and much. for quarterly call. everyone, Thank our you us afternoon, second thank very for conference you Good joining
on of our expressed results. I has our supercharged have approach call, Company we empowering, it very public As be being the and earnings process and first found to
financials, our our and and start a As laid out we of had key open then at get hear wider developments some results our review our corporate you second performance will quarter Today, will will into today, up of recent we our esports the Clayton that, the review the in against indicators questions. position for ecosystem, I will the growing and we I year. continuing it think After momentum. busy
expand expanding whose more Edition further partnership first NetLevel, the management game esports as reach as genre. base added announced past for in to of QX, Early of centers infrastructure. Super with some software our this hundreds network highly us allow footprint around their the partnership highlights well our will build of is second attractive review Arcade fighting venue the we fiber with V our used quarter in of quick partnership The help as world. theater game Street weeks. a ggCircuit of Capcom to title, first, venues to announced our a entertainment. us gaming of our gamers movie So, The back out few the our We with nationwide offering experience. fifth We Fighter partnership on out-of-home us allows League into a branded commercial
since the acquisition their personal the announced we strategic an fastest Instagram, Framerate, views on important is levels with the This reels audience June, where of that efforts in XX channels step of In averages acquisition over month, million growing can building one for the of and highlight channel our all video upload social IPO. first our gamers recognition. esports a
two at most offerings recently level. Amazon time, to platform integral two and industry Digital These will the our to Board. great former taking be Fandango, Head company of just back, after Technology. Technology of few our Officer, personnel weeks Ahmed Samir Mark IGN a moves. of joined announced we and Jung, Also, as Fox Super COO and next Consumer the founder became veterans And IMDb, Chief League’s an
of in game of not finished XXX one of the our target million over PUBG lineup. gaming downloads, titles the daily having end today, world's already we announced of our mobile and to by titled, our with addition This XXXX, reached our the XX portfolio PUBG, we're Battlegrounds, have esports sixth and active games users. million means six yet. And as known is PlayerUnknown's we top also Tencent’s
bit go minute, table. announced network and into formally week, Super in the rapidly and digital last expanding this a me first, I And set of we more a let gamers. competitive social esports channels, but our will League celebrating
conferences, industry is professionals, sharing better actively story that to And wider a esports investor have partners, is community. with mainstream, proof with our and to desirable amateur just front $X this what business Fortnite the tell the and been something continue elite not is have XX-year going story that Stadium. a watching and of Arthur esports there accessible great to financial a then and win crowd the We planet million the at X-billion-plus in on old at press Ashe tournament the for gamers in sold-out and
regardless even on more prepare secret kept was fact the plays even about story this is received that prize any pool gamer was in million hour every been the thought than earned we that hours minimum gameplay. that other talented video a know. might consuming could have games, their a reporters money, others of But she video call $X stories or or teenager the and greater every in any the of industry best growing is he same the $XX,XXX. winner a tournament What the of us amazing of that watching score participant That number about that as analysts the for
together but the just not players brings also League Super audience.
me let So, elaborate.
camp and fields other you As find gaming, team. I to from and no eventually had our for their competitive unmet different wanted how we of address to demand know, a tennis go as the video recreational lessons, many and to of join We infrastructure to the take teenager community. esports opportunity lack for tennis a gamers help Company and launched initially find each
and real into our Theatres, real speak in and anchor that game top millennials their and locations, gaming life with wish gaming Z and to physical how to business, Topgolf, esports creating bringing and Hence, publishers provide where to the partnerships world. gaming experiences like with esports spend retailers centers generation started Cinemark time, we
media, League love multiple the celebrate based into provide that boundless of expanded streaming, offerings we have network, live forms video gamers to on-demand, Super support creativity. announcement social designed content and with our website of to and digital their play, With of recent their
otherwise original elusive native or this digital gameplay on basis. making and is through demographic esports watching gameplay competitions, streaming and League’s live environments, audience series, digitally accessible Whether engaging, highlights, lifestyle an always-on creating, constantly Super
League Framerate, one Super Super of include, properties in featuring on and as Twitch digital with growing a shows; channel on-demand well live YouTube branded networks live original and the primary Instagram, TV, fastest as community gaming as on video multiple League's social which Minehut, share, video digital competitions, and can Facebook and together. TV League’s Facebook channels Minecraft Minecraft Instagram and play and content a and vibrant where TikTok, original create thirdly, their series friends well players Watch; in and on as worlds own socialize Super
capturing, range combination capture of not content. of And gameplay Super and media that gameplay of across physical form things just the a operator, distributing skill on This League itself titles, generating, collecting aggregating company tournament wider is that now unique a as and game genre content just position content and the beyond wide levels, and but the lifestyle a ages all and digital esports. of audiences focused we're one across
a a monetization monetize they the provides the media and coupled advertising with highly It's and subscriptions, for classic powerful community multiple it air cetera. it drivers same digital The critical way Traditional are companies eventually, model. the fundamental the League’s real offer leverage mass League. the integrated. sell Super and local digital beyond at engagement and well. as through share stream, with audiences, the It's when that that for advertisers’ volumes content or wallet the they ways, show sell entertainment create to customers’ and our Super sell ad stations, vertically greater they the depth they creates are platform that combination contextualized build they hub et large time content, other in of for creating experiences deep and They content studios, TV they not physical those of of just wallet but syndicate nodes
let's now, revenue. talk So, about
Can We essentially or retailers spectrum brands to again. how partner consumer and partnerships falls we to is monetize offers to and And into with and platforms we are tournament monetize using them? as other we answer that for and against Yes. ecommerce? platform? our offers. sell their our we experiences license subscription platform content gameplay generate. sell Can yes, and two buckets, we our they create a there's advertising, we direct-to-consumer gamers, advertising do festival publishers wide Can already custom The to the brand and Yes. Yes. operators? Can
revenue and our physical Logitech our partnership like from a Nickelodeon we first sponsorship attracted name or brand companies owned operated and advertising and to where came and experiences, couple. party through League digital Historically, Super
and on year late advertising brand last flexibility revenue retail Capcom, with business. with focus is Starting and publishers digital capture profile. impact downstream high-quality This a margin pure as offers Logitech, residual top dollars. SaaS Tencent, they sponsorship the higher a partners activations partners even are experiences have for platform-as-a-service on typically and a live game our greater audiences. cost ever-increasing like our that and Samsung, more to brand not deliver reach well existing as material them revenue. we paying have and a better platform, strategy of a to of as CPM line a These the we Hence, like like a can started Platform-as-a-service lower now presentation our with partners
to typical impressions range major we and little audience $XX to and unique has create a is me our CPMs that $XX. will advertisers buy in and to engagement TV cost. at cases quantifiable. Minehut, Super of more A material premium gamers via little ability extracting with let some meaningful in translating rule this So, the views, of able League into growth high-quality League’s millions is make brands advertising revenues to target And in tens recent a thumb a to $XX Super deliver bit of CPM of no between the and $XX range. Framerate larger be
content to it trajectory forward to still you. look our how our to continuing revenue potential points on of provide early proof occurring is While revenue monetization, to is we days demonstrate more
for formula, premium charge a same gamers with did we experiences, way want digital direct-to-consumer, Amazon for Prime. consumer have to the we subscription to tournament players find the XXX in But As Amazon test. that right about continue and beta fees and
network. our monetize opportunity digital creators is our audience through digital now, our on development primary ever-increasing through be and will And there and focus audience physical know we that viewers to expands, players, offers. as For
for a around in We of integrated vertically we’re warm-up the built genre esports have and created stage. gamers just platform all the
bring So, and of in of performance feel number the and to and running are the and same of more funnel, stage. the the bring acquisitions. indicators. more KPIs Super Board we gain titles but which more new not through venues, we partner trajectory of and we hours this are users, that the audience new and metrics also strongly revenue to right number Company out players potential retail our at start fast-growing registered has now gamers but as of physical the effect on platform, game our an and ultimately into five the these, League Two year drives experiences, top only of digital the the our gameplay These key amplification customer value future and early map laid at the we
a with So, first, game and at began the by titles. the year. year six four We having least target of end the of titles
with enabled us the has As of Fighter addition year Street V you full to for meet just title know, of Capcom recent target Tencent’s seven the in announcement QX six-game in that months. and PUBG the our
us. we of healthy pipeline titles have more importantly, a More of game in front
expect of not So, experiences formal number, rolling only but real time ahead enabling beat us is we that enhancements also our we’ve to to to added start in partnerships. platform the out
Smash few more the Super position. titles, our Bros., on League’s titles weeks including trend a run a few, events of with Super name You expect platform coming see over and game-agnostic NBA just Topgolf have that unique across to will last faster to range to XK, reinforcing League continue that Rocket wider see and and we
metric The retail second partner is venues.
Topgolf through XXXX to ggCircuit with access extended further active centers gaming We venues Our total partnership with hundreds earlier XX venues and announcements XX and with to ended our active esports locations. reach of of grew QX.
remains XXX growth enough half a our pause we venues. venue meet of have taken than pipeline on-boarding have year-end while available the on for in aggressive the after And target we target. to first more Our brief year,
player most with and constantly testing the out and accordingly. revenue and stickiness that create offers are partners innovating potential for We will roll continue to the our
paid, to cumulative users. say And us. by part users we exceeding had had is of registered. had close existence pleased to these in years clear, some I’m metric XXX,XXX who XXXX of learn with they four a registered user player we want QX, that of database. target them users target. platform, that registered third full-year XXX,XXX doubling July, through consider ended participate more The built year-end. the are number that have or XXX,XXX who some with one registrations, way to end To about to over or XXXX we At events our and of are and know defined as be our We But, we free-to-play XXX,XXX had another, people engaged our
with fast-growing is Minehut young can you venues teams digital to pleased starting are physical titles, engage result, that notably inside game ways this platform, mortgage the our very our to and We community with as gaming effect imagine, proving the more in. are flywheel forum for kick of and more
next set development, with audience, the shifted. because need Now, astounding. hours metrics, results, level and see our two gameplay for hear they're you will channel the digital when we have baselines that you to But the
first, let's So, hours. gameplay tackle
for hours we predominantly As road which via the told many of we gaming for XXXX. through and XXX,XXX we was pushed live show, experiences, XXX,XXX gameplay platform, of our you on aim
now total through mind, the And just is ton hours, content that we about that gameplay digital and monetize idea isn't what a can having have X.XX brought here ever-expanding hours XXXX in our QX different provide million to that in repackage distribute forums hours. always-on metric available gaming is and adjusted mean ways. keep However, of channels that
Because our QX, of our if digital out branded our just we a close the and with KPI nothing X million talk audience we and didn't of just we our are about and and the had those League viewership. organically. we just And at gameplay organic now, nascent we million. we the channels, players. across hours views other in else and time users end our fifth to QX, achieved than target grow year, to channels, Twitch X for done registered that network. let's And had you So, Last growth would off target close have close expected. YouTube modest number told Super generated full-year of half But, generated half about full-year
an acquisition XX.X that put million X.X the strategy through of sitting lot QX, our is That flame are fuel views an where a XXXX to views. full-year July KPI, million XXX end, growth raising through like already a on aggregate Framerate we performance flows, sound this we which network. to inorganic has currently our and starting other because Our know is with To And of leading are material the and grown of year-to-date. properties. the sports target is we through aggressive to million which viewership
time at many had and of triangulate hours has I've As lasts we been the is them over to pleasure content. title they different likes to direct-to-consumer player to believe on thing offer we advertising, we play and one have of values. group still gameplay And Every resist is into this and interest grow brand partnerships investor translate and I've wider And of watch out meeting different for Every every and KPIs circuit in gameplay, experience game these making conferences, urge their track these ones. are we But, would as you. I of demonstrate call pointing quickly. the the right the eventually five significant KPIs shared to will caution insights duration. different to the too we versus how gain are
on quarter So, provide of highlights of financial second the commercial during this to second remarks. will quarter which that's an turn summary back Haynes, our after Clayton operational a with CFO, of point, closing come the who our I'll overview Clayton? XXXX. I'll call and over At results, some