Company: GCL
Filing Date: 2025-04-03
Form Type: F-1
Source: 0001213900-25-028608
Chunk: 119

Company: GCL Global Holdings Ltd
Filing Date: 2025-04-03
Form: F-1
Chunk 119
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, using digital, online, outdoor, and print marketing; |

| ● | adapting                                                                                           
 international game products to local markets, including but not limited to, producing localization 
 materials in additional languages (e.g., Chinese, Japanese, Korean, and Thai) and otherwise        
 providing a connection between the games and the local gaming communities;                         |

| ● | employing                                                                                
 various other marketing methods designed to promote consumer awareness, including social 
 media, the use of character standees, point-of-sale (“POS”) materials,                   
 compact discs (“CDs”), CD inlays, manuals, and stationary and mobile                     
 billboards;                                                                              |

| ● | hosting                                                       
 in-person and virtual launch or other promotional events; and |

| ● | leveraging                                                                                     
 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 the games we distribute.              |

Our sales and marketing
efforts are spearheaded by our Deputy Group CEO, Group Chief Marketing Officer and Head of Publishing, Mr. Keith Liu Min Tzau who
leads, plans and executes marketing campaigns, collaborates with global game publishers and studios, and manages game releases on Valve’s
Steam platform, Microsoft’s Xbox and Sony’s PlayStation Network. As of March 31, 2025, we had 60 full-time employees dedicated
to sales and marketing.

Competition

The market for video game distribution and marketing in Asia is quickly evolving, and competition is intensifying as new competitors enter the market and current competitors expand their product offerings. In order to secure licensing and distribution agreements with AAA game publishers when competing with larger, better financed companies, we may be forced to agree to contractual terms that provide for lower aggregate payments to us over the life of the distribution agreement, which could adversely affect our margins. Our failure to compete effectively for the distribution right for “hit” game titles could have a material adverse effect on our business, prospects, financial condition or future operating results.

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In our video game distribution business, we face competition primarily from other games and interactive entertainment companies, that range in size and cost structures from small, little known local or regional distributors with limited resources to very large with greater financial, marketing, technical and other resources than ours, such as Electronic Arts Inc. and Activision Blizzard, Inc. Small business competitors may be able to offer more cost competitive solutions for video game distributions, due to their lower overhead costs.

In our game publishing business,