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New Super League White Paper Sizes Up the Web’s Most Overlooked Ad-Friendly Audience: 100M+ Browser-Based Gamers

Super League’s new white paper positions browser-based gaming as a highly engaged yet largely overlooked environment for digital advertising.

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Super League (SLE) has released a new white paper, “The Renaissance of Instant Play on the Web,” highlighting browser-based gaming as a large but underused advertising channel for brands.

The report cites research that 46% of online consumers ages 13–55 play web games monthly, with platforms like Poki reaching over 100 million monthly active players in 2026, a tenfold increase since 2020. Engagement depth is high: 86% of web gamers play weekly or more, 37% play multiple times a day, over a quarter of sessions last more than 30 minutes, and just 4% end within five minutes. The paper also notes that 94% recall seeing ads, and describes a CeraVe campaign on Poki where players spent an average of five minutes engaging with the brand, 231 times longer than a typical social content piece.

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Market Context

A -2.46% 24-hour reaction followed Super League's June 9 Play.Works ad-sales partnership, a directly...
Analysis

A -2.46% 24-hour reaction followed Super League's June 9 Play.Works ad-sales partnership, a directly related web-gaming monetization announcement; this white paper adds audience-scale and engagement evidence without reporting financial results.

Key Figures

Monthly web gamers: 46% Poki monthly active players: 100 million+ Weekly web gamers: 86% +5 more
Monthly web gamers
46%
Online consumers ages 13 to 55
Poki monthly active players
100 million+
2026
Weekly web gamers
86%
Web gamers playing weekly or more often
Daily multiple sessions
37%
Web gamers playing multiple times a day
Sessions over 30 minutes
More than 25%
Web gaming sessions
Ad recall
94%
Web gamers recalling seeing ads
Average brand engagement
Five minutes
CeraVe Pharmacy campaign inside Poki's Sprint League
Engagement versus social content
231 times
CeraVe campaign compared with a typical piece of social content

Historical Context

1 past event · Latest: Jun 09
1 event
  1. Jun 09

    Ad sales partnership

    24h Move
    -4.8%

    Play.Works named Super League exclusive U.S. ad sales partner for CTV gaming inventory

24h Move is the share-price change in the day after each event; other market factors may also have contributed.

AI-generated analysis. How Rhea-AI works. Not financial advice.

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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 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 continues to expand.

Forward-Looking Statements
This press release contains certain “forward-looking statements” within the meaning of the safe harbor provisions of the U.S. Private Securities Litigation Reform Act of 1995 that involve substantial risks and uncertainties. Forward-looking statements can be identified by words such as: “anticipate,” “intend,” “continue,” “could,” “plan,” “goal,” “seek,” “believe,” “project,” “potential,” “estimate,” “expect,” “strategy,” “future,” “likely,” “may,” “should,” “will,” “would” and similar references to future periods, or the negative of these words or other similar terms or expressions that concern Super League’s expectations, strategy, plans, or intentions. Forward-looking statements are neither historical facts nor assurances of future performance. Instead, these are based only on Super League’s current beliefs, expectations and assumptions regarding the future of its business, future plans and strategies, projections, anticipated events and trends, the economy and other conditions. Because forward-looking statements relate to the future, these are subject to inherent uncertainties, risks and changes in circumstances that are difficult to predict and many of which are outside of Super League’s control. These and other forward-looking statements are not guarantees of future results and are subject to risks, uncertainties and assumptions that could cause actual results or financial condition to differ materially from those indicated in any forward-looking statements. Neither Super League nor any other person assume responsibility for the accuracy and completeness of the forward-looking statements. Therefore, you should not rely on any of these forward-looking statements as predictions of future events. Please review other risks and uncertainties described in the section entitled “Risk Factors” in Super League’s Annual Report on Form 10-K for the fiscal year ended December 31, 2025, as such risk factors may be amended, supplemented or superseded from time to time by other reports filed by Super League with the Securities and Exchange Commission.

Investor Relations Contact:

Allan Rosenthal
Intelligent IR ATX
abrosey@intelligentiratx.com


FAQ

AI-generated questions and answers. How Rhea-AI works. Not financial advice.

What advertising advantages does Super League highlight in web-based games?

Super League highlights that web gaming offers custom brand integrations and measurable media units within curated, brand-safe environments on platforms such as Poki. The company said it is applying what it has learned from user-generated content (UGC) gaming about engagement, trust and performance to reach this under-monetized audience.

How do web gamers perceive advertising formats, according to the white paper?

The white paper notes that, unlike platforms where ads interrupt gameplay, web gamers tend to accept ads as the price of admission. It reports that 94% of web gamers recall seeing ads, and that many actively prefer rewarded ad formats over other types.

What example does the report provide of a brand campaign in web gaming?

The report describes a CeraVe campaign from L'Oréal in which a custom CeraVe Pharmacy was built inside Poki's Sprint League. Players used CeraVe products in-game to clear oil and bacteria, spending an average of five minutes engaging with the brand, which is reported as 231 times longer than a typical piece of social content.

Where can readers access Super League’s full instant play web gaming report?

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.

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