Super League Gaming, Inc. (NASDAQ:SLGG) Director Michael R. Keller acquired 17,000 shares of the stock in a transaction that occurred on Monday, April 12th. The stock was acquired at an average price of $6.06 per share, with a total value of $103,020.00.
SLGG stock traded up $0.27 during midday trading on Tuesday, reaching $6.18. 30,146 shares of the company were exchanged, compared to its average volume of 9,410,491. The company has a market cap of $133.54 million, a price-to-earnings ratio of -3.16 and a beta of 0.95. Super League Gaming, Inc. has a 1-year low of $1.63 and a 1-year high of $11.20. The stock’s 50-day simple moving average is $6.40 and its 200 day simple moving average is $3.49.
Super League Gaming (NASDAQ:SLGG) last announced its quarterly earnings results on Thursday, March 11th. The company reported ($0.28) EPS for the quarter, hitting the Thomson Reuters’ consensus estimate of ($0.28). The company had revenue of $0.78 million for the quarter.
Several institutional investors have recently bought and sold shares of the company. Jane Street Group LLC acquired a new stake in shares of Super League Gaming in the 3rd quarter valued at about $28,000. Golden Green Inc. acquired a new stake in shares of Super League Gaming in the first quarter valued at approximately $220,000. Finally, Virtu Financial LLC purchased a new position in shares of Super League Gaming during the third quarter worth approximately $155,000. 4.65% of the stock is owned by institutional investors and hedge funds.
Super League Gaming Company Profile
Super League Gaming, Inc operates a video gaming and esports entertainment platform for everyday players in the United States. The company offers Minehut, a social and gaming portal for the avid Minecraft players; Framerate, a social video network in gaming; SLG.TV that provides esports competitions and entertainment programming following the leagues, the teams, and players; Virtualis Studios, a virtual production studio, which offers solutions for video, television, and branded content; and City Clubs that aggregates gamers and creators across different genres of games, ages, and skill levels for digital and physical competitions.
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