Super League Gaming Secures Additional Patent for its Multi-User Game System Technology
November 16 2020 - 8:00AM
Super League Gaming (Nasdaq: SLGG), a global
leader in competitive video gaming and esports entertainment for
everyday players around the world, continues to advance its
sophisticated and robust portfolio of defensible and
potentially licensable intellectual property with another allowed
patent from the US Patent Trade Office, this time for its
proprietary
Multi-User Game System with Trigger-Based
Generation of Projection View technology.
This most recent patent covers Super League’s unique and
scalable cloud-based “camera character” technology. This powerful
tool essentially allows the placement of virtual “cameras” into
video games for the purpose of visualizing the action from a
variety of perspectives and also serves a stepping stone for a
virtual studio to ingest a wide variety of content sources and
intelligently and efficiently manage them to deliver compelling
productions.
“At Super League, we are in the business of creating
compelling real-life and online gaming experiences, including the
spectating of gameplay using streaming technologies,” says
co-inventor and SLGG’s Chief Platform Officer, David Steigelfest.
“SLGG’s unique platform gives us the ability to create streams of
unique perspective, combine it or overlay it in our virtual
broadcasting studio with other forms of streaming content, and
solidify our position at the forefront of the gaming and esports
content industry. The movement of the ‘camera character,’
driven by data and logic coming from the other players in a game,
amounts to a form of artificial intelligence that not only
facilitates complete automation, but also that the content is
compelling and of interest to a wide variety of spectators.”
“This is yet another exciting step forward in fulfilling our
goal of building out Super League’s IP,” says Ann Hand, Super
League Chairman and CEO. “This technology provides for scale, and
gives us the ability to share all the fast-paced gaming action our
audience is craving. These patents are building blocks and vital
pieces of Super League’s future strategy for success, and I could
not be prouder of our team for their continued innovation and
efforts.”
Since this technology’s development, this spectator view has
been employed by Super League in the live broadcast and spectating
of competitive gameplay across multiple video game titles,
including PUBG Mobile, Clash Royale, CS:GO, Street Fighter V,
Minecraft and more. Currently, Super League has several additional
patents in various stages of review with the USPTO.
About Super League Gaming Super League Gaming
(Nasdaq: SLGG) is a leading gaming community and content platform
that gives everyday gamers multiple ways to connect and engage with
others while enjoying the video games they love. Powered by
patented, proprietary technology systems, Super League offers
players the ability to create gameplay-driven experiences they can
share with friends, the opportunity to watch live streaming
broadcasts and gameplay highlights across digital and social
channels, and the chance to compete in events and challenges
designed to celebrate victories and achievements across multiple
skill levels. With gameplay and content offerings featuring more
than a dozen of the top video game titles in the world, Super
League is building a broadly inclusive, global brand at the
intersection of gaming, experiences and entertainment. Whether to
access its expanding direct audience or the company’s unique
content production and virtual event capabilities, third parties
ranging from consumer brands, video game publishers, television
companies, traditional sports organizations, concert promoters, and
more, are turning to Super League to provide integrated solutions
that drive business growth. For more: superleague.com
Media Contact:Gillian SheldonSuper League
Gaminggillian.sheldon@superleague.com
Investor Relations:Sean McGowan and Cody
SlachGateway Investor RelationsSLG@gatewayir.com
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of the Securities Act of 1933, as amended, and Section 21E of the
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involve substantial risks, uncertainties and assumptions that could
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Risks and uncertainties include, among other things, our ability to
implement our plans, forecasts and other expectations with respect
our business; our ability to realize the anticipated benefits of
events that took place during and subsequent to the quarter ended
March 31, 2020, including the possibility that the expected
benefits will not be realized or will not be realized within the
expected time period; unknown liabilities that may or may not be
within our control; attracting new customers and maintaining and
expanding our existing customer base; our ability to scale and
update our platform to respond to customers’ needs and rapid
technological change; increased competition on our market and our
ability to compete effectively, and expansion of our operations and
increased adoption of our platform internationally. Additional
risks and uncertainties that could affect our financial results are
included in the section titled “Risk Factors” and “Management’s
Discussion and Analysis of Financial Condition and Results of
Operations” in our Annual Report on Form 10-K for the year ended
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with the Securities and Exchange Commission which, once filed, are
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based on assumptions that we believe to be reasonable as of this
date. Except as required by law, we assume no obligation to update
these forward-looking statements, or to update the reasons if
actual results differ materially from those anticipated in the
forward-looking statements.
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