Company: GCL
Filing Date: 2025-04-29
Form Type: 424B3
Source: 0001213900-25-036833
Chunk: 7

Company: GCL Global Holdings Ltd
Filing Date: 2025-04-29
Form: 424B3
Chunk 7
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 Projekt Red , and Warner Bros. console games. • Partnership with Cube Game offers significant market share potential .

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 Anti - Piracy Solutions Quality Assurance Game Publishing Goods & Merchandise Content Creation All Medium Marketing Marketing & Advertising Digital Distribution Physical Distribution ECOSYSTEM 11 Marketing Challenges

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 $197 $205 2023E 2024E 2025E 2026E Global Games Market Forecast 2 (Console, PC, & Mobile) Significant Market Opportunity Target Gaming Market 1 By 2026 the game industry is projected to surpass US $200+B +4.0% Total market CAGR 2023 - 2026 12

▪ 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 the rise in Asia, like Black Myth: Wukong, which sold 25m copies globally and was distributed by GCL in Asia. 1 ▪ Largest native language group using Steam is now Chinese 2 and GCL is distributing > 50 - 60% of the digital keys in China. ▪ Boosting digital sales through scalable platforms ensures broad reach and sustained revenue streams. ▪ Cube Game partnership consolidates sales channels; enables real - time activation key sales & expands digital market share. ▪ Strategically positioned to continue publishing indie games across fragmented Asian market ▪ Leveraging established platform, 2Game, captures opportunity as landscape shifts to digital games. 1. https://gameworldobserver.com/2025/01/31/black - myth - wukong - 25m - copies - sold - merchandise - china 2. technode.com/2024/03/05/simplified - chinese - overtakes - english - as - the