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GameSquare Holdings, Inc. (GAME) Q3 2024 Earnings Conference Call Transcript Summary

GameSquare Holdings, Inc. (GAME) Q3 2024 Earnings Conference Call Transcript Summary

GameSquare Holdings, Inc. (GAME) 2024年第三季度业绩会电话会议记录摘要
moomoo AI ·  11/14 19:55  · 电话会议

The following is a summary of the GameSquare Holdings, Inc. (GAME) Q3 2024 Earnings Conference Call Transcript:

以下是GameSquare Holdings, Inc. (GAME) 2024年第三季度业绩会电话会议记录的摘要:

Financial Performance:

财务表现:

  • GameSquare reported a pro forma revenue increase of 10% year-over-year, reaching $26.4 million.

  • Gross margin improved to 19.8% from 14% year-over-year.

  • Adjusted EBITDA losses reduced, amounting to $2.2 million from a pro forma loss of $10.4 million the previous year.

  • GameSquare报告称,按年计算营业收入增长了10%,达到2640万。

  • 毛利率同比提高至19.8%,相比之下去年为14%。

  • 调整后的EBITDA亏损减少,达到220万,而去年为1040万的形式亏损。

Business Progress:

业务进展:

  • GameSquare has focused on integrating the acquisition of FaZe Clan, reducing costs, and leveraging IP, agency, media, and SaaS technology assets for growth.

  • The formation of FaZe Media as a standalone entity and strategic financial actions with entities like Gigamoon Media to raise non-dilutive capital were highlighted.

  • Significant deals and partnerships were announced, including expanding Rollbit sponsorship and collaborating with NFL for a new creator series.

  • GameSquare专注于整合对FaZe Clan的收购,减少成本,并利用知识产权、代理、媒体和saas-云计算科技资产来促进增长。

  • 成立FaZe Media作为独立实体,以及与Gigamoon Media等实体进行战略金融行动以筹集非稀释性资本的计划被强调。

  • 宣布了重要的交易和合作,包括扩大Rollbit赞助以及与NFL合作推出新的创作者系列。

Opportunities:

机会:

  • Future growth is supported by a strong backlog of committed revenue and a growing pipeline expected to convert into partnerships in 2024 and 2025.

  • Expansion into higher-margin sectors like SaaS and agency services is anticipated.

  • 未来的增长得到了强大的承诺营业收入积压和预计将在2024年和2025年转化为合作伙伴关系的不断增长的管道的支持。

  • 预计将扩展至毛利率更高的行业,如saas-云计算和代理服务。

Risks:

风险:

  • While current strategic actions and market positioning appear robust, the competitive strength and shifting market demands in esports and influencer marketing pose inherent risks.

  • 尽管当前的战略举措和市场定位看起来稳健,但在电子竞技和影响者营销中竞争实力和市场需求的变化存在固有风险。

Tips: This article is generated by AI. The accuracy of the content can not be fully guaranteed. For more comprehensive details, please refer to the IR website. The article is only for investors' reference without any guidance or recommendation suggestions.

提示:本文由人工智能生成。内容准确性无法完全保证。如需更全面详情,请参阅IR网站。本文仅供投资者参考,不具有任何指导或推荐建议。

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