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GCL

GCL GlobalC
Nasdaq / Media & Entertainment
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2026-06-02
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2026-01-30
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Earnings documents stored for GCL.

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Investor releaseQuarter not tagged2026-01-30

GCL Global Q2 Earnings Call Highlights

MarketBeat

For H1 fiscal 2026, group revenue nearly doubled to $98.7 million and gross profit rose to $10.8 million, but gross margin compressed to 11% and the company reported a net loss of $5.6 million and an EBITDA loss of $2.7 million as it absorbed integration and one‑time acquisition costs. The acquisition of Ban Leong Technologies expands GCL’s hardware and consumer‑electronics distribution across Singapore, Malaysia and Thailand, and management expects integration synergies plus strategic moves (including a proposed Taiwan mobile studio deal and a $13 million ADATA-backed investment in Fourth Divinity) to strengthen publishing, bundling and hardware opportunities. Management lowered full‑year guidance to revenue > $210 million and gross profit > $21 million (from prior $240M/$30M) after two game releases were delayed into fiscal 2027, while liquidity stands at $19.8 million cash plus a $38.7 million secured term facility maturing in 2030. Interested in GCL Global Holdings Ltd.? Here are five stocks we like better. GCL Global (NASDAQ:GCL) reported sharply higher revenue for the first half of fiscal 2026, driven primarily by the consolidation of newly acquired Ban Leong Technologies, while earnings fell into a loss as the company absorbed integration and acquisition-related costs. Management also revised full-year guidance lower, citing delays of two game titles from fiscal 2026 into fiscal 2027. For the first half of fiscal 2026, Group CEO Sebastian Tok said group revenue reached $98.7 million, nearly doubling year-over-year. Tok attributed the growth largely to the consolidation of Ban Leong Technologies, which broadened the company’s reach across Asia through hardware and consumer electronics distribution. He also said the results showed “resilience” in GCL’s ecosystem strategy spanning video games, consumer electronics, and gaming hardware, despite “industry-wide delays in game releases.” → Palantir Bulls Face a Reality Check Before Earnings Gross profit increased 54.5% to $10.8 million, while gross margin declined to 11% from 13.8%. Tok said the margin compression was expected given the addition of the hardware distribution business, which he characterized as lower margin but beneficial for scale, recurring cash flow, and strengthening the company’s broader platform. GCL posted a net loss of $5.6 million, compared with a $0.8 million profit in the prior-year...

Investor releaseQuarter not tagged2026-01-30

GCL Announces First Half Fiscal Year 2026 Unaudited Financial Results

GlobeNewswire

SINGAPORE, Jan. 30, 2026 (GLOBE NEWSWIRE) -- GCL Global Holdings Ltd. (NASDAQ: GCL) (“GCL” or the “Company”), a leading provider of games and entertainment, today announced its financial results for the six months ended September 30, 2025. First Half FY 2026 Highlights Revenues of $98.7 million, up 93.9% from the prior year period. Gross Margin of 11.0% compared to 13.8% in first half fiscal year 2025. Net loss of $5.6 million, compared to net loss of $0.8 million in the same period last year. EBITDA loss of $2.7 million, compared to a gain of $0.7 million in first half fiscal year 2025. “The first half of the year marked an important period of execution and foundation-building for the company,” said Sebastian Toke, Group CEO of GCL. “We completed the acquisition of Ban Leong Technologies and began integration efforts focused on operational alignment and cost efficiencies. We also continued investing in gaming franchises that we believe have strong potential to contribute to revenue growth and margin improvement over time and secured a strategic investment in our 4Divinity publishing subsidiary, providing additional flexibility to expand our pipeline across both AAA and indie titles.” “Our year-over-year revenue growth primarily reflects the contribution from Ban Leong’s hardware, computer accessories, and multimedia product sales following the acquisition. The transaction expanded our scale and distribution reach and further diversified our operating platform. Our focus now is on disciplined integration and capturing operational synergies across our gaming and entertainment ecosystem, spanning development, publishing, hardware and software distribution, and digital marketing. As titles advance through development and commercialization, we expect our broader platform to be increasingly positioned to support more consistent operating performance over time.” Revenues for the first half of fiscal year 2026 were $98.7 million, up 93.9% from $50.9 million in the comparable six months of fiscal year 2025. The increase was driven by an expanded product line-up in the console game/hardware/accessories segment (including Ban Leong), alongside continued growth in publishing. Gross margin was 11.0% for the six months ended September 30, 2025, a decline from 13.8% in the prior year period, despite gross profit increasing 54.5% year over year to $10.8 million The margin...

TranscriptFY2026 Q22026-01-30

FY2026 Q2 earnings call transcript

Earnings source - 30 paragraphs
Operator

Good morning, and welcome to GCL's first half fiscal year 2026 earnings conference call. All participants are in a listen-only mode. There will be a presentation followed by a question-and-answer session. If you wish to ask a question, you will need to press the star key followed by the number one on your telephone keypad. Please note that this call is being recorded. I will now turn the conference over to Crocker Coulson, Investor Relations for GCL Global Holdings. Mr. Coulson, the floor is yours.

Crocker Coulson

Thanks so much, Drew. Good morning, everyone. Good evening to those of you in Asia, and thanks to all of you for joining us to review GCL's first half fiscal year 2026 results. This morning, GCL posted both the earnings release and an investor presentation for this call to our website, which you can find at ir.gclglobalholdings.com. With us on the call today are Sebastian Tok, GCL's Group Chief Executive Officer, and Kenny Lin, GCL's Group Chief Financial Officer. After the prepared remarks are concluded, we plan to open up this call for your questions. Before we begin, some statements in this teleconference are forward-looking within the meaning of the federal securities laws. Although we believe these statements are reasonable, we can provide no assurance that they will prove to be accurate because they are prospective in nature.

Crocker Coulson

Actual results may differ materially from those discussed today, and we encourage you to review our most recent filings with the SEC for risk factors that could materially impact our results. As I mentioned, you can find the earnings release, and the PowerPoint at the IR section at gclglobalholdings.com. We encourage you to review the reconciliations of certain non-GAAP measures contained within. With that, it's now my pleasure to turn the call over to GCL's Group CEO, Sebastian Tok. Sebastian, over to you.

Sebastian Tok

Thank you, Crocker. Good morning, everyone, and thank you for joining us from wherever you are. I'm Sebastian Tok, Group CEO of GCL Global Holdings. Today, I'll walk you through our first half fiscal year 2026 results and share how we are building the foundations for long-term growth. The past six months have been nothing short of a transformation. We've expanded our scale, diversified our platform, and invested in the creative and commercial engines that will drive the group forward. With that, let's quickly start with the summary and our financial numbers. For the first half of fiscal year 2026, our group revenues reached $98.7 million, nearly doubling year-on-year. This growth reflects the consolidation of Ban Leong Technologies, whose hardware and consumer electronics distribution has broadened our reach across Asia.

Sebastian Tok

It also underscores the resilience in our ecosystem strategy across video games, consumer electronics, and gaming hardware, where we continue to grow as a group despite industry-wide delays in game releases. For the same period, gross profit rose 54.5% to $10.8 million. Now, while gross margin compressed to 11% from 13.8%, this was largely expected, given the integration of the hardware distribution pillar. While hardware distribution carries lower margins, it provides scale, recurring cash flow, and a stronger platform for our ecosystem. Net loss was at $5.6 million, compared to $0.8 million in profit last year. This reflects integration costs associated with the acquisition, higher operating expenses, and one-off expense items tied to the Ban Leong acquisition. Importantly, these are investments in infrastructure, systems, and compliance that positions us for sustainable growth.

Sebastian Tok

EBITDA for the group swung to a loss of $2.7 million from a gain of $0.7 million the same period before. Again, this is a function of the expansion and acquisition costs in which we are absorbing today to unlock efficiencies and synergies tomorrow. What's important is that our continued top-line growth demonstrates demand and scale in our business, while the group executes on deliberate investments in all business verticals in building a stronger company. When we look at the strategic progress of the group beyond the numbers, the first half of this year was all about execution. We completed the acquisition and delisting of Ban Leong Technologies, a distributor with over 30 years of history and partnerships with more than 50 global brands, such as Razer, NVIDIA, Samsung, and Huawei, amongst others.

Sebastian Tok

This gives us multi-channel distribution across e-commerce, retail, and corporate resellers in Singapore, Malaysia, and Thailand. Integration is underway post-acquisition, with a focus on operational alignment and cost efficiencies. This represents our strategic move in capturing the full ecosystem of video gaming from game development, game publishing, game distribution, and now a presence in consumer electronics and gaming hardware. Moving over to game publishing, we continue to see good demand for our existing portfolio, which includes titles such as Black Myth: Wukong, Atomic Heart, S.T.A.L.K.E.R. 2, Japanese Drift Master, and many others. Within this first half, we've also released Mandragora, Whispers of the Witch Tree in Asia. We've unveiled Island of Hearts, a full motion game which doubles as a collaborative effort between our subsidiaries, 4Divinity and Titan Digital Media.

Sebastian Tok

Excitingly, we've just revealed the trailer for The Defiant, a high visual fidelity, World War II tactical FPS game. The trailer, which we've exclusively shown on IGN's channel for the first 24 hours, generated a strong global buzz, with comparisons to Call of Duty and recognition for its cultural authenticity. We were pleasantly surprised with the global hype and how well-received the trailer was, because for the first time ever, a single-player, story-driven, World War II FPS game will be telling the story from an Asian perspective, paying tribute to the personal sacrifices and war stories that occurred during the war of resistance against Japan. The Defiant, along with our other upcoming game releases, reflects our strategy of blending Asian-developed IPs with global storytelling for the masses.

Sebastian Tok

On strategic investments, I'm also happy to announce that as of the announcement that we have just released an hour ago, our publishing subsidiary, 4Divinity, has just received an additional $10 million in strategic investments from ADATA Technology, who is a world leader in the memory and storage solution space. Now, this investment is following the initial $3 million investment made from ADATA back in December 2025, thus bringing the total investment from ADATA to be at $13 million to date. The investments into 4Divinity was done at a valuation of $250 million, thus reinforcing and validating 4Divinity's position as a leading game publisher internationally, along with our upcoming pipeline of game titles. This capital truly strengthens our ability to secure additional high-profile titles and expands our capacity in game publishing and game development.

Sebastian Tok

Moving on to game partnerships and expansion, we've signed an MOU to acquire a majority stake in Alliance-Star International in Taiwan, developer of a mobile game titled Kingdom Under Fire: Civil War. Now, this deal is currently ongoing and acts as an important milestone as it empowers us with additional game development capabilities and marks our first foray into mobile game development. Taken together, this move expands our ecosystem across game development, publishing, distribution, and a full suite, further enhancing our scale and diversity to support consistent performance and growth over time. Now, I'll pass the next part to Kenny Lin, our CFO, to run through some highlights on the balance sheet and the financial numbers.

Kenny Lin

Thank you, Sebastian. Let me walk you through the balance sheet for GCL. As of September 30th, we have held $19.8 million in cash and cash equivalents, including restricted cash. We have established a $38.7 million secured term facility with a maturity to 2030, providing financial flexibility to support acquisitions and integration within the group. We are, however, revising our full year guidance to revenues exceeding $210 million and gross profit above $21 million, down from previous guidance of $240 million and $30 million respectively. This adjustment attributes mainly to two game titles delay from fiscal year 2026 to 2027, as the management views that there are significant refinements required to make this title for the period for launch, which again, reflects our true commitment in releasing high-quality game titles.

Kenny Lin

However, just to highlight these, short-term delays in the game releases does not change our long-term trajectory. Looking ahead, fiscal year 2027 is shaping up to be a breakthrough year. With our key titles in our IP portfolio scheduled for release and the benefits of our unified ecosystem coming through, we are excited and optimistic on what lies ahead for GCL. Let me pass the mic back to Sebastian.

Sebastian Tok

So as a closing, just to summarize the key highlights for this period. The group nearly doubled revenues in the first half of fiscal year 2026. We've expanded our platform with the acquisition of Ban Leong and strengthened our publishing pipeline in accordance to some of the exciting game titles that you've seen in the public domain that we've made over the last few months as well. We secured a strategic investment from ADATA that validates the strong build-out of our publishing business and the upcoming IP pipeline. And last but not least, we've laid the groundwork for fiscal year 2027, where we expect our ecosystem to start delivering on scale and along with more title releases within our game publishing universe.

Sebastian Tok

So our story truly is one of growth, integration, and investing in strong IPs, where we continue to build the group as a video gaming powerhouse that unites content and hardware, bridging cultures and delivering authentic experiences to gaming communities worldwide for the games that you deserve. Again, we thank you for your continued support as you dial in from wherever you are, and we'll now move on to the Q&A portion of today's webcast for any questions or feedback that you may have... Operator, over to you.

Operator

Thank you. If you wish to ask a question, please press star one on your telephone and wait for your name to be announced. If you wish to cancel your request, please press star two. If you are on the speakerphone, please pick up the handset to ask your question. Your first question comes from Scott Buck with H.C. Wainwright & Co. Please go ahead.

Scott Buck

Hello, guys. Thanks for taking my questions. First one, Sebastian, I was hoping you could provide just a bit more color on the types of synergies you expect to get as you continue to integrate Ban Leong.

Sebastian Tok

Okay. Scott, nice to hear from you again. Well, as we've spoken from before, the Ban Leong acquisition represents one of many things. If we look at the Ban Leong business as a whole, distribution of consumer electronics and hardware is a very stable business by itself. But when we look at the video gaming industry as a whole, software and hardware is an integral part of the entire industry. As we've mentioned from our previous calls and, you know, in some of the speeches that I've done in the public domain, in the games that have been coming forth to the market, we're seeing higher and higher visual fidelity. Naturally, that links to the need for better computers, better laptops, better parts as well.

Sebastian Tok

So with the integration of Ban Leong, while we are developing the IP, while we're distributing, while we're investing in game IP, we are now also in the consumer electronics and hardware space, where good IP, strong game releases, which drives physical higher increase in demand for consumer electronics and hardware. This enables us to now capture the demand, the revenue, the increased uptick in higher margins that we expect from game development and game publishing, but also the eventual organic demand and supply that we are, that we are in for consumer electronics as well. Apart from just forming the ecosystem that branches out from IP to hardware, as we're developing the IP, we'll need to market the IP as well.

Sebastian Tok

When you're looking at some of the limited edition, higher margin or limited runs in terms of the graphic cards or the laptops, they have done pretty well in the market today. These limited series comes with an IP attached to it. So when we are developing the IP, we now have the option to overlay the IP with some of the physical products that we're distributing. This adds on the additional visibility on the IP that we're developing. This also branches out into new business synergies that we have between distributing and publishing games, along with the bundling of the physical products as well. So when you look at the distribution side of the business that we have for Epicsoft, distribution of physical games versus distribution of consumer electronics and hardware, they've got overlapping pillars as well.

Sebastian Tok

So in the integration of the acquisition, we've found some efficiencies in the logistics, the warehousing, the manpower, and eventually, as we come together for the new fiscal 2027... fiscal year 2026 is all about integration, which is why, as we've mentioned in the speech earlier, the next coming fiscal year 2027 is all about delivering efficiencies in scale. So as a summary, I think, I'd like to just kind of sum up in a few points. One, while we're developing the IP, that gives us the ability to overlay IP with hardware. Two, we're gonna operate with additional efficiencies, thus unlocking additional value for the group.

Sebastian Tok

Three, as we are building the IP, as we're distributing game, as the game industry continues to grow, organically, we expect the growth to be seen in the gaming hardware space as well, and thereby that diversifies our financial streams, eventually building a future-proof strategy for the business as a whole. So I hope that kind of gives you better clarity.

Scott Buck

Yeah, no, that's fantastic color. I appreciate that. And then my second question, just given the guide and, I guess the push from 2026 into fiscal 2027 due to some game title timing, generally, what does your visibility look like in terms of publishing schedules? I mean, when do you start to get, you know, real comfortable in being able to put numbers for 2027 out there, guidance for 2027?

Sebastian Tok

Sure. We tend to get visibility, I would say, better visibility 6-9 months ahead of the release. And in this adjustment that we've made today, right, where we adjusted the revenue guidance for this year, it's one of a measured approach. Why? It's because as a game publisher, we work very closely with the game developers within our portfolio as well. It's one thing to kind of rush out a game that we feel is incomplete, just for the sake of meeting certain timelines, and it's another thing to hold back the release to ensure that the product is complete, it's done to a standard that we think is palatable to the gamers. And in this case, it was of the latter.

Sebastian Tok

Now, being in the game industry for almost two decades as a group, we pride ourselves in understanding what a good game is, right? Selling games, investing into games, publishing, and now going to development as well. We think that first and foremost, the gaming community deserves a well-built game. So in the publishing business, and which is, I mean, when you look at the amendment to the profit and the revenue guidance that we've done, it was exactly us taking on this measured approach to delay the release of two games, which pushes some numbers from FY 2026 to FY 2027, only because we saw the opportunity to enhance the gaming experience, to complete the game in a more robust manner, thereby having a better chance for our game to be better appreciated from the gaming community.

Sebastian Tok

So in this case, the publisher, along with the developer, we do have some voice and a say in delaying the game release if there is a need to, in enhancing the gameplay as well, which is exactly the reason why we've done that.

Scott Buck

Yep, that makes sense. Well, that's all I had, guys. I appreciate the time. Thank you.

Sebastian Tok

Thanks, Scott.

Operator

Once again, if you wish to ask a question, please press star one on your telephone and wait for your name to be announced. I will now turn it back to Sebastian for closing remarks.

Sebastian Tok

Thank you, Drew. We appreciate you taking the time to join us on the call today. If you continue to have any questions, please feel free to reach out to investor relations with any questions that you may have. Again, thank you for joining us on the call from wherever you may be, and do look out for the exciting developments for the group in the time to come. Thank you.

Operator

That does conclude our conference for today. Thank you for participating. You may now disconnect.

Investor releaseQuarter not tagged2026-01-23

GCL Schedules First Half Fiscal Year 2026 Earnings Release and Conference Call Date

GlobeNewswire

SINGAPORE, Jan. 23, 2026 (GLOBE NEWSWIRE) -- GCL Global Holdings Ltd. (NASDAQ: GCL) (“GCL” or the “Company”), a leading provider of games and entertainment, today announced it will host a conference call to discuss its first half fiscal year 2026 results on Friday, January 30, 2026, at 8:00 a.m. EST. The earnings release and related investor deck will be available prior to the event in the “Financial Results” section under “Financials”, while the live webcast will be available on the investor relations homepage and in the “Events” section under the “News & Events” header on the investor relations website at ir.gclglobalholdings.com. For participants who wish to dial in to the conference, please register in advance using the link provided below and dial in 10 to 15 minutes prior to the call. Dial-in numbers, passcode and unique access PIN would be provided upon registering. Dial-in registration link The Company intends to make the webcast replay available for one year. About GCL Global Holdings GCL Global Holdings Ltd. (“GCL”) is a holding company incorporated in the Cayman Islands (GCL together with its subsidiaries, the “GCL Group”). Through its operating subsidiaries, GCL Group unites people through its ecosystem of content and hardware in games and entertainment, enabling creators to deliver engaging experiences to gaming communities worldwide with a strategic focus on the rapidly expanding Asian gaming market. Drawing on a deep understanding of gaming trends and market dynamics, GCL Group leverages its diverse portfolio of digital and physical content as well as multimedia peripherals to bridge cultures and reach a global audience by introducing Asian-developed IP across consoles, PCs, and streaming platforms. Learn more at http://www.gclglobalholdings.com. Forward-Looking Statements This press release includes “forward-looking statements” made under the “safe harbor” provisions of the U.S. Private Securities Litigation Reform Act of 1995, and may be identified by the use of words such as “estimate,” “plan,” “project,” “forecast,” “intend,” “will,” “expect,” “anticipate,” “believe,” “seek,” “target” or other similar expressions that predict or indicate future events or trends or that are not statements of historical matters. These forward-looking statements may also include, but are not limited to, statements regarding projections, estimates and forecast...

Investor releaseQuarter not tagged2025-11-25

GCL Announces Fiscal Year 2026 Revenue and Gross Profit Expectations

GlobeNewswire

SINGAPORE, Nov. 25, 2025 (GLOBE NEWSWIRE) -- GCL Global Holdings Ltd (Nasdaq: GCL) (“GCL” or the “Company”), a leading provider of games and entertainment, today provided an update on management’s expectations for financial results for the fiscal year 2026, ending March 31, 2026. The Company’s anticipated results reflect its continued growth trajectory in the core consumer and gaming-adjacent verticals, underpinned by the integration of Ban Leong Technologies, including its established distribution footprint and the continued scaling of our digital publishing business. FY 2026 Financial Outlook Revenue is expected to exceed $240 million, an increase of $100 million over FY 2025. Gross Profit is anticipated to exceed $30 million, an increase of $10 million over FY 2025. “FY 2026 is a critical year for GCL as we continue to develop our key game IPs like Showa American Story and The Defiant, which we believe have blockbuster potential in FY 2027 and beyond,” said Sebastian Toke, Group CEO of GCL. “Over the past several months, we’ve been focused on assembling the core components of a full-service gaming ecosystem spanning from publishing, distribution, hardware, to original IP creation. Bringing these capabilities together is an essential step toward unlocking the long-term value of our platform. The integration of Ban Leong into GCL Group is proceeding well and we expect to see synergies from the combination of game IP with a full suite of gaming hardware and peripherals.” “Asian gaming studios are producing a new wave of highly original potential triple-A titles with global appeal. With our proven track record in game publishing and distribution, GCL is well-positioned to leverage this macro trend. GCL is actively working on entering into new publishing arrangements and potential investments in gaming studios to strengthen our pipeline of high potential IPs. We believe these efforts will position us for meaningful, sustainable growth as these assets begin to operate as a unified engine.” The Company plans to release its financial results for the first half of FY2026 in December and will host an investor conference call in the morning of the release. About GCL Global Holdings GCL Global Holdings Ltd. (“GCL”) is a holding company incorporated in the Cayman Islands (GCL together with its subsidiaries, the “GCL Group”). Through its operating subsidiaries, GCL Gro...

Investor releaseQuarter not tagged2025-07-31

GCL Announces Fiscal Year 2025 Financial Results

GlobeNewswire

SINGAPORE, July 31, 2025 (GLOBE NEWSWIRE) -- GCL Global Holdings Ltd (NASDAQ: GCL) (“GCL” or the “Company”), a leading provider of games and entertainment, today announced its financial results for the fiscal year ended March 31, 2025. FY2025 and Subsequent Highlights Revenues of $142.1 million, up 45.7% from the prior year period Gross Margin of 15.0% compared to 13.7% in FY2024 Net income of $5.0 million grew 350% compared to net loss of $2.0 million in FY2024 EBITDA of $10.8 million increased 980% compared to $1.0 million in FY2024 “This year marked a major inflection point for our business highlighted by a return to net income, increased gross margins, and top-line growth,” said Sebastian Toke, Group CEO of GCL. The growth seen was primarily fueled by the global success of “Black Myth: Wukong” in conjunction with distribution of a larger library of games and an increase in overall demand for our distribution and publishing pipeline. We believe “Black Myth: Wukong” is the first of many Asian AAA titles with the potential to captivate global gamers, and GCL is well-positioned to capitalize on this trend. “Looking ahead, we expect a seamless integration of Ban Leong Technologies following the close of the acquisition, and we’re confident in our ability to realize meaningful synergies that will strengthen our platform and accelerate growth. Furthermore, in an era where gaming software drives the demand for gaming hardware, the acquisition of Ban Leong as a consumer electronic and gaming hardware group will complement GCL’s ecosystem. Our full-service gaming ecosystem positions us as an increasingly attractive partner to developers across the spectrum, from indie creators to major AAA studios.” Revenues for fiscal year 2025 were $142.1 million, up 45.7% from $97.5 million in the comparable twelve months in 2024. The increase was driven by robust growth across all segments, which included global physical publishing revenues from “Black Myth: Wukong” and the expansion of our subsidiary, 2Games’s, digital library to over 8,000 games. Gross margin was 15% for the fiscal year ended March 31, 2025, an improvement of 130 basis points from 13.7% in fiscal year 2024. While the margin increase was partly driven by the success of “Black Myth”, it also reflected generally higher profit margins from publishing and digital sales. The cost of revenues was $120.8 million for...

Investor releaseQuarter not tagged2025-07-24

GCL Schedules Fiscal Year 2025 Earnings Release and Conference Call Date

GlobeNewswire

SINGAPORE, July 24, 2025 (GLOBE NEWSWIRE) -- GCL Global Holdings Ltd. (NASDAQ: GCL) (“GCL” or the “Company”), a leading provider of games and entertainment, today announced it will host a conference call to discuss fiscal year 2025 results on Thursday, July 31, 2025, at 8:00 a.m. EDT. The earnings release and related investor deck will be available prior to the event in the “Financial Results” section under “Financials”, while the live webcast will be available in the “Events” section under the “News & Events” header on the investor relations website ir.gclglobalholdings.com. For participants who wish to join the conference using dial-in numbers, please register in advance using the link provided below and dial in 10 to 15 minutes prior to the call. Dial-in numbers, passcode and unique access PIN would be provided upon registering. https://s1.c-conf.com/diamondpass/10049090-0r79pc.html The Company intends to make the webcast replay available for one year. About GCL Global Holdings GCL Global Holdings Ltd. unites people through immersive games and entertainment experiences, enabling creators to deliver engaging content and fun gameplay experiences to gaming communities worldwide with a strategic focus on the rapidly expanding Asian gaming market. Drawing on a deep understanding of gaming trends and market dynamics, GCL Group leverages its diverse portfolio of digital and physical content to bridge cultures and audiences by introducing Asian-developed IP to a global audience across consoles, PCs, and streaming platforms. Learn more at http://www.gclglobalholdings.com. Forward-Looking Statements This press release includes “forward-looking statements” made under the “safe harbor” provisions of the U.S. Private Securities Litigation Reform Act of 1995, and may be identified by the use of words such as “estimate,” “plan,” “project,” “forecast,” “intend,” “will,” “expect,” “anticipate,” “believe,” “seek,” “target” or other similar expressions that predict or indicate future events or trends or that are not statements of historical matters. These forward-looking statements may also include, but are not limited to, statements regarding projections, estimates and forecasts of revenue and other financial and performance metrics, projections of market opportunity and expectations, the estimated implied enterprise value of GCL’s ability to scale and grow its business, t...

As of 2026-05-18 • Updated weeklySource: Earnings sourceIngestion runbook