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GameSquare Announces Strong World-Building Growth for 2024 and Continued Momentum for 2025

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GameSquare Holdings (NASDAQ:GAME) reported strong performance in its world-building solutions for 2024, generating $3.9 million in revenue with a 25% gross margin and over 125 million minutes of gameplay. The company created experiences for major brands including Paramount's SpongeBob SquarePants, Top Golf, and 5-Hour ENERGY.

Based on 2024's success, management projects 100% year-over-year revenue growth to approximately $8 million in 2025, with gross margins expected to improve to over 30%. GameSquare's platform leverages professional gamers-turned-developers to build custom worlds in games like Fortnite, Roblox, and Grand Theft Auto, targeting Gen Z, Gen Alpha, and Millennial audiences.

GameSquare Holdings (NASDAQ:GAME) ha riportato una forte performance nelle sue soluzioni di world-building per il 2024, generando 3,9 milioni di dollari di fatturato con un margine lordo del 25% e oltre 125 milioni di minuti di gioco. L'azienda ha creato esperienze per marchi importanti tra cui SpongeBob SquarePants della Paramount, Top Golf e 5-Hour ENERGY.

Basandosi sul successo del 2024, la direzione prevede una crescita del fatturato del 100% anno su anno fino a circa 8 milioni di dollari nel 2025, con margini lordi che si prevede miglioreranno a oltre il 30%. La piattaforma di GameSquare sfrutta i giocatori professionisti diventati sviluppatori per costruire mondi personalizzati in giochi come Fortnite, Roblox e Grand Theft Auto, mirando a pubblici della Gen Z, Gen Alpha e Millennials.

GameSquare Holdings (NASDAQ:GAME) reportó un sólido desempeño en sus soluciones de construcción de mundos para 2024, generando 3,9 millones de dólares en ingresos con un margen bruto del 25% y más de 125 millones de minutos de juego. La compañía creó experiencias para marcas importantes, incluyendo SpongeBob SquarePants de Paramount, Top Golf y 5-Hour ENERGY.

Basándose en el éxito de 2024, la dirección proyecta un crecimiento de ingresos del 100% interanual hasta aproximadamente 8 millones de dólares en 2025, con márgenes brutos que se espera mejoren a más del 30%. La plataforma de GameSquare aprovecha a jugadores profesionales que se han convertido en desarrolladores para construir mundos personalizados en juegos como Fortnite, Roblox y Grand Theft Auto, dirigiéndose a audiencias de la Gen Z, Gen Alpha y Millennials.

GameSquare Holdings (NASDAQ:GAME)는 2024년 세계 구축 솔루션에서 강력한 성과를 보고하며 390만 달러의 수익을 창출하고 25%의 총 마진과 1억 2500만 분 이상의 게임 플레이를 기록했습니다. 이 회사는 Paramount의 스폰지밥 네모바지, Top Golf 및 5-Hour ENERGY와 같은 주요 브랜드를 위한 경험을 창출했습니다.

2024년의 성공을 바탕으로 경영진은 2025년에 약 800만 달러에 달하는 전년 대비 100%의 수익 성장을 예상하며, 총 마진은 30% 이상으로 개선될 것으로 보입니다. GameSquare의 플랫폼은 전문 게이머에서 개발자로 전환된 인력을 활용하여 Fortnite, Roblox 및 Grand Theft Auto와 같은 게임에서 맞춤형 세계를 구축하며, Gen Z, Gen Alpha 및 밀레니얼 세대를 타겟으로 하고 있습니다.

GameSquare Holdings (NASDAQ:GAME) a rapporté une performance solide dans ses solutions de construction de mondes pour 2024, générant 3,9 millions de dollars de revenus avec une marge brute de 25 % et plus de 125 millions de minutes de jeu. L'entreprise a créé des expériences pour de grandes marques, notamment SpongeBob SquarePants de Paramount, Top Golf et 5-Hour ENERGY.

Sur la base du succès de 2024, la direction prévoit une croissance des revenus de 100 % d'une année sur l'autre pour atteindre environ 8 millions de dollars en 2025, avec des marges brutes qui devraient s'améliorer à plus de 30 %. La plateforme de GameSquare s'appuie sur des joueurs professionnels devenus développeurs pour créer des mondes personnalisés dans des jeux comme Fortnite, Roblox et Grand Theft Auto, ciblant les audiences de la Gen Z, de la Gen Alpha et des Millennials.

GameSquare Holdings (NASDAQ:GAME) meldete eine starke Leistung in seinen World-Building-Lösungen für 2024, mit 3,9 Millionen Dollar Umsatz bei einer Bruttomarge von 25% und über 125 Millionen Minuten Spielzeit. Das Unternehmen hat Erfahrungen für große Marken wie Paramounts SpongeBob Schwammkopf, Top Golf und 5-Hour ENERGY geschaffen.

Auf Grundlage des Erfolgs von 2024 prognostiziert das Management ein jährliches Umsatzwachstum von 100% auf etwa 8 Millionen Dollar im Jahr 2025, wobei die Bruttomargen voraussichtlich auf über 30% steigen werden. Die Plattform von GameSquare nutzt professionelle Gamer, die zu Entwicklern geworden sind, um maßgeschneiderte Welten in Spielen wie Fortnite, Roblox und Grand Theft Auto zu erstellen und richtet sich an die Zielgruppen Gen Z, Gen Alpha und Millennials.

Positive
  • Revenue of $3.9 million from world-building services in 2024
  • Projected 100% revenue growth to $8 million in 2025
  • Expected gross margin improvement from 25% to over 30% in 2025
  • 125 million minutes of gameplay generated in 2024
  • Growing pipeline of opportunities from new and existing brand partners
Negative
  • Current gross margin of 25% indicates relatively high costs

Insights

GameSquare's world-building division demonstrates promising growth metrics, though the $3.9 million revenue represents a relatively small portion of their overall business given their market capitalization. The projected 100% growth to $8 million in 2025 and margin expansion from 25% to 30% indicate improving operational efficiency and scaling benefits.

The 125 million minutes of gameplay engagement is particularly noteworthy as it represents substantial user interaction, important for brand advertisers seeking authentic connections with younger demographics. Their success in attracting major brands like Paramount and TopGolf validates their platform's effectiveness in the emerging metaverse advertising space.

A key competitive advantage lies in their development team's gaming background, enabling creation of more authentic and engaging experiences in popular platforms like Fortnite and Roblox. The improving gross margins suggest potential operational leverage as they scale, though maintaining growth rates may require significant ongoing investment in talent and technology.

The expansion of their brand partner portfolio across diverse sectors - including food and beverage, payments, and entertainment - indicates strong market validation and reduces concentration risk. However, investors should monitor the pace of client acquisition and retention rates to assess the sustainability of their growth trajectory.

GameSquare's world-building campaigns drove over 125 million minutes of gameplay and generated $3.9 million in revenue in 2024

Excellent results in 2024 support a strong pipeline and management expects revenue from world-building projects to increase 100% in 2025

FRISCO, TX / ACCESS Newswire / February 13, 2025 / GameSquare Holdings, Inc. (NASDAQ:GAME), ("GameSquare", or the "Company"), a next-generation media company with roots in gaming and creator entertainment, today announced record annual sales for 2024 from its expanding world-building solutions. During 2024, GameSquare created unique and innovative experiences for leading brands including recent deployments for Paramount's SpongeBob SquarePants, Top Golf, 5-Hour ENERGY® and other large global brands within the food and beverage, payments, QSR, entertainment and media markets.

For 2024, GameSquare had annual sales from world-building and related services of $3.9 million with a gross margin of approximately 25%. These campaigns generated over 125 million minutes of gameplay in 2024, enabling brands to deepen their engagement with gaming audiences. As a result of 2024's success, GameSquare is seeing growing interest in its capabilities from new and existing brand partners. These trends are supporting a growing pipeline of opportunities and management expects revenue from world building campaigns to grow 100% year-over-year to approximately $8 million with gross margin expected to improve to over 30% in 2025.

"GameSquare's platform was uniquely positioned to capitalize on the tremendous growth for world building campaigns. Because our team is comprised of professional gamers-turned-developers, we can build engaging custom worlds inside metaverse-style games like Fortnite, Roblox and Grand Theft Auto that resonate with gamers and youth audiences," stated GameSquare CEO Justin Kenna.

Kenna continued, "The success of our world-building efforts in 2024, is driving a strong pipeline of potential activations, as more brands turn to GameSquare to support their in-game brand building initiatives. As a result, we expect significant world-building revenue growth in 2025."

Carlos Tovar, the president of Zoned, a GameSquare company stated, "UEFN and creative world-building have rapidly become the modern TV commercial to connect brands with more viewers and creators. Zoned and GameSquare's success-based resources and capabilities are uniquely positioned to help create virtual world experiences, helping brands that are eager to connect and engaged with youth audiences."

About GameSquare Holdings, Inc.
GameSquare's (NASDAQ:GAME) mission is to revolutionize the way brands and game publishers connect with hard-to-reach Gen Z, Gen Alpha, and Millennial audiences. Our next generation media, entertainment, and technology capabilities drive compelling outcomes for creators and maximize our brand partners' return on investment. Through our purpose-built platform, we provide award winning marketing and creative services, offer leading data and analytics solutions, and amplify awareness through FaZe Clan, one of the most prominent and influential gaming organizations in the world. With one of the largest gaming media networks in North America, as verified by Comscore, we are reshaping the landscape of digital media and immersive entertainment. GameSquare's largest investors are Dallas Cowboys owner Jerry Jones and the Goff family.

To learn more, visit www.gamesquare.com.

Forward-Looking Information
This news release contains "forward-looking information" and "forward-looking statements" (collectively, "forward-looking statements") within the meaning of the applicable securities legislation. All statements, other than statements of historical fact, are forward-looking statements and are based on expectations, estimates and projections as at the date of this news release. Any statement that involves discussions with respect to predictions, expectations, beliefs, plans, projections, objectives, assumptions, future events or performance (often but not always using phrases such as "expects", or "does not expect", "is expected", "anticipates" or "does not anticipate", "plans", "budget", "scheduled", "forecasts", "estimates", "believes" or "intends" or variations of such words and phrases or stating that certain actions, events or results "may" or "could", "would", "might" or "will" be taken to occur or be achieved) are not statements of historical fact and may be forward-looking statements. In this news release, forward-looking statements relate, among other things, to: the Company's and FaZe Media Inc.'s future performance, revenue, growth and profitability; and the Company's and FaZe Media's ability to execute their business plans. These forward-looking statements are provided only to provide information currently available to us and are not intended to serve as and must not be relied on by any investor as, a guarantee, assurance or definitive statement of fact or probability. Forward-looking statements are necessarily based upon a number of estimates and assumptions which include, but are not limited to: the Company's and FaZe Media's ability to grow their business and being able to execute on their business plans, the Company being able to complete and successfully integrate acquisitions, the Company being able to recognize and capitalize on opportunities and the Company continuing to attract qualified personnel to supports its development requirements. These assumptions, while considered reasonable, are subject to known and unknown risks, uncertainties, and other factors which may cause the actual results and future events to differ materially from those expressed or implied by such forward-looking statements. Such factors include, but are not limited to: the Company's ability to achieve its objectives, the Company successfully executing its growth strategy, the ability of the Company to obtain future financings or complete offerings on acceptable terms, failure to leverage the Company's portfolio across entertainment and media platforms, dependence on the Company's key personnel and general business, economic, competitive, political and social uncertainties. These risk factors are not intended to represent a complete list of the factors that could affect the Company which are discussed in the Company's most recent MD&A. There can be no assurance that forward-looking statements will prove to be accurate, as actual results and future events could differ materially from those anticipated in such statements. Accordingly, readers should not place undue reliance on the forward-looking statements and information contained in this news release. GameSquare assumes no obligation to update the forward-looking statements of beliefs, opinions, projections, or other factors, should they change, except as required by law.

Corporate Contact
Lou Schwartz, President
Phone: (216) 464-6400
Email: ir@gamesquare.com

Investor Relations
Andrew Berger
Phone: (216) 464-6400
Email: ir@gamesquare.com

Media Relations
Chelsey Northern / The Untold
Phone: (254) 855-4028
Email: pr@gamesquare.com

SOURCE: GameSquare Holdings, Inc.



View the original press release on ACCESS Newswire

FAQ

What was GameSquare's (GAME) world-building revenue in 2024?

GameSquare generated $3.9 million in revenue from world-building services in 2024.

What is GameSquare's (GAME) projected revenue growth for 2025?

GameSquare expects 100% year-over-year revenue growth to approximately $8 million in 2025.

How many minutes of gameplay did GameSquare (GAME) generate in 2024?

GameSquare's world-building campaigns generated over 125 million minutes of gameplay in 2024.

What is GameSquare's (GAME) expected gross margin for 2025?

GameSquare expects gross margins to improve to over 30% in 2025, up from 25% in 2024.

Which major brands did GameSquare (GAME) create experiences for in 2024?

GameSquare created experiences for brands including Paramount's SpongeBob SquarePants, Top Golf, and 5-Hour ENERGY.

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