Company: GCL
Filing Date: 2025-07-31
Form Type: 424B3
Source: 0001213900-25-070094
Chunk: 68

Company: GCL Global Holdings Ltd
Filing Date: 2025-07-31
Form: 424B3
Chunk 68
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 offerings. GCL and Ban Leong will also assess how the GCL Group’s existing sales and distribution
infrastructure across Asia can support the broader commercialisation of GCL’s games portfolio.

Expand our “hit” game titles offerings through more sales channels

Our core strategy is to capitalize
on the popularity of video games by distributing and publishing more high-quality interactive entertainment experiences to the growing
Asian gaming market. We focus on building a large catalogue of game offerings by obtaining the distribution rights for “hit”
game titles which can create sequels and incremental revenue opportunities through add-on content and merchandise. During the fiscal year
ended March 31, 2025, 2024 and 2023, we sold approximately 6.5 million, 5.0 million, and 2.7 million physical and digital game titles
in addition to back catalog games, respectively. We plan to continue to support the success of our games in the marketplace through innovative
marketing programs, leverage global and our own TDM influencers to help increase the outreach and visibility of our games, and further
expand our distribution network by acquiring additional retail sales and distribution channels, including e-commerce sites that are relevant
to our target audience. This strategy will not only bolster our market leading position in the game distribution market but also attract
more game publishing opportunities to us, and therefore enhancing our overall ability to monetize game IP. To further expand our game
titles offerings, we have started extensive planning of a large scale game development project since early 2024. For instance, in December
2024, Nekcom signed a publishing agreement with us appointing 4Divinity as Nekcom’s global publisher and distributor of its upcoming
game Showa American Story, excluding certain regions previously licensed to other parties.

Invest in emerging technologies, development studios, and distribution channels, including digitally delivered content

The interactive entertainment software industry is delivering a growing amount of content for traditional platforms through digital download. Partly due to the availability of digital-only consoles and early-access benefits of digital copies of video games, we believe digital distribution of the games will continue to rise. We provide digitally delivered games in the form of activation keys, which typically have a higher gross margin than physically delivered boxed console games. Many of our titles that are available through retailers as packaged goods products are also available through activation keys (from websites we own or third-party websites). We will continue to invest in emerging opportunities in upcoming titles across all platforms, as well as downloadable content for existing titles.

During