Company: GCL
Filing Date: 2025-07-31
Form Type: 424B3
Source: 0001213900-25-070094
Chunk: 70

Company: GCL Global Holdings Ltd
Filing Date: 2025-07-31
Form: 424B3
Chunk 70
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 are focused on growing into a fully integrated ecosystem in the gaming industry through organic growth and strategic acquisitions of complementary businesses.

Invest and monetize game IP through transmedia

We believe that the overall
entertainment industry is converging towards transmedia, a trend in which game companies adapt rich source material from their game IP
to film, television, comics and other media to boost revenues, deepen engagement and expand the reach of the franchise. Recent notable
examples would be the Dungeon & Dragon movie and the Witcher series on Netflix which were based
on the Dungeons and Dragons and the Witcher game series and derived from the Witcher novel
series. Since 2018, we have witnessed a growing number of video game adaptations that have made their way onto home streaming services.
In the case of S.T.A.L.K.E.R. 2: Heart of Chornobyl,a game we co-published in 2024, the anticipation of the game led to a film
adaptation released in October 2024 which became a catalyst for the game launch in November 2024. As we enter into content and game creation
and investment in game IP and establish our international presence as game publisher outside of Asia, we believe we are well positioned
to allow for IP adaptations across various mediums for potential further monetization through transmedia.

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Build a digital platform to increase market share in the distribution of activation keys

Games are currently being distributed either as a physical packaged good or in the form of activation keys. While the market for distribution of games as physical packaged goods is quite mature, we believe the market for distribution of activation keys is still nascent in Asia primarily for the following reasons:

| ● | lack                                                                                             
 of data security over the transmission of activation keys from game studios to game distributors 
 due to a gap in technology infrastructures;                                                      |

| ● | a                                                                                           
 gap in live governance over the consignment and sale of activation keys by retail partners; |

| ● | the                                                                                            
 need for a high degree of human intervention in the transmission of activation keys from       
 game studios to game distributors, reconciliation of records, such as the number of activation 
 keys sold, and tracking of sales periods;                                                      |

| ● | lack                                                                                          
 of a live tracking system allowing the price of the activation keys to track the sales period 
 on the Steam platform, and the sales periods designated by the game studios as the special    
 promotional periods.                                                                          |

We are building a new digital platform (“Key Vault