Gcl Global Holdings Ltd · NASDAQ:GCL

Gcl Global — Investor Presentation (February 2025)

26 slides from Gcl Global's investor presentation, Feb 18, 2025

  1. Slide 1: GCL Investor Deck February 2025

    GCL Investor Deck February 2025

  2. 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

  3. 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

  4. Slide 4: Our Mission

    Our Mission THE ASIAN POWERHOUSE IN GAMES & 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.”

  5. 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

  6. 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

  7. Slide 7: Our Core Business Segments

    Our Core Business Segments 20 14 20 18 20 22 20 23 20 24/ 25 Games Distribution B2B 7 7 Content Creation Marketing B2C Game Publishing B2C Digital Game Store B2C Game Development B2C Peripherals B2C

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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 $184 $189 $19

  13. Slide 13: Game Market Dynamics

    ▪ 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

  14. 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

  15. 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

  16. Slide 16: We Are in Asia: End-to-End Value Chain

    We are in Asia End - to - End Value Chain Full - suite gaming ecosystem GCL Subsidiaries GAM5 Physical & D ig ital Game Distrib ution excludes publishing biz Game Pub fishin g & IP Management Content Creation & Marketing + Social Com nlerce Digital Game Platform Game Codes & Community Marke! Comps P

  17. Slide 17: Strategic Growth Drivers

    Strategic Growth Drivers I I Enhance IP i monetization through transmedia Invest in original IP and in - house game I development studios I I I Scale innovative t digital pla¥orms B olt - o n strategic acquisitions I 1 1 Revenue stream t expansion

  18. Slide 18: Revenue & Non-GAAP Adjusted EBITDA

    Revenue & Non - GAAP Adjusted EBITDA (US c/o//ars in m////ons) FY23 +26.0% - Reve r e - « - EB[TDA FY24* Fiscal year ends 31 Mar FY24 Non'GAAP EBI T OA negatively mpacfed by non'recurmg transachon ex penses mm the business combination See the appendix io we deiinihon oi each non 1w \ ' meas • e as w

  19. Slide 19: FY2024 Revenue by Segment

    FY2O24 R evenue by Segment (US c/o//ars in m//lions) $97.5M Total Revenue FY2024 2Game Segment; $32M GAME Publishing Segment; $3M Titan Segment; $3M TTN Distribution Segment; $60M EPIC

  20. 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

  21. Slide 21: Appendix

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  22. Slide 22: Cap Table

    Cap Table 2,875,000 Sponsor Founder Shares 3,401,394 Public Shares 120,000,000 Shares issued to GCL 126,276,394 Total Shares outstanding 16,500,000 Warrants (1) 18,941,459 Equity Incentive Plan (2) 161,717,853 Total shares on fully - diluted basis 95,690,973 Restricted Shares (3) 30,585,421 Unrestri

  23. Slide 23: Balance Sheet (US dollars)

    Balance Sheet (US dollars) 23

  24. Slide 24: Statement of Operations, Six Months Ended September 30

    For the Six Months Ended September 30, 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 ) (30,237,7

  25. Slide 25: Reconciliation of Non-GAAP to GAAP Measures

    Reconciliation of Non - GAAP to GAAP Measures (unaudited) (US dollars) 25

  26. Slide 26: The Asian Powerhouse in Games & Entertainment

    THE ASIAN POWERHOUSE IN GAMES & ENTERTAINMENT

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