millennial gamers. 
−Removed: Super League’s distinction centers around our expertise in successfully building metaverse gaming worlds and a related content network for ourselves, providing evidence to brands and advertisers that we can do the same for them with the scale to drive traffic and deliver campaign objectives.
+Added: Super League Gaming, Inc.
+Added: SLGG) (“Super League,”
+Added: the “Company,”
+Added: “we,”
+Added: “us”
+Added: or “our”) is a leading publisher of games, monetization tools and content channels across metaverse gaming platforms that empower developers, energize players, and entertain fans.
+Added: The Company’s solutions provide incomparable access to an audience consisting of players in the largest global metaverse game environments, fans of hundreds of thousands of gaming influencers, and viewers of gameplay content across major social media and digital video platforms.
+Added: Fueled by proprietary and patented technology systems, the Company’s platform includes access to vibrant in-game communities, a leading metaverse advertising platform, a network of highly viewed channels and original shows on Instagram, TikTok, Snap, YouTube, and Twitch, cloud-based livestream production tools, and an award-winning esports invitational tournament series.
+Added: Super League’s properties deliver powerful opportunities for brands and advertisers to achieve impactful insights and marketing outcomes with gamers of all ages. 
+Added: We generate revenue from (i) innovative advertising including immersive game world and experience publishing and in-game media products, (ii) direct to consumer offers, including in-game items, e-commerce, game passes and ticketing and digital collectibles, and (iii) content and technology through the production and distribution of our own, advertiser and third-party content.
+Added: We operate in one reportable segment to reflect the way management and our chief operating decision maker review and assess the performance of the business.
+Added: We believe that virtual world platforms are where the next generation lives and are a launchpad of unlimited new interactive worlds and content.
+Added: In a world of blended physical-to-digital lives and smarter, more immersive screens, consumer expectations are increasing for more customized and personalized digital experiences, changing the way consumers will socialize, play, create, collaborate, shop, learn and work. 
+Added: While our roots are in open gaming platforms where interactive worlds were first spawned, we believe our success is in the creation, growth, and monetization of digital experiences across the wider immersive web landscape.
+Added: Super League’s vision is to build the most comprehensive immersive web publishing engine and driver of the next generation of digital platform businesses and experiences.
+Added: Built on a powerful foundation of unmatched capabilities, solutions and software platforms that have driven consistent success for innovative brand experiences, creator growth and monetization, and significant consumer engagement, our scalable, vertically-integrated engine offers:
+Added: Successful owned and third-party publishing worlds, experiences and destinations;
+Added: Innovative marketing solutions for brands and developers;
+Added: Valued tools and services for creators and developers.
+Added: As an early-mover creating engaging experiences inside of metaverse, or “open world,”
+Added: game platforms since 2015, Super League has converted our deep understanding of young gamers into significant audience reach in virtual world gaming platforms.
+Added: We believe we have successfully iterated our business model through these market insights, and our organic and inorganic growth to establish scale and ultimately drive our monetization strategies.
+Added: Our strong and growing product-market fit currently reaches over 100 million monthly unique players in Roblox, Minecraft and Fortnite and generates over one billion monthly impressions.
+Added: Our software supports the creation and operation of our owned and third-party metaverse gaming worlds and experiences, along with creator tools and analytics underpinned by a creator economy.
+Added: These tools enable Super League to access these extended audiences with our innovative in-game and in-stream ad products, and allow our game designers and content creators to participate in our advertising economy.
+Added: Our analytics suite provides Super League, brands and advertisers, and game developers data that informs campaign measurement and insights, along with enhanced game design.
+Added: Beyond our primary advertising revenue stream, we have the opportunity to extend further downstream in the metaverse gaming worlds we operate, and generate direct to consumer revenues.
+Added: In addition, our platform, and our capability to produce compelling gaming-centric video and livestream broadcasts drives viewership to our own and our brand partner’s digital channels, and generates content production and syndication revenues from third party partners.
+Added: Specifically, Super League’s digital experience and media products provide a wide range of solutions for brands and advertisers.
+Added: From branded in-game experiences, through to custom content and media, Super League can provide end-to-end solutions for brands to acquire customers, deepen brand affinity and deliver campaign performance with innovative advertising inventory.
+Added: As Super League has scaled in both metaverse player and viewing audience reach, we have experienced growth in both the average revenue size of advertiser programs, along with a strong percentage of repeat buyers, while upholding our premium cost per impressions (“CPM”) advertising rates and margins, further validating a new premium social marketing channel for advertisers to reach elusive Generation Z and Alpha gamers.
+Added: Additionally, our capability and proprietary technology is now being applied to new virtual world platforms beyond our core offering and is proving to be an enterprise solution for our owned and branded digital experiences that are less temporal and campaign-centric, generating revenue opportunities that are more diversified, annual in nature and less impacted by traditional advertising seasonality. 
Digital Properties and Offerings
−Removed: Our network and media platform includes social media, live streaming, video-on-demand (“VOD”) and website-based offerings that provide players and creators with multiple forms of content designed to celebrate their love of play and to support their limitless creativity.
−Removed: Whether through gameplay highlights, live streamed esports competitions, original lifestyle programming or custom designed digital gameplay environments, Super League along with our game developer partners and content creators are constantly creating and enhancing our network’s games and content to drive more viewing audience and deeper player engagement.
+Added: Our gaming content and media network is underpinned by our proprietary tech and applied to much of our owned and operated consumer properties as well.
Our consumer facing digital properties include:
−Removed: Attracting younger gamers and creators, Minehut is an “always on” social and gaming portal for over 5.0 million registered avid Minecraft players who primarily play on desktop computers.
−Removed: Within Minehut is a vibrant Minecraft community in which players create their own Minecraft worlds to share, socialize and play with friends, in addition to Super League operated communal game lobbies for enhanced gaming and social experiences.
−Removed: Mineville and Pixel Paradise :  Through a relationship with Microsoft, the owner of Minecraft, we operate two additional Minecraft server worlds for players enjoying the game on consoles and tablets.  While these servers are “free to play,” we have opportunities to monetize the players through in-game micro transactions, such as gameplay passes and durable goods which run through the Microsoft marketplace.
−Removed: A fast-growing set of social video networks in gaming generating tens of millions of monthly views, Framerate operates multiple channels across social media, namely Instagram and Tik-Tok.
−Removed: Targeting more competitive, young-adult gamers and creators, Framerate, enables any gamer playing any game, anywhere to submit their own user-generated highlight reel for recognition.
−Removed: Once submitted, the content becomes ours to promote, repackage and monetize across other digital channels.
−Removed: Super League Arena :
−Removed: Our signature esports property, Super League Arena offers esports tournaments and broadcasts for advanced amateurs and professional players and teams to drive viewership for our owned and operated content network and provide additional opportunities for advertisers to reach the more competitive, young adult gamer.
−Removed: SuperLeagueTV :  Focused on the widest breadth of gamers and creators across all genres, ages and skill levels, SuperLeagueTV offers gaming-centric entertainment programming following the players and personalities.
−Removed: Content is available in both livestream and on-demand video on superleague.com and our own social channels, as well as partner web and social media reach.
−Removed: Our creator facing digital properties include:
−Removed: Acquired by Super League in June of 2021, Mobcrush Streaming, Inc.
−Removed: (“Mobcrush”) is content creation streaming software that reduces the friction for up-and-coming streamers to multicast across their social media channels and build their audience.  In addition, it becomes an accessible pool of gaming influencers to bring into advertiser programs for greater revenue opportunities and amplified social media to achieve campaign objectives.
−Removed: Bannerfy :  Acquired by Super League in August of 2021, Bannerfy, Ltd., (“Bannerfy”) is a technology that overlays banner ad products in YouTube creators’ VODs.  This expanded inventory, reaching tens of millions of viewers a month, augments our ad inventory and allows for enhanced campaign targeting while empowering YouTube creators to participate in our advertising economy.
−Removed: Acquired by Super League in October of 2021, Bloxbiz Co.
−Removed: (“Bloxbiz”) is a suite of metaverse ad products and analytics connecting brands and advertisers to over 150 top-tier Roblox games.  Through our technology, we partner with Roblox game developers to bring innovative ad inventory and custom brand experiences into their games allowing them to participate in our advertising economy and benefit from our analytics to continually enhance player experience.
−Removed: Virtualis Studios :
−Removed: Virtualis is our fully virtual production studio providing state-of-the-art, scalable solutions for video, television, and branded content.
−Removed: With a range of features from a fully virtual control room to remote monitoring and communications, Virtualis is an affordable, flexible solution to meet today’s production environment requirements.
−Removed: Key Performance Indicators ( “
−Removed: KPIs ”
−Removed: The KPIs driving our business model are related to scalable offers across our digital and physical footprint of gaming-centric offers and entertainment.
−Removed: The significant growth we achieved in 2021 reflects in part, inorganic growth in connection with our acquisitions in 2021, the continued advancement of our technology platform, and the acceleration of our audience growth through the continued expansion of our digital network of online gameplay and viewing channels.
−Removed: A summary of KPIs, and related growth for fiscal year 2021, compared to fiscal year 2020 is as follows:
−Removed: Views and impressions (1)
−Removed: 5.5x Increase
−Removed: Registered users (2)
−Removed: 1.7x Increase
−Removed: Engagement hours (3)
−Removed: 105.0 million
−Removed: 1.5x Increase
−Removed: ___________________
−Removed: Views and impressions represent number of views of our video content which is distributed across multiple platforms.
−Removed: Registered users represent individuals who have registered on our platform, providing applicable identifying information, that have engaged with our platform at some point.
−Removed: Engagement hours represent time spent engaging with Super League in the form of participating in our experiences, viewing our content, and/or spending time on our website.
−Removed: Advertising and Sponsorships
−Removed: The highly sought-after Millennial and Generation Z audience is increasingly difficult for brands to reach due to the proliferation of new content distribution channels, ad-blocking technology and a sentiment against overt marketing and promotion.
−Removed: Our ability to uniquely aggregate a diverse user base across age ranges, skill levels and game titles and embed direct authentic brand integrations creates a base of high-quality, premium advertising inventory attractive to brands and advertisers.
−Removed: We stand for inclusive, fair and fun gameplay and entertainment and believe that our brand is at the forefront of the mainstreaming of competitive gaming and esports entertainment, which provides a positive access point for both endemic and non-endemic brands to reach these audiences.
−Removed: Throughout 2021, we experienced significant organic and inorganic growth in our audience, increasing viewership and registered users, and expanded our premium advertising inventory.
−Removed: We further developed our in-house direct sales capability to monetize this ad inventory, and also increased revenues generated from programmatic display and video advertising units.
−Removed: We expect to continue to grow our adverting pipeline across various verticals with the capability to give brands and advertisers with targeted, high-quality integrations that warrant premium CPMs.
−Removed: Advertising and sponsorship revenue primarily consists of direct sales activity along with programmatic advertising.
−Removed: The various forms of advertising campaigns for competitive video gaming and esports entertainment, digitally and physically, include:
−Removed: New metaverse game experiences and custom integrations into existing games;
−Removed: In-game ad network including digital billboards and 3-D ad products;
−Removed: In-stream and in-VOD custom and banner ad products;
−Removed: Live gameplay broadcasts, on-demand clips for social distribution and other custom content;
−Removed: Video and display programmatic advertising;
+Added: Attracting younger gamers and creators, Minehut is an "always on" social and gaming portal and one of the largest server farms for advanced, avid Minecraft players in the world.
+Added: Within Minehut is a vibrant community in which players create their own Minecraft worlds to share, socialize and play with friends in addition to Super League operated communal game lobbies for enhanced gaming and social experiences that serve as a portal for branded experiences and advertising. 
+Added: Mineville & Pixel Paradise:
+Added: Through a relationship with Microsoft, the owner of Minecraft, we operate two additional Minecraft server worlds for more casual players enjoying the game on consoles and tablets.
+Added: Two of only seven partner servers with Microsoft that, while “free to play,”
+Added: monetize the players through in-game micro transactions, such as gameplay passes and durable goods which run through the Microsoft marketplace.
+Added: Super League Arcade & ABX:
+Added: Our more recently launched owned and operated game worlds in Roblox, these open-world games are targeted to more competitive esports gamers and anime enthusiasts respectively.
+Added: These game worlds attract targeted players and offer a channel for brands and advertisers, along with in-game player transactions, such as gameplay passes and durable goods through the Roblox marketplace.
+Added: Framerate is a fast-growing social video network in gaming, generating tens of millions of monthly views, with multiple channels across social media, namely Instagram and Tik Tok.
+Added: Targeting more young-adult gamers and creators, Framerate enables gamers to submit their own user-generated highlight reel for recognition, and channels for us to package and monetize to meet advertisers’
+Added: objectives. 
+Added: Our brand partner and creator facing digital properties include:
+Added:   One of the preeminent game creation resources in virtual world game platforms, our Super Games publishing capability provides bespoke game development and custom game experiences within our owned and affiliate game worlds and is a power source connecting our developer network to our brand partners.
+Added: Our proprietary suite of metaverse media products and analytics connecting brands and advertisers to hundreds of Roblox games and our extensive Minecraft audiences.
+Added: Through our technology, we partner with game developers to bring innovative ad inventory and custom brand experiences into game worlds, allowing developers to participate in our advertising economy and benefit from our analytics to continually enhance player experience.
+Added: Super Studios:
+Added: Super Studios is our fully virtual production studio providing state-of-the-art, scalable solutions for video, television, and branded content, powered by our patented Super View technology, offering a browser-based, fully remote control room solution.
+Added: Whether for the creation and broadcast of premium content, or monitoring productions from remote locations, Super Studios and Super View are an innovative, affordable solution to deliver compelling content to meet advertiser objectives and generate additional sources of revenue.
+Added:   Our experience and accessible pool of gaming influencers, both on and off platform, allows us to offer a full 360-soltuion for brands and advertisers.
+Added: This advertising amplification not only allows us to maximize campaign objectives, but also to obtain a greater share of advertisers’ wallets with our end-to-end solution, increasing our related revenue generating opportunities.
+Added: Innovative Advertising
+Added: The highly sought-after Generation Z and Alpha audience is increasingly difficult for brands to reach due to the fragmentation of content distribution channels, ad-blocking technology and a sentiment against overt marketing and promotion.
+Added: Our ability to uniquely aggregate a diverse, global user base across young age ranges, skill levels and game genres and embed direct, authentic branded product placement creates a base of high-quality, premium advertising inventory attractive to brands and advertisers.
+Added: We stand for inclusive, fair and fun gameplay and entertainment and believe that our brand is at the forefront of the new, more social and creation-centric gaming experience, providing a positive access point for both endemic and non-endemic brands to reach these mainstream audiences.
+Added: We have experienced significant organic and inorganic growth in our audience, further expanding our premium advertising inventory, increasing deal-sizes and strong repeat buying across the advertiser verticals of retail, entertainment, toys, fashion, consumer packaged goods, and automotive.
+Added: We further developed our in-house direct sales capability to monetize our domestic experiential and media inventory and launched a global network of resellers to sell our international media inventory on our behalf. 
+Added: Our various advertiser offerings include:
+Added: Dedicated, on-platform experiential spaces;
+Added: Custom integrations into existing, popular games;
+Added: In-game media placement including digital billboards, 3-D ad products, portals and catalogue units;
+Added: In-game branded digital goods;
+Added: Display and video advertising;
Social amplification through influencer partnerships;
−Removed: Performance reporting and advanced analytics;
+Added: In-stream and in-video custom and banner ad products;
+Added: Entertainment and competitive play broadcasts, on-demand clips and other custom content;
+Added: Brand lift studies, performance reporting and advanced analytics;
Children’s Online Privacy and Protection Act (“COPPA”) compliant and kidSAFE-verified inventory.
−Removed: Content related revenue is generated in connection with our curation and distribution of esports and entertainment content for our own network of digital channels and media and entertainment partner channels.
−Removed: We distribute three primary types of content for syndication and licensing, including:
−Removed: (1) our own original programming content, (2) user generated content (“UGC”), including online gameplay and gameplay highlights, and (3) the creation of content for third parties utilizing our remote production and broadcast technology.
−Removed: We generate revenues from our proprietary content by utilizing this content to drive audience growth across our network and expand our premium advertising inventory.
−Removed: In addition, the UGC can be repackaged for further syndication and monetization to third-parties seeking esports and entertainment content for their own distribution channels.
−Removed: Tens of millions of hours of proprietary content is generated through our platform per year providing us with a sizable library of gaming-centric entertainment content.
−Removed: Additionally, we generate revenues from third-party partners who seek our patented remote production and broadcast technology to create content for their own digital channels to drive audience engagement.
Direct to Consumer
−Removed: Direct to consumer revenues are comprised of revenues generated from the Minecraft metaverse gaming worlds we operate.  
−Removed: Through our owned and operated property Minehut, along with Mineville and Pixel Paradise, which we operate on behalf of Microsoft, we generate consumer revenues through in-game micro transactions, including sales of durable goods and gameplay passes, and service features such as expanded server plans more akin to a monthly subscription model. 
−Removed: All three of these consumer properties are “free-to-play”
−Removed: to drive user growth in support of our advertising model, and, as their engagement deepens, we can drive players into our consumer monetization funnel.
−Removed: We believe the metaverse is where the next generation lives, and it is a launchpad of unlimited new gaming worlds and content fueled by fearless imaginations of our brand partners and our pioneering creators. 
−Removed: Our vibrant, thriving network of connected metaverse game worlds and content channels is a place where we have lived for over seven years. 
−Removed: While the games are digital, our players, creators and partners are human, and we understand them because we are them.
−Removed: We are a rocket ship to the metaverse, empowering creators, energizing players, entertaining fans and providing a hyper-sonic transport for brands.
+Added: Direct to consumer revenues are comprised of revenues generated from the growing number of Minecraft and Roblox virtual gaming worlds we operate.
+Added: An increasing part of our revenue diversification strategy, consumer monetization includes in-game items, e-commerce, game passes and ticketing, and digital collectibles. 
+Added: Content & Technology
+Added: As part of our strategy to provide an end-to-end solution for advertiser objectives, Super Studios and Super View augment our advertiser offer to take a greater share of campaign dollars.
+Added: Additionally, we leverage our technology and capability to generate content production revenues with third-parties and support our ability to syndicate and monetize our sizable library of our own and player-generated entertainment content.
Industry  
−Removed: According to NewZoo (2020), there are over 3 billion gamers on the planet and more than 400 million monthly active players in metaverse games as a dominant form of entertainment for the younger generation.
−Removed: Grandview Research (2020) cited the overall value of the global gaming market was $168.0 billion in 2020 and is forecasted to grow to approximately $300.0 billion by 2027, representing an estimated compound annual growth rate of 8% from 2020 to 2027.
−Removed: Key trends fueling this growth include:
−Removed: The rise of metaverse gaming democratizing game design and new ways to play;
−Removed: Massive growth in self-produced social content fueled by new creator economies;
−Removed: The disaggregation of content and the traditional advertising model forcing advertisers to find new solutions;
−Removed: Increased accessibility for gamers to compete and stream through cloud-based gaming and 5G broadband;
−Removed: Cross-generational reach of gaming and a lifestyle trend placing it at the intersection of pop culture.
+Added: According to Statista (2022), there are over 3 billion gamers on the planet and more than 500 million monthly active players in metaverse, open-world game platforms, namely Roblox, Minecraft and Fortnite.
+Added: Generation Z spends 7.2 hours per week hanging out with friends in immersive spaces, two times more than in real life per the Newzoo Gen Z & Alpha report (2022), which is relevant to advertisers.
+Added: Per Newzoo (2022), immersive content warrants a 252% higher engagement rate, and 33% of 13 to 39 year olds say their virtual life influences their real-world life interests. 
+Added: Other notable trends that amplify these statistics: 
+Added: The rise of metaverse, open-world gaming as preferred social channels that go way beyond the traditional concept of gaming;
+Added: The democratization of content creation, launching self-produced social content platforms and new creator economies;
+Added: The further disaggregation of content and increasing underperformance of traditional digital advertising channels forcing advertisers to find new solutions;
+Added: With smarter screens, an increasing consumer expectation for more personalized, customized and interactive web experiences;
+Added: Cross-generational reach of gaming as a lifestyle trend placing it at the intersection of pop culture, cutting broadly across dimensions, and;
+Added: Younger generations live a blended life where digital and physical personas are viewed as one, driving cross-over consumer preference.
Our Scalable Technology Platform
−Removed: Our platform is focused on the creator and player journey and provides innovative ways for brands and advertisers to engage with audiences of gaming enthusiasts. 
−Removed: Players and creators across a wide range of ages are introduced to Super League through our digital content channels and then driven into our creator tools, economies and digital game experiences. 
−Removed: Our proprietary cloud-based platform serves three core functions (i) advertising technology enabling innovative in-game and in-stream ad products including digital billboards, banners and 3-D characters units supported by an analytics suite, (ii) metaverse game design and esports tournament technology to support our owned and operated metaverse game worlds and competitions for our players along with supporting our advertisers’
−Removed: campaign objectives to engage with players, (iii) fully remote production and livestream broadcast technology to support our owned and operated content network to drive audience growth along with supporting our advertisers’
−Removed: campaign content needs in delivering viewership. 
+Added: Our platform is focused on the creator and player journey and provides innovative ways for brands and advertisers to engage with audiences of gaming enthusiasts.
+Added: We access players and creators through our vast network of digital game worlds and content channels and then drive them into branded digital experiences through our media products and creator tools.
+Added: Our proprietary cloud-based platform serves three core functions (i) advertising technology (ii) metaverse game experience and tournament technology, and (iii) fully remote production and livestream broadcast technology.
Furthermore, our platform enables digital tools for scale, including, but not limited to, data services, event creation and management, ecommerce, advertising technology, COPPA compliance, search engine optimization, and email and mobile marketing. 
−Removed: Advertising Technology  
−Removed: Our advertising technology, both in the size of monetizable ad products and the creator tool suite, was materially expanded with the acquisitions of Mobcrush, Bloxbiz and Bannerfy in fiscal year 2021.
−Removed: In addition to Super League’s original owned and operated consumer reach, including, but not limited to, Minehut and Framerate, advertisers can now reach tens of millions of monthly metaverse players in-game and hundreds of millions of viewers in-stream distributed across social media channels including YouTube, TikTok and Instagram. 
−Removed: This, coupled with custom brand integrations and content, powerful campaign analytics and insights and compliance, offers an immersive and high-performing marketing channel for brands and advertisers. 
−Removed: Specifically, our turnkey metaverse ad products are a progressive and differentiated way for advertisers to embed into games through dynamic digital billboards and interactive 3-D characters to create a dialogue with their target audience and add to the gaming experience without interrupting the play itself. 
−Removed: For example in Bloxbiz, our digital billboards impressions are 10 seconds of cumulative view time offering a high benchmark for in-game advertising. 
+Added: Our advertising technology, both in the size of monetizable ad products and the creator tool suite, was materially expanded with the acquisitions of Bloxbiz Co.
+Added: ( doing business as, and hereinafter referred to as “Super Biz”
+Added: ) and Bannerfy, Ltd.
+Added: (rebranded to “Super Biz”) during the year ended December 31, 2021 (“Fiscal Year 2021”).
+Added: In addition to Super League’s original owned and operated consumer reach, including, but not limited to, Minehut, our Roblox games worlds and Framerate, advertisers can now reach tens of millions of monthly metaverse players in-game through our distributed game world network and hundreds of millions of viewers in-stream distributed across social media channels including YouTube, TikTok and Instagram.
+Added: This, coupled with custom brand integrations and content, powerful campaign analytics and insights and compliance, offers an immersive and high-performing marketing channel for brands and advertisers.
+Added: Specifically, our turnkey metaverse ad products are a progressive and differentiated way for advertisers to embed natively into games through dynamic digital billboards, interactive 3-D characters, and portals to access their target audience by enhancing the gaming experience without interrupting the play itself.
+Added: These are high-performing ad units;
+Added: for example, our digital billboard impressions are ten seconds of cumulative view time offering a best-in-class benchmark for in-game advertising.
In addition, we ensure viewability with advanced technology that observes if ads are on screen, unobstructed, meet a screen coverage threshold, and other requirements set by Interactive Advertising Bureau (“IAB”) which translates into our premium CPM business model. 
−Removed: Game Technology
−Removed: As noted, a core differentiator for Super League is our reach in metaverse games and esports entertainment through our game technology and capability. 
−Removed: In our early days, we focused on team and tournament technology that would allow us to execute mass-participation, geographic-agnostic game competitions across a variety of game genres and titles, including, but not limited to functionality such as, match-making, player statistics and team leaderboards. 
−Removed: We continue to use aspects of this technology with our signature esports property Super League Arena bringing amateur and professional players together with gaming influencers for high profile tournaments and broadcasts.  
−Removed: In addition, through our ownership of Minehut, we have deepened our internal capability to create custom metaverse Minecraft experiences for our player base, and this is the talent that we apply to deliver custom integrations for our brand partners as well. 
−Removed: With our acquisition of Mobcrush, we deepened our bench of Minecraft game developers and gained two additional Minecraft servers, Mineville and Pixel Paradise. 
−Removed: Content Production & Broadcasting Technology
−Removed: Early in our inception, we utilized a local hardware solution to create interactive physical spaces for in-person gaming experiences.  
−Removed: In doing so, we created a second-screen perspective that would make the experience more immersive for players and entertaining for spectators much like professional sporting events, resulting in our Virtualis Studios, our patented, fully-remote visualization, production and broadcast technology.
−Removed: Virtualis Studios technology automates and scales various gameplay processes and functions that would otherwise need to be accomplished manually.
−Removed: These processes and functions primarily include ways to ensure that visualizations of gameplay and other value-added data and graphics are both captured and delivered efficiently and timely supported by computer vision to glean key events, graphics and data from the game screen. 
−Removed: Since COVID-19, we have augmented our virtual control room with remote monitoring and communications and enhanced broadcast-level graphics, for an end-to-end, cloud-based production system built around Virtualis’s proprietary workflow.  
−Removed: Our Strengths
−Removed: We differentiate ourselves through the following:
−Removed: ● 
−Removed: Large and growing base of players and viewers offering critical mass in the gaming metaverse and our content network.
−Removed: Mutually valuable partnerships with top-tier game developers and avid content creators augmenting our own player and viewer reach.
−Removed: ● 
−Removed: Diversified and recurring brand partners  reinforcing our capability to deliver innovative, premium experiences, media and content to have achieve our advertisers’ objectives.
−Removed: ● 
−Removed: Patented  
−Removed: Technology  that is affordable, intelligent, and scalable for fully-remote visualization, production and broadcast technology.
−Removed: ● 
−Removed: Dynamic in-game ad products which are turnkey, innovative and supported with powerful analytics.
−Removed: Seven years of metaverse gaming operations and expertise provides us a knowledge-base and distinctive advantage.
−Removed: ● 
−Removed: Strong game publisher relationships providing access to existing user bases with top-tier games in the metaverse and a beyond.
+Added: Additionally, a core differentiator for Super League is our ability to deliver Roblox metaverse game worlds and experiences along with bespoke tournaments and entertainment content through our Super Studio’s game technology and capability.
+Added: Beyond our hundreds of Roblox partner game worlds, we have deepened our internal capability to create compelling gaming and custom metaverse Minecraft experiences for our player bases in our Minehut, Mineville and Pixel Paradise properties, as well as extending that capability to virtual world platforms such as Fortnite and The Sandbox. 
+Added: Finally, from our earliest inception we utilized a local hardware solution to create interactive physical spaces for in-person gaming experiences.
+Added: In doing so, we created a second-screen perspective that would make the experience more immersive for players and entertaining for spectators, much like professional sporting events, resulting in our Super Studios capability powered by Super View, our patented, fully-remote visualization, production and broadcast technology.
+Added: Super View automates and scales various gameplay processes and functions that would otherwise need to be accomplished manually.
+Added: These processes and functions primarily include ways to ensure that visualizations of gameplay and other value-added data and graphics are both captured and delivered efficiently and timely supported by computer vision to glean key events, graphics and data from the game screen.
+Added: Since COVID-19, we have augmented our virtual control room with remote monitoring and communications and enhanced broadcast-level graphics, for an end-to-end, cloud-based production system built around Super View’s proprietary workflow.  
Our Growth Strategy
−Removed: Our core strategy is to pursue initiatives that promote the viral growth of our audience, player and creator base, and in doing so, drive our advertising, direct to consumer, and content revenue streams.
−Removed: Our customer acquisition and retention funnel provide the primary lens for creator and player growth, engagement and long-term brand equity.
−Removed: ● 
−Removed: Deepen our metaverse gaming moat through expansion of our owned and operated properties and partnerships with game developers/creators.
−Removed: ● 
−Removed: Monetizable advertising inventory expansion  in both the inventory of ad products we offer and the expansion of our own direct sales capability and our network sales channel in partnership with several international reseller partners.
−Removed: ● 
−Removed: Continued growth in the monetization of our player-base and content to provide new revenue streams and a smoothing of the seasonality impact of our advertising model.
−Removed: ● 
−Removed: Opportunistic acquisitions  to continually augment our organic growth strategy and accelerate player and audience reach, our creator tools and offers, and/or our advertising technology stack.
+Added: Our core strategy is to further monetize the audience reach we have built on existing metaverse, or “open-world”
+Added: game platforms and begin applying that smart backbone to other virtual world engines for extended reach and diversification of revenues.
+Added: We have several leverage points including:
+Added: Deepen our owned metaverse game worlds to grow direct to consumer revenues.
+Added: Grow our publishing, media and creator tool suite to expand audience and further drive average advertiser deal-size.
+Added: Expand and optimize our global network of sales partnerships to further monetize our international audience reach.
+Added: Increase domestic sales force effectiveness resulting in higher salesperson throughput and net revenue.
+Added: Move beyond our advertising model by applying our end-to-end immersive experience and media engine to new platforms for ownable and third-party intellectual property for greater control and share of the consumer experience, digital economy, digital to physical crossover, and first-party data.  
Intellectual Property  
Similar to other interactive entertainment and esports companies, our business depends heavily on the creation, acquisition, licensing, use and protection of intellectual property.
−Removed: We have developed and own various intellectual properties, including pending and issued trademarks, patents, and copyrights. 
−Removed: We also have obtained licenses to valuable intellectual property with game publishers. 
+Added: We have developed and own various intellectual properties, including pending and issued trademarks, patents, and copyrights.
+Added: We also have obtained licenses to valuable intellectual property with game publishers.
We leverage these licenses and service agreements to operate online and location-based competitions, and in parallel, use them to generate a wide array of content.
−Removed: As of the date of this Report, we have two pending patent applications and two issued patents, and various trademark applications, some granted and most of which are currently pending, covering our technologies and brands, as more specifically set forth below.
+Added: As of the date of this Report, we have one pending patent application and five issued patents, and various trademark applications, most of which are granted and some of which are currently pending, covering our technologies and brands, as more specifically set forth below.
We intend to file additional applications for the grant of patents and registration of our trademarks in the United States and foreign jurisdictions as our business expands.
Our issued patents relate to methods of visualization of gameplay across a wide array of game titles for the purpose of content creation and broadcasting.
−Removed: These visualizations manifest as web streams with related textual, graphical, and video content targeted for consumption by audiences across various streaming and VOD platforms such as Twitch and YouTube. 
+Added: These visualizations manifest as web streams with related textual, graphical, and video content targeted for consumption by audiences across various streaming and VOD platforms such as Twitch and YouTube.
To achieve these visualizations, we leverage patent protected technology that places “camera”
characters into certain games alongside the competing players, and use the perspective of the ‘camera’
−Removed: character to provide unique views into the action. 
+Added: character to provide unique views into the action.
We also have pending patent applications for certain bleeding edge virtualization methods that allow us to generate, at scale, many concurrent visualizations from the cloud.
−Removed: To protect our intellectual property, we rely on a combination of patent applications, published and issued patents, 
−Removed: copyrights, pending and issued trademarks, confidentiality provisions and procedures, other contractual provisions, trade secret laws, and restrictions on disclosure.
+Added: To protect our intellectual property, we rely on a combination of patent applications, published and issued patents, copyrights, pending and issued trademarks, confidentiality provisions and procedures, other contractual provisions, trade secret laws, and restrictions on disclosure.
We intend to vigorously protect our technology and proprietary rights;
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Our Corporate Values and Company Culture
−Removed: Super League is a gamer-first company, a credo embraced by every employee.
−Removed: We are committed to empowering our creators, energizing our players and entertaining fans through our innovation creator tools and vibrant gameplay experiences and viewing entertainment. 
−Removed: Because we have built and operate our own metaverse gaming worlds and content network, we know what it takes to help brands operate where we live. 
−Removed: Our corporate brand values are as follows:
+Added: Super League is a creator-first company, a credo embraced by every employee.
+Added: We are committed to empowering our creators, energizing our players and entertaining fans through our vibrant and immersive gameplay experiences, innovative creator tools and viewing entertainment.
+Added: Because we have successfully built our own metaverse gaming worlds and content network over the course of several years, we deeply understand the ecosystem of players and creators and what it takes to help brands and advertisers navigate this this new social channel in an authentic and engaging way.
+Added: Our corporate brand values are:
We fearlessly pioneer.
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Compared sentence by sentence after normalising whitespace, quotation marks, case and digits, so re-formatting and restated figures do not read as changed language. Wording changes appear as one removal and one addition. The current filing and the prior one are authoritative.