Company: GCL
Filing Date: 2025-07-31
Form Type: 20-F
Source: 0001213900-25-069672
Chunk: 59

Company: GCL Global Holdings Ltd
Filing Date: 2025-07-31
Form: 20-F
Item: Item 4
Chunk 59
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,000 game titles available on 2Game’s platform. 2Game currently has almost 1 million registered
users and approximately 41.2% of 2Game’s revenue comes from Europe, with approximately 26.2% from Asia, 26.9% from the U. S. and
the remaining 5.7% from Latin America. We have sold more than 14.1 million of physical and digital copies of video games during the past
three fiscal years.

Based
on Newzoo’s Global Games Market Report 2024 (August 2024), over 53% of the 3.42 billion gamers in the world in 2024 are
from the Asia-Pacific region. Most of this growth is driven by player growth in Central and Southeast Asian markets. It was reported
that as of March 2025, Chinese overtakes English as the most commonly used language on Steam 4 Black Myth: Wukong 5 Tencent

Unique
position to offer a full suite of game marketing, distribution and publishing services with strong value proposition for game studios

The
Asian gaming market remains fragmented and highly competitive today with games being sold at different price points, depending on the
demand and purchasing power of the local market. Given the number of Asian languages and cultures in the region, there is also a non-uniform
demand of gaming content depending on the relevance of the game IP in Asia. For example, the demand of a basketball game like NBA would
traditionally be stronger in the Philippines than in Indonesia due to the sports centric local culture in the Philippines that transcends
through social and economic barriers.

With
our extensive distribution network in Asia, and long-standing relationships with our resellers in the region, we have built our expertise
and local domain knowledge by staying very close to the ground as historical games sales data can give us intelligence on the best ways
certain games should be distributed in certain parts of Asia. We have an in-house creative media design team with creative designers,
video editors, videographers and studio facilities to produce marketing and promotional materials adapted to local markets. We also have
our own production studio and an advertising agency. We leverage TDM influencers to help increase the outreach and visibility of our
games via content creation in a bid to quickly amass substantial player numbers. For many consumers, the viewpoints and recommendations
of these influencers and creators have replaced traditional journalism and games criticism. Growing our business into game publishing,
marketing and media and having our own digital