Gcl Global Holdings Ltd · NASDAQ:GCL
Gcl Global — Investor Presentation (February 2025)
25 slides from Gcl Global's investor presentation, Feb 14, 2025
Slide 1: GCL Investor Deck
GCL Investor Deck February 2024
Slide 2: Disclaimer and Forward-looking statements
This presentation and any oral statements made in connection with this presentation shall neither constitute an offer to sell nor the solicitation of an offer to buy any securities, nor shall there be any sale of securities in any jurisdiction in which the offer, solicitation or sale would be unlawf
Slide 3: About GCL
As Asia’s full - suite gaming group , we offer development, distribution, marketing, and publishing of video games, activation keys, and other entertainment content throughout Asia , Europe , and the U.S. About GCL Prominent partner for international PC & video game publisher & developers Sales & ma
Slide 4: Our Mission: The Asian Powerhouse in Games & Entertainment
Our Mission THE ASIAN POWERHOUSE IN GAMES s ENTERTAINMENT “GCL is dedicated to bringing successful video game IPs and entertainment content to a global audience and delivering immersive, high - quality experiences across devices and streaming platforms.”
Slide 5: Experienced Leadership
Experienced Leadership Jacky Choo is a games industry veteran and entrepreneur who has helped shape the PC and video games consoles market in Asia with almost 2 decades of experience in the business. A media owner in his twenties with a Singapore games publication, he secured the exclusive distribut
Slide 6: Investment Highlights
Investment Highlights 1 2 4 5 Full - service development, publishing, distribution, and marketing ecosystem creates efficiencies Leveraging media landscape to expand IP’s reach and value through transmedia Veteran leadership executing global industry vision 3 Extensive distribution portfolio of gami
Slide 7: Our Core Business Segments
Our Core Business Segments Distribution 20 14 20 18 20 22 20 23 20 24/ 25 B2B 7 7 Content Creation Marketing B2C Game Publishing B2C Digital Game Store B2C Game Development B2C Peripherals B2C
Slide 8: Ecosystem Strategy
Ecosystem Strategy Dominating the major components of the video gaming industry by moving up the value chain Now Consumer Hardware Game Studios Retail Stores (physical & digital) Game distributors Game Publishers Consumer Hardware Game Studios Retail Stores (physical & digital) Game distributors Gam
Slide 9: Ecosystem Mechanics and Continuous Feedback
Awareness and understanding of the constantly shifting market dynamics empowers GCL to easily assess and validate the value & lifecycle of game IPs. Sales, marketing, and IP stakeholders provide valuable reservoir of game data. 01 02 03 04 05 Publishing Game Studio Distribution Content Creation & Ma
Slide 10: GCL's Competitive Advantages
• Extensive regional networks of resellers & physical locations. • Asian publishing rights for digital distribution of top - selling games such as Grand Theft Auto V, Cyberpunk 2077 & Sonic X Shadow Generations . • First port of call for games to be sold in Asia with growing reputation for global se
Slide 11: Resolving Industry Pain Points
Piracy Regional Regulation & Variation Digital Distribution Complexities Resolving Industry Pain Points As the only full - suite gaming group in Asia, we’re uniquely equipped to drive game production through the life cycle Artistic Vision Technical Application Market Demand Investment Localization A
Slide 12: Significant Market Opportunity
Worldwide Gaming Population (Console + PC) US $92.3 billion GCL’s Addressable Market US $30.2 billion 1. @Newzoo | Global Games Market Report | October 2023 Newzoo.com/games - market - reports - forecasts 2. www.Newzoo.com/resources/trend - reports/pc - console - gaming - report - 2023 Significant M
Slide 13: Positioned to Capitalize on Game Trends
▪ Increasing integration and cross - platform compatibility between gaming ecosystems. ▪ Consumer shift from physical to digital games. Game Market Dynamics Game Distribution Market Drivers Positioned to Capitalize on Game Trends Asia Source of Innovation For New Games ▪ Indie & premium games are on
Slide 14: New Digital Marketplace Will Drive Market Share Capture
New Digital Marketplace Will Drive Market Share Capture PC Gamers Channels Third - party retailers An innovative solution, “Playcube” 1 digital platform when fully developed is expected to provide a centralized alternative to streamline the sale of game keys in Asia with enhanced piracy safeguards a
Slide 15: Strategy to Monetize Game IP Through Transmedia
Merchandise Netflix Series Books Games Strategy to Monetize Game IP Through Transmedia Adapting rich source material from game IP to film, television, comics, etc., leveraging promotional opportunities across the media landscape to boost revenues, deepen engagement & expand the reach of the franchis
Slide 16: End-to-End Value Chain
End - to - End Value Chain Full - suite gaming ecosystem GCL Subsidiaries q D I Y I N 1 T Y GAME Physical & Digital Game Distribution excludes publishing biz Game Publishing & IP Management Cont e nt Creation & Marketing + Social Commerce Digita I Game Platform Game Codes & Community Market Comps u
Slide 17: Strategic Growth Drivers
Strategic Growth Drivers 17 Enhance IP I monetization through transmedia Invest in original IP and in - house game development studios , Scale innovative t digital pla0orms Bolt - on strategic acquisitions , Revenue stream 4 expanston
Slide 18: Revenue & Non-GAAP Adjusted EBITDA
Revenue & Non - GAAP Adjusted EBITDA (US #ofiars in millions) 18 FY23 +26.0% - Revenue - • - EBITDA FY24* Fiscal year ends 31 Mar *FY24 Non - GAAP EBITDA negatiYely impacted by non<e0urring Pansac0on expenses from the business combination. See the Appendix for the definition of each non - GAAP measu
Slide 19: FY2024 Revenue by Segment
1g FY2024 Revenue by Segment \ US dollars in mï//ïons) $97.5M Total Revenue FY2024 2Game Segment; $32M OAM E """"""""""""""""""""""""" - . Publishing Segment; $3M 4 U Z V I N J "I" Y Titan Segment; $3M IT}g,ggj Distribution Segment; t60M
Slide 20: Investment Summary
Investment Summary 1 2 3 4 5 End - to - end value chain includes developing, publishing, and marketing a growing portfolio of games, key codes, and related products Almost two decades of industry data and expertise means high barriers for potential new competing entrants Capitalizing on fast - growi
Slide 21: Appendix
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Slide 22: Balance Sheet
Balance Sheet (US dollars) 22
Slide 23: Income Statement
2023 2024 REVENUES 36,047,105 $ 50,905,030 $ Revenues 41,464 675 Revenues, a related party 36,088,569 50,905,705 TOTAL REVENUES COST OF REVENUES (25,401,903) (36,579,493) Cost of revenues (4,835,828) (7,308,820) Cost of revenues, related parties (30,237,731) (43,888,313) TOTAL COST OF REVENUES 5,850
Slide 24: Reconciliation of Non-GAAP to GAAP Measures
Reconciliation of Non - GAAP to GAAP Measures (unaudited) (US dollars) 24
Slide 25: The Asian Powerhouse in Games & Entertainment
THE ASIAN POWERHOUSE IN GAMES s ENTERTAINMENT
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