Super League secures patent license for supply

SANTA MONICA, California, December 15, 2021 (GLOBE NEWSWIRE) – Super League Gaming (Nasdaq: SLGG), a leading global provider of video game experiences and entertainment at the intersection of creator economy, gameplay content, and metaverse, today announced the expansion of its intellectual property portfolio after receiving approval from the U.S. Patent and Trademark Office ( USPTO) for an additional patent application in connection with the cloud-based live streaming of game content. In particular, the company’s latest patent approval relates to a single live broadcast that delivers multiple streams of content from devices displaying the content, allowing for individual perspective while meeting location requirements.

This patent application expands Super League Gaming’s patent portfolio, which includes content customization at the request of a user, resulting in a unique stream of location-specific content, data, graphics, player or host recommendations, specific camera views and targeted advertising based immediately on that viewer on profile metadata.

“It is exciting to add this patent approval to our patent portfolio as it demonstrates the enduring value of our earliest technology initiatives. We remain fully committed to continuous innovation and our stated mission to provide first-class streaming content in gaming and live broadcasting, ”said David Steigelfest, Co-Founder of the Super League and Chief Platform Officer.

This proprietary technology enables multiple one-to-many broadcasts, each with custom results based on audience preferences, to ensure a robust personal experience that is specifically tailored to the user.

About Super League Gaming
Super League Gaming (Nasdaq: SLGG) is a leading metaverse and creator economy platform at the intersection of gaming and pop culture, focusing on tools and offerings that empower creators, inspire players and entertain fans. The company’s solutions provide unparalleled access to an audience comprised of gamers in the largest global Metaverse environments, fans of hundreds of thousands of gaming influencers, and viewers of gameplay content on major social media and digital video platforms. Powered by proprietary and patented technology systems, the company’s creator-facing offerings include content tools that support live-stream multicasting, a leading Metaverse advertising platform, a social media banner monetization platform, and a virtual cloud-based video production division, Virtualis Studios. Combined with vibrant Minecraft in-game communities, a network of highly regarded channels and original shows on Instagram, TikTok, Snap, YouTube and Twitch, and an award-winning invitational tournament series for esports, the characteristics of the Super League provide powerful opportunities for brands and advertisers to generate impactful marketing results with players of all ages. Please visit for more information.

Media contact:
Gillian Sheldon
Super League Gaming
[email protected]

Super League investor relations:
Sophie Pearson and Cody Slach
Gateway Investor Relations
[email protected]

Forward-Looking Statements
Safe Harbor under the Private Securities Litigation Reform Act of 1995. Statements in this press release that are not strictly historical are “forward-looking” statements within the meaning of Section 27A of the Securities Act of 1933, as amended, and Section 21E of the the Securities Exchange Act of 1934, as amended. These statements involve significant risks, uncertainties, and assumptions that could cause actual results to differ materially from those expressed or implied in these statements. Forward-looking statements in this release include, but are not limited to, statements about our potential or anticipated business strategies, potential growth opportunities, new products and potential market opportunities. Risks and uncertainties include, among other things, our ability to execute our plans, projections and other expectations regarding our business; our ability to realize the expected benefit from events that occurred during and after the quarter ended March 31, 2020, including the possibility that the expected benefit will not be realized or not realized within the expected period; unknown liabilities that may or may not be under our control; Acquiring new customers and maintaining and expanding our existing customer base; our ability to scale and update our platform to respond to customer needs and rapid technological change; increased competition in our market and our ability to compete effectively, as well as the expansion of our business and increased international acceptance of our platform. Additional risks and uncertainties that could affect our financial results are set out in the “Risk Factors” and “Management Discussion and Analysis of Financial Condition and Results of Operations” sections of our Annual Report on Form 10-K dated 31st 2019 and other filings that we file from time to time with the Securities and Exchange Commission and which will be available upon filing on the SEC’s website at In addition, all forward-looking statements in this release are based on assumptions that we believe to be appropriate at the current time. Unless required by law, we assume no obligation to update these forward-looking statements or to update the reasons if the actual results differ materially from those expected in the forward-looking statements.

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