Company: GCL
Filing Date: 2025-08-27
Form Type: DRS
Source: 0001213900-25-080905
Chunk: 84

Company: GCL Global Holdings Ltd
Filing Date: 2025-08-27
Form: DRS
Chunk 84
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CL Group has either published or co-published a total of twelve game titles.

Titan Digital Media (“TDM”)
is a Group Subsidiary specialized in creating customized and strategic marketing campaigns specific to a brand’s needs. With its
in-house strategists, producers, designers, video production and marketing team, TDM is a full-service agency that connects a brand with
its target audience to achieve campaign key performance indicators (“KPIs”) and marketing goals. It has a production
studio, an advertising agency, and a multi-channel network of talent.

Ban Leong Technologies Limited
("Ban Leong") is an indirect wholly-owned subsidiary of the Company, principally engaged in the wholesale and
distribution of computer peripherals, accessories and other multimedia products.

GCL Group is headquartered
in Singapore, with subsidiaries in Malaysia, Hong Kong, China, Japan, Brazil, the United Kingdom and the United Arab Emirates.

| 1 | https://www.gamespot.com/gallery/top-10-best-selling-video-games-of-all-time/2900-4814/#1 |

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Industry Background and Market Opportunities

Based on Newzoo’s
Global Games Market Report 2024 (August 2024), the global games market is projected to generate $186 billion in revenue in 2025.
While mobile games have grown to now account for approximately 49% of the global games market revenue, PC and console gaming was a major
growth driver. It is also projected that the global games market will grow to $213.3 billion by 2027.

The number of players worldwide
is projected at 3.42 billion in 2024, an annual growth rate of over 4.5% from 2023. Based on Newzoo’s Global Market Report
2024, it is estimated that over 53% of the 3.42 billion gamers are from the Asia-Pacific region. Most of this growth is driven by
player growth in Central and Southeast Asian markets.

Video game sales and distribution
was one of the handful of businesses positively affected by the COVID-19 pandemic, driven by the demand for more home entertainment.
Game-related engagement is sticky, and we believe many players who entered the market during the early lockdown years of the pandemic
will continue to be engaged with video games in one form or another. Historically, the video game industry has proved to be relatively
resilient during periods of economic downturn since gaming offers a cheaper home entertainment alternative to the large ticket