Company: GCL
Filing Date: 2025-09-09
Form Type: 424B3
Source: 0001213900-25-086274
Chunk: 82

Company: GCL Global Holdings Ltd
Filing Date: 2025-09-09
Form: 424B3
Chunk 82
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42 billion gamers are from the Asia-Pacific region. Most of this growth is driven by
player growth in Central and Southeast Asian markets.

Video game sales and distribution
was one of the handful of businesses positively affected by the COVID-19 pandemic, driven by the demand for more home entertainment.
Game-related engagement is sticky, and we believe many players who entered the market during the early lockdown years of the pandemic
will continue to be engaged with video games in one form or another. Historically, the video game industry has proved to be relatively
resilient during periods of economic downturn since gaming offers a cheaper home entertainment alternative to the large ticket discretionary
spending items.

Video game piracy is when
an individual, group, or business copies and/or distributes video game software without the authorization of the intellectual property
owner of the video game. By making unauthorized copies of the games or allowing players to download games for free or at a reduced price,
scammers are taking profit from game developers, publishers and studios. Game piracy is a global issue in the gaming industry. Based
on a survey published by QATestLab on November 16, 2022, around 1 in 10 gamers have illegally downloaded or played a pirated video game
over the past three months. Today, this presents a challenge to all game studios which are losing sizeable revenue to unauthorized
listings of their games online. Through our distribution network and long-standing relationships with our customers, we believe we can
offer a unique value proposition to the international game studios in combating the issue of game piracy through take-down and conversion
of unauthorized sales listings. We believe that there is a large market demand for this service and we plan to leverage our network and
technology to help game studios and publishers recoup some of the revenues lost to piracy.

We believe that the overall
entertainment industry is converging towards transmedia, a trend in which game companies bring their game IP to film, television, and
other media to expand the reach of their franchise and bring consumers back to their core game franchise. By growing our business into
game publishing, game creation and game IP investment, we believe we are well-positioned to move up the value chain in the game creation
process to build our game IP and potentially monetize game IP through transmedia.

| 2 | https://advanced-television.com/2022/10/11/survey-video-game-piracy-set-to-rise/ |

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GCL Group

Through