Company: GAME
Filing Date: 2025-04-15
Form Type: 10-K
Source: 0001641172-25-004869
Chunk: 1

Company: GameSquare Holdings, Inc.
Filing Date: 2025-04-15
Form: 10-K
Item: Item 1
Chunk 1
---
    Twelve-month
    period ended  December 31, 2024  
    Twelve-month
    period ended  December 31, 2023 
  
    Teams 
    $32,026,264  
    $- 
  
    Agency 
    $12,089,822  
    $11,520,901 
  
    SaaS
    + Advertising 
    $52,082,015  
    $29,782,480 

Industry
Overview and Principal Markets

Video
gaming is one of the largest and fastest growing markets in the entertainment sector, with an estimated 2.6 billion gamers globally,
with esports being the major source of growth. Esports is a term that comprises a diverse offering of competitive electronic games that
gamers play against each other. One of the biggest differences between esports and video games of old is the community and spectator
nature of esports - the competitive play against another person, either one-on-one or in teams, is a central feature of esports. Since
players play against each other online, a global network of players and viewers has developed as these players compete against each other
worldwide. Additionally, game developers have greatly increased the entertainment value of games, which has made the spectator aspect
of gaming much more prevalent and further drives expansion of the gaming market.

The
expanded reach of broadband service and the computer technology advances in the last decade have also greatly accelerated the growth
of esports. Esports has become so popular that many high schools and colleges now offer programs to support students’ interest
in esports, as well as tournaments and scholarships. The best-known esports teams are receiving marquee sponsorships and are being purchased
or invested in by a range of financial and strategic partners. The highest profile esports gamers have significant online audiences as
they stream themselves playing against other players online and potentially can generate millions of dollars in sponsorship money and
affiliate fees from their online streaming channels. Most major professional esports events and a wide range of amateur esports events
are broadcast live via streaming services.

Management
believes GameSquare is well positioned to benefit from the significant growth of the gaming and esports industry. The gaming and esports
industry is projected to have a global audience of nearly 650 million viewers by 2025, with live streaming expected to reach more than
1.4 billion by the end of 2025 and the gaming market is expected to generate more than 225 billion of revenue by 2025. GameSquare’s
revenue growth is