Company: GCL
Filing Date: 2025-07-31
Form Type: 424B3
Source: 0001213900-25-070094
Chunk: 6

Company: GCL Global Holdings Ltd
Filing Date: 2025-07-31
Form: 424B3
Chunk 6
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 except as may be required under applicable securities
laws. As a result of a number of known and unknown risks and uncertainties, our actual results or performance may be materially different
from those expressed or implied by these forward-looking statements.

<div align='center'>iii

PART I</div>

ITEM 1. IDENTITY OF DIRECTORS, SENIOR MANAGEMENT AND ADVISERS

Not applicable.

ITEM 2. OFFER STATISTICS AND EXPECTED TIMETABLE

Not applicable.

ITEM 3. KEY INFORMATION

A. Reserved

B. Capitalization and Indebtedness

Not applicable.

C. Reasons for the Offer and Use of Proceeds

Not applicable.

D. Risk Factors

Our business and our industry are subject to significant risks. You should carefully consider all of the information set forth in this report, including the following risk factors, in evaluating our business. If any of the following risks actually occur, our business, financial condition, results of operations, and growth prospects would likely be materially and adversely affected. Additional risks not presently known to us or that we currently deem immaterial may also impair our business operations. The trading price and value of our securities could decline due to any of these risks, and you may lose all or part of your investment. This report also contains forward-looking statements that involve risks and uncertainties. See the section entitled “Cautionary Note Regarding Forward-Looking Statements.”

Risks Related to the Company’s Business and Industry

Our business will suffer if we are unable to distribute and publish new game titles, “hit” game titles or sequels to such “hit” titles.

Our business depends on distributing
and publishing games that consumers will purchase, download and spend time and money playing. We currently distribute and sell to retailers
and consumers console games, game codes, and gaming content that are compatible with major gaming consoles such as Sony PlayStation, Microsoft
Xbox, and personal computers (“PCs”). Our sales and marketing efforts are focused on both distributing more
games and improving the experience of the games we currently distribute (for example, through merchandise and localized promotional materials).
We generate revenue primarily from distribution of video games in Asia from international PC and video game publishers and studios. We
commit to a certain marketing budget to market and promote the games. For games distributed through third-party platforms such as Steam,
we are required to pay the platform providers at a pre-determined rate. These costs are expected to remain a significant portion of our
cost of revenues. In order to remain profitable, we need